From 28f0a5b2dfdabca9bfd16e83d4ab091f1e8a0bd4 Mon Sep 17 00:00:00 2001 From: Rich Harris Date: Thu, 9 Aug 2018 11:30:56 -0400 Subject: [PATCH] rebuild --- build/three.js | 28576 ++++++++-------- build/three.module.js | 28576 ++++++++-------- src.original/Three.Legacy.js | 1877 + src.original/Three.js | 152 + src.original/animation/AnimationAction.js | 672 + src.original/animation/AnimationClip.js | 453 + src.original/animation/AnimationMixer.js | 761 + .../animation/AnimationObjectGroup.js | 381 + src.original/animation/AnimationUtils.js | 166 + src.original/animation/KeyframeTrack.js | 454 + src.original/animation/PropertyBinding.js | 726 + src.original/animation/PropertyMixer.js | 209 + .../animation/tracks/BooleanKeyframeTrack.js | 38 + .../animation/tracks/ColorKeyframeTrack.js | 34 + .../animation/tracks/NumberKeyframeTrack.js | 30 + .../tracks/QuaternionKeyframeTrack.js | 40 + .../animation/tracks/StringKeyframeTrack.js | 35 + .../animation/tracks/VectorKeyframeTrack.js | 31 + 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src.original/textures/CompressedTexture.js create mode 100644 src.original/textures/CubeTexture.js create mode 100644 src.original/textures/DataTexture.js create mode 100644 src.original/textures/DepthTexture.js create mode 100644 src.original/textures/Texture.js create mode 100644 src.original/textures/VideoTexture.js create mode 100644 src.original/utils.js diff --git a/build/three.js b/build/three.js index fefdaeb45535ab..328ab9822e04c0 100644 --- a/build/three.js +++ b/build/three.js @@ -64,6 +64,8 @@ ( function () { Object.assign = function ( target ) { + var arguments$1 = arguments; + if ( target === undefined || target === null ) { @@ -75,7 +77,7 @@ for ( var index = 1; index < arguments.length; index ++ ) { - var source = arguments[ index ]; + var source = arguments$1[ index ]; if ( source !== undefined && source !== null ) { @@ -105,85 +107,83 @@ * https://github.com/mrdoob/eventdispatcher.js/ */ - function EventDispatcher() {} - - Object.assign( EventDispatcher.prototype, { - - addEventListener: function ( type, listener ) { + var EventDispatcher = function EventDispatcher () {}; - if ( this._listeners === undefined ) this._listeners = {}; + EventDispatcher.prototype.addEventListener = function addEventListener ( type, listener ) { - var listeners = this._listeners; + if ( this._listeners === undefined ) { this._listeners = {}; } - if ( listeners[ type ] === undefined ) { + var listeners = this._listeners; - listeners[ type ] = []; + if ( listeners[ type ] === undefined ) { - } + listeners[ type ] = []; - if ( listeners[ type ].indexOf( listener ) === - 1 ) { + } - listeners[ type ].push( listener ); + if ( listeners[ type ].indexOf( listener ) === - 1 ) { - } + listeners[ type ].push( listener ); - }, + } - hasEventListener: function ( type, listener ) { + }; - if ( this._listeners === undefined ) return false; + EventDispatcher.prototype.hasEventListener = function hasEventListener ( type, listener ) { - var listeners = this._listeners; + if ( this._listeners === undefined ) { return false; } - return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + var listeners = this._listeners; - }, + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; - removeEventListener: function ( type, listener ) { + }; - if ( this._listeners === undefined ) return; + EventDispatcher.prototype.removeEventListener = function removeEventListener ( type, listener ) { - var listeners = this._listeners; - var listenerArray = listeners[ type ]; + if ( this._listeners === undefined ) { return; } - if ( listenerArray !== undefined ) { + var listeners = this._listeners; + var listenerArray = listeners[ type ]; - var index = listenerArray.indexOf( listener ); + if ( listenerArray !== undefined ) { - if ( index !== - 1 ) { + var index = listenerArray.indexOf( listener ); - listenerArray.splice( index, 1 ); + if ( index !== - 1 ) { - } + listenerArray.splice( index, 1 ); } - }, + } - dispatchEvent: function ( event ) { + }; - if ( this._listeners === undefined ) return; + EventDispatcher.prototype.dispatchEvent = function dispatchEvent ( event ) { + var this$1 = this; - var listeners = this._listeners; - var listenerArray = listeners[ event.type ]; - if ( listenerArray !== undefined ) { + if ( this._listeners === undefined ) { return; } - event.target = this; + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; - var array = listenerArray.slice( 0 ); + if ( listenerArray !== undefined ) { - for ( var i = 0, l = array.length; i < l; i ++ ) { + event.target = this; - array[ i ].call( this, event ); + var array = listenerArray.slice( 0 ); - } + for ( var i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this$1, event ); } } - } ); + }; var REVISION = '96dev'; var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; @@ -402,8 +402,8 @@ smoothstep: function ( x, min, max ) { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( x <= min ) { return 0; } + if ( x >= max ) { return 1; } x = ( x - min ) / ( max - min ); @@ -413,8 +413,8 @@ smootherstep: function ( x, min, max ) { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( x <= min ) { return 0; } + if ( x >= max ) { return 1; } x = ( x - min ) / ( max - min ); @@ -485,491 +485,487 @@ * @author zz85 / http://www.lab4games.net/zz85/blog */ - function Vector2( x, y ) { + var Vector2 = function Vector2( x, y ) { this.x = x || 0; this.y = y || 0; - } - - Object.defineProperties( Vector2.prototype, { + }; - "width": { + Vector2.prototype.set = function set ( x, y ) { - get: function () { + this.x = x; + this.y = y; - return this.x; + return this; - }, + }; - set: function ( value ) { + Vector2.prototype.setScalar = function setScalar ( scalar ) { - this.x = value; + this.x = scalar; + this.y = scalar; - } + return this; - }, + }; - "height": { + Vector2.prototype.setX = function setX ( x ) { - get: function () { + this.x = x; - return this.y; + return this; - }, + }; - set: function ( value ) { + Vector2.prototype.setY = function setY ( y ) { - this.y = value; + this.y = y; - } + return this; - } + }; - } ); + Vector2.prototype.setComponent = function setComponent ( index, value ) { - Object.assign( Vector2.prototype, { + switch ( index ) { - isVector2: true, + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); - set: function ( x, y ) { + } - this.x = x; - this.y = y; + return this; - return this; + }; - }, + Vector2.prototype.getComponent = function getComponent ( index ) { - setScalar: function ( scalar ) { + switch ( index ) { - this.x = scalar; - this.y = scalar; + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); - return this; + } - }, + }; - setX: function ( x ) { + Vector2.prototype.clone = function clone () { - this.x = x; + return new this.constructor( this.x, this.y ); - return this; + }; - }, + Vector2.prototype.copy = function copy ( v ) { - setY: function ( y ) { + this.x = v.x; + this.y = v.y; - this.y = y; + return this; - return this; + }; - }, + Vector2.prototype.add = function add ( v, w ) { - setComponent: function ( index, value ) { + if ( w !== undefined ) { - switch ( index ) { + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); + } - } + this.x += v.x; + this.y += v.y; - return this; + return this; - }, + }; - getComponent: function ( index ) { + Vector2.prototype.addScalar = function addScalar ( s ) { - switch ( index ) { + this.x += s; + this.y += s; - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); - - } + return this; - }, + }; - clone: function () { + Vector2.prototype.addVectors = function addVectors ( a, b ) { - return new this.constructor( this.x, this.y ); + this.x = a.x + b.x; + this.y = a.y + b.y; - }, + return this; - copy: function ( v ) { + }; - this.x = v.x; - this.y = v.y; + Vector2.prototype.addScaledVector = function addScaledVector ( v, s ) { - return this; + this.x += v.x * s; + this.y += v.y * s; - }, + return this; - add: function ( v, w ) { + }; - if ( w !== undefined ) { + Vector2.prototype.sub = function sub ( v, w ) { - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( 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; + this.x -= v.x; + this.y -= v.y; - }, + return this; - addScalar: function ( s ) { + }; - this.x += s; - this.y += s; + Vector2.prototype.subScalar = function subScalar ( s ) { - return this; + this.x -= s; + this.y -= s; - }, + return this; - addVectors: function ( a, b ) { + }; - this.x = a.x + b.x; - this.y = a.y + b.y; + Vector2.prototype.subVectors = function subVectors ( a, b ) { - return this; + this.x = a.x - b.x; + this.y = a.y - b.y; - }, + return this; - addScaledVector: function ( v, s ) { + }; - this.x += v.x * s; - this.y += v.y * s; + Vector2.prototype.multiply = function multiply ( v ) { - return this; + this.x *= v.x; + this.y *= v.y; - }, + return this; - sub: function ( v, w ) { + }; - if ( w !== undefined ) { + Vector2.prototype.multiplyScalar = function multiplyScalar ( scalar ) { - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + this.x *= scalar; + this.y *= scalar; - } + return this; - this.x -= v.x; - this.y -= v.y; + }; - return this; + Vector2.prototype.divide = function divide ( v ) { - }, + this.x /= v.x; + this.y /= v.y; - subScalar: function ( s ) { + return this; - this.x -= s; - this.y -= s; + }; - return this; + Vector2.prototype.divideScalar = function divideScalar ( scalar ) { - }, + return this.multiplyScalar( 1 / scalar ); - subVectors: function ( a, b ) { + }; - this.x = a.x - b.x; - this.y = a.y - b.y; + Vector2.prototype.applyMatrix3 = function applyMatrix3 ( m ) { - return this; + 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 ]; - multiply: function ( v ) { + return this; - this.x *= v.x; - this.y *= v.y; + }; - return this; + Vector2.prototype.min = function min ( v ) { - }, + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); - multiplyScalar: function ( scalar ) { + return this; - this.x *= scalar; - this.y *= scalar; + }; - return this; + Vector2.prototype.max = function max ( v ) { - }, + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); - divide: function ( v ) { + return this; - this.x /= v.x; - this.y /= v.y; + }; - return this; + Vector2.prototype.clamp = function clamp ( min, max ) { - }, + // assumes min < max, componentwise - divideScalar: function ( scalar ) { + 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.multiplyScalar( 1 / scalar ); + return this; - }, + }; - applyMatrix3: function ( m ) { + Vector2.prototype.clampLength = function clampLength ( min, max ) { - var x = this.x, y = this.y; - var e = m.elements; + var length = this.length(); - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - return this; + }; - }, + Vector2.prototype.floor = function floor () { - min: function ( v ) { + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); + return this; - return this; + }; - }, + Vector2.prototype.ceil = function ceil () { - max: function ( v ) { + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); + return this; - return this; + }; - }, + Vector2.prototype.round = function round () { - clamp: function ( min, max ) { + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); - // assumes min < max, componentwise + return this; - 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.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 ); - clampScalar: function () { + return this; - var min = new Vector2(); - var max = new Vector2(); + }; - return function clampScalar( minVal, maxVal ) { + Vector2.prototype.negate = function negate () { - min.set( minVal, minVal ); - max.set( maxVal, maxVal ); + this.x = - this.x; + this.y = - this.y; - return this.clamp( min, max ); + return this; - }; + }; - }(), + Vector2.prototype.dot = function dot ( v ) { - clampLength: function ( min, max ) { + return this.x * v.x + this.y * v.y; - var length = this.length(); + }; - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + Vector2.prototype.cross = function cross ( v ) { - }, + return this.x * v.y - this.y * v.x; - floor: function () { + }; - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); + Vector2.prototype.lengthSq = function lengthSq () { - return this; + return this.x * this.x + this.y * this.y; - }, + }; - ceil: function () { + Vector2.prototype.length = function length () { - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); + return Math.sqrt( this.x * this.x + this.y * this.y ); - return this; + }; - }, + Vector2.prototype.manhattanLength = function manhattanLength () { - round: function () { + return Math.abs( this.x ) + Math.abs( this.y ); - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); + }; - return this; + Vector2.prototype.normalize = function normalize () { - }, + return this.divideScalar( this.length() || 1 ); - roundToZero: function () { + }; - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + Vector2.prototype.angle = function angle () { - return this; + // computes the angle in radians with respect to the positive x-axis - }, + var angle = Math.atan2( this.y, this.x ); - negate: function () { + if ( angle < 0 ) { angle += 2 * Math.PI; } - this.x = - this.x; - this.y = - this.y; + return angle; - return this; + }; - }, + Vector2.prototype.distanceTo = function distanceTo ( v ) { - dot: function ( v ) { + return Math.sqrt( this.distanceToSquared( v ) ); - return this.x * v.x + this.y * v.y; + }; - }, + Vector2.prototype.distanceToSquared = function distanceToSquared ( v ) { - cross: function ( v ) { + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; - return this.x * v.y - this.y * v.x; + }; - }, + Vector2.prototype.manhattanDistanceTo = function manhattanDistanceTo ( v ) { - lengthSq: function () { + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - return this.x * this.x + this.y * this.y; + }; - }, + Vector2.prototype.setLength = function setLength ( length ) { - length: function () { + return this.normalize().multiplyScalar( length ); - return Math.sqrt( this.x * this.x + this.y * this.y ); + }; - }, + Vector2.prototype.lerp = function lerp ( v, alpha ) { - manhattanLength: function () { + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; - return Math.abs( this.x ) + Math.abs( this.y ); + return this; - }, + }; - normalize: function () { + Vector2.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) { - return this.divideScalar( this.length() || 1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, + }; - angle: function () { + Vector2.prototype.equals = function equals ( v ) { - // computes the angle in radians with respect to the positive x-axis + return ( ( v.x === this.x ) && ( v.y === this.y ) ); - var angle = Math.atan2( this.y, this.x ); + }; - if ( angle < 0 ) angle += 2 * Math.PI; + Vector2.prototype.fromArray = function fromArray ( array, offset ) { - return angle; + if ( offset === undefined ) { offset = 0; } - }, + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; - distanceTo: function ( v ) { + return this; - return Math.sqrt( this.distanceToSquared( v ) ); + }; - }, + Vector2.prototype.toArray = function toArray ( array, offset ) { - distanceToSquared: function ( v ) { + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - var dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; - }, + return array; - manhattanDistanceTo: function ( v ) { + }; - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + Vector2.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) { - }, + if ( offset !== undefined ) { - setLength: function ( length ) { + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); - return this.normalize().multiplyScalar( length ); + } - }, + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); - lerp: function ( v, alpha ) { + return this; - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; + }; - return this; + Vector2.prototype.rotateAround = function rotateAround ( center, angle ) { - }, + var c = Math.cos( angle ), s = Math.sin( angle ); - lerpVectors: function ( v1, v2, alpha ) { + var x = this.x - center.x; + var y = this.y - center.y; - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; - }, + return this; - equals: function ( v ) { + }; - return ( ( v.x === this.x ) && ( v.y === this.y ) ); + Vector2.prototype.isVector2 = true; - }, + Vector2.prototype.clampScalar = function () { - fromArray: function ( array, offset ) { + var min = new Vector2(); + var max = new Vector2(); - if ( offset === undefined ) offset = 0; + return function clampScalar( minVal, maxVal ) { - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); - return this; + return this.clamp( min, max ); - }, + }; - toArray: function ( array, offset ) { + }(); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + Object.defineProperties( Vector2.prototype, { - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; + "width": { - return array; + get: function () { - }, + return this.x; - fromBufferAttribute: function ( attribute, index, offset ) { + }, - if ( offset !== undefined ) { + set: function ( value ) { - console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + this.x = value; } - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); + }, - return this; + "height": { - }, + get: function () { - rotateAround: function ( center, angle ) { + return this.y; - var c = Math.cos( angle ), s = Math.sin( angle ); + }, - var x = this.x - center.x; - var y = this.y - center.y; + set: function ( value ) { - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; + this.y = value; - return this; + } } @@ -988,7 +984,7 @@ * @author WestLangley / http://github.com/WestLangley */ - function Matrix4() { + var Matrix4 = function Matrix4() { this.elements = [ @@ -1005,909 +1001,909 @@ } - } + }; - Object.assign( Matrix4.prototype, { + Matrix4.prototype.set = function set ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - isMatrix4: true, + var te = this.elements; - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + 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; - var te = this.elements; + return this; - 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( - identity: function () { + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - this.set( + ); - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + return this; - ); + }; - return this; + Matrix4.prototype.clone = function clone () { - }, + return new Matrix4().fromArray( this.elements ); - clone: function () { + }; - return new Matrix4().fromArray( this.elements ); + Matrix4.prototype.copy = function copy ( m ) { - }, + var te = this.elements; + var me = m.elements; - copy: function ( m ) { + 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 ]; - var te = this.elements; - var me = m.elements; + return this; - 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; - copyPosition: function ( m ) { + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; - var te = this.elements, me = m.elements; + return this; - 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 ); - extractBasis: function ( xAxis, yAxis, zAxis ) { + return this; - 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 + ); - makeBasis: function ( xAxis, yAxis, zAxis ) { + return this; - 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.makeRotationFromEuler = function makeRotationFromEuler ( euler ) { - }, + if ( ! ( euler && euler.isEuler ) ) { - extractRotation: function () { + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); - var v1 = new Vector3(); + } - return function extractRotation( m ) { + var te = this.elements; - // this method does not support reflection matrices + 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 ); - var te = this.elements; - var me = m.elements; + if ( euler.order === 'XYZ' ) { - var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); - var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); - var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + var ae = a * e, af = a * f, be = b * e, bf = b * f; - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + } else if ( euler.order === 'YXZ' ) { - return this; + 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; - makeRotationFromEuler: function ( euler ) { + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; - if ( ! ( euler && euler.isEuler ) ) { + } else if ( euler.order === 'ZXY' ) { - console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + var ce = c * e, cf = c * f, de = d * e, df = d * f; - } + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; - var te = this.elements; + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; - 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 ); + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; - if ( euler.order === 'XYZ' ) { + } else if ( euler.order === 'ZYX' ) { - var ae = a * e, af = a * f, be = b * e, bf = b * f; + 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[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; - } else if ( euler.order === 'YXZ' ) { + } else if ( euler.order === 'YZX' ) { - var ce = c * e, cf = c * f, de = d * e, df = d * f; + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; - } else if ( euler.order === 'ZXY' ) { + } else if ( euler.order === 'XZY' ) { - var ce = c * e, cf = c * f, de = d * e, df = d * f; + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; - } else if ( euler.order === 'ZYX' ) { + } - var ae = a * e, af = a * f, be = b * e, bf = b * f; + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; + return this; - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; + }; - } else if ( euler.order === 'YZX' ) { + Matrix4.prototype.multiply = function multiply ( m, n ) { - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + if ( n !== undefined ) { - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); - 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; + return this.multiplyMatrices( this, m ); - } else if ( euler.order === 'XZY' ) { + }; - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + Matrix4.prototype.premultiply = function premultiply ( m ) { - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; + return this.multiplyMatrices( m, this ); - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; + }; - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; + Matrix4.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) { - } + var ae = a.elements; + var be = b.elements; + var te = this.elements; - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + 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 ]; - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + 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 ]; - return this; + 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; - makeRotationFromQuaternion: function () { + 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; - var zero = new Vector3( 0, 0, 0 ); - var one = new Vector3( 1, 1, 1 ); + 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 function makeRotationFromQuaternion( q ) { + return this; - return this.compose( zero, q, one ); + }; - }; + Matrix4.prototype.multiplyScalar = function multiplyScalar ( s ) { - }(), + var te = this.elements; - lookAt: function () { + 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; - var x = new Vector3(); - var y = new Vector3(); - var z = new Vector3(); + return this; - return function lookAt( eye, target, up ) { + }; - var te = this.elements; + Matrix4.prototype.determinant = function determinant () { - z.subVectors( eye, target ); + var te = this.elements; - if ( z.lengthSq() === 0 ) { + 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 ]; - // eye and target are in the same position + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - z.z = 1; + 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 + ) - } + ); - z.normalize(); - x.crossVectors( up, z ); + }; - if ( x.lengthSq() === 0 ) { + Matrix4.prototype.transpose = function transpose () { - // up and z are parallel + var te = this.elements; + var tmp; - if ( Math.abs( up.z ) === 1 ) { + 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; - z.x += 0.0001; + 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; - } else { + return this; - z.z += 0.0001; + }; - } + Matrix4.prototype.setPosition = function setPosition ( v ) { - z.normalize(); - x.crossVectors( up, z ); + var te = this.elements; - } + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; - x.normalize(); - y.crossVectors( z, x ); + return this; - 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.getInverse = function getInverse ( m, throwOnDegenerate ) { - }; + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, - }(), + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], - multiply: function ( m, n ) { + 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; - if ( n !== undefined ) { + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); + if ( det === 0 ) { - } + var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; - return this.multiplyMatrices( this, m ); + if ( throwOnDegenerate === true ) { - }, + throw new Error( msg ); - premultiply: function ( m ) { + } else { - return this.multiplyMatrices( m, this ); + console.warn( msg ); - }, + } - multiplyMatrices: function ( a, b ) { + return this.identity(); - 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 detInv = 1 / det; - 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 ] = 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[ 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[ 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[ 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[ 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[ 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[ 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; - 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; - return this; + }; - }, + Matrix4.prototype.scale = function scale ( v ) { - multiplyScalar: function ( s ) { + var te = this.elements; + var x = v.x, y = v.y, z = v.z; - var te = this.elements; + 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; - 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; - return this; + }; - }, + Matrix4.prototype.getMaxScaleOnAxis = function getMaxScaleOnAxis () { - applyToBufferAttribute: function () { + var te = this.elements; - var v1 = new Vector3(); + 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 function applyToBufferAttribute( attribute ) { + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + }; - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); + Matrix4.prototype.makeTranslation = function makeTranslation ( x, y, z ) { - v1.applyMatrix4( this ); + this.set( - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 - } + ); - return attribute; + return this; - }; + }; - }(), + Matrix4.prototype.makeRotationX = function makeRotationX ( theta ) { - determinant: function () { + var c = Math.cos( theta ), s = Math.sin( theta ); - var te = this.elements; + this.set( - 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 ]; + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 - //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 - ) + return this; - ); + }; - }, + Matrix4.prototype.makeRotationY = function makeRotationY ( theta ) { - transpose: function () { + var c = Math.cos( theta ), s = Math.sin( theta ); - var te = this.elements; - var tmp; + this.set( - 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; + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 - 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; + return this; - }, + }; - setPosition: function ( v ) { + Matrix4.prototype.makeRotationZ = function makeRotationZ ( theta ) { - var te = this.elements; + var c = Math.cos( theta ), s = Math.sin( theta ); - te[ 12 ] = v.x; - te[ 13 ] = v.y; - te[ 14 ] = v.z; + this.set( - return this; + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - }, + ); - getInverse: function ( m, throwOnDegenerate ) { + return this; - // 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 ], + Matrix4.prototype.makeRotationAxis = function makeRotationAxis ( axis, angle ) { - 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; + // Based on http://www.gamedev.net/reference/articles/article1199.asp - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + 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; - if ( det === 0 ) { + this.set( - var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; + 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 - if ( throwOnDegenerate === true ) { + ); - throw new Error( msg ); + return this; - } else { + }; - console.warn( msg ); + Matrix4.prototype.makeScale = function makeScale ( x, y, z ) { - } + this.set( - return this.identity(); + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 - } + ); - var detInv = 1 / det; + return this; - 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; + Matrix4.prototype.makeShear = function makeShear ( x, y, z ) { - 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; + this.set( - 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; + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 - return this; + ); - }, + return this; - scale: function ( v ) { + }; - var te = this.elements; - var x = v.x, y = v.y, z = v.z; + Matrix4.prototype.compose = function compose ( position, quaternion, scale ) { - 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; + var te = this.elements; - return this; + 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; - getMaxScaleOnAxis: function () { + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; - var te = this.elements; + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; - 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 ]; + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; - }, + return this; - makeTranslation: function ( x, y, z ) { + }; - this.set( + Matrix4.prototype.makePerspective = function makePerspective ( left, right, top, bottom, near, far ) { - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 + if ( far === undefined ) { - ); + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); - return this; + } - }, + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); - makeRotationX: function ( theta ) { + 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 ); - var c = Math.cos( theta ), s = Math.sin( theta ); + 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; - this.set( + return this; - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 + }; - ); + Matrix4.prototype.makeOrthographic = function makeOrthographic ( left, right, top, bottom, near, far ) { - return this; + 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; - makeRotationY: function ( theta ) { + 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; - var c = Math.cos( theta ), s = Math.sin( theta ); + return this; - this.set( + }; - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 + Matrix4.prototype.equals = function equals ( matrix ) { - ); + var te = this.elements; + var me = matrix.elements; - return this; + for ( var i = 0; i < 16; i ++ ) { - }, + if ( te[ i ] !== me[ i ] ) { return false; } - makeRotationZ: function ( theta ) { + } - var c = Math.cos( theta ), s = Math.sin( theta ); + return true; - this.set( + }; - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + Matrix4.prototype.fromArray = function fromArray ( array, offset ) { + var this$1 = this; - ); - return this; + if ( offset === undefined ) { offset = 0; } - }, + for ( var i = 0; i < 16; i ++ ) { - makeRotationAxis: function ( axis, angle ) { + this$1.elements[ i ] = array[ i + offset ]; - // 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; + return this; - 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 + Matrix4.prototype.toArray = function toArray ( array, offset ) { - ); + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - return this; + var te = this.elements; - }, + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; - makeScale: function ( x, y, z ) { + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; - this.set( + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; - ); + return array; - return this; + }; - }, + Matrix4.prototype.isMatrix4 = true; - makeShear: function ( x, y, z ) { + Matrix4.prototype.extractRotation = function () { - this.set( + var v1 = new Vector3(); - 1, y, z, 0, - x, 1, z, 0, - x, y, 1, 0, - 0, 0, 0, 1 + return function extractRotation( m ) { - ); + // this method does not support reflection matrices - return this; + var te = this.elements; + var me = m.elements; - }, + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); - compose: function ( position, quaternion, scale ) { + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; - var te = this.elements; + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; - 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; + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; - var sx = scale.x, sy = scale.y, sz = scale.z; + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; + return this; - 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; + Matrix4.prototype.makeRotationFromQuaternion = function () { - return this; + var zero = new Vector3( 0, 0, 0 ); + var one = new Vector3( 1, 1, 1 ); - }, + return function makeRotationFromQuaternion( q ) { - decompose: function () { + return this.compose( zero, q, one ); - var vector = new Vector3(); - var matrix = new Matrix4(); + }; + + }(); - return function decompose( position, quaternion, scale ) { + Matrix4.prototype.lookAt = function () { - var te = this.elements; + var x = new Vector3(); + var y = new Vector3(); + var z = new Vector3(); - var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + return function lookAt( eye, target, up ) { - // if determine is negative, we need to invert one scale - var det = this.determinant(); - if ( det < 0 ) sx = - sx; + var te = this.elements; - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; + z.subVectors( eye, target ); - // scale the rotation part - matrix.copy( this ); + if ( z.lengthSq() === 0 ) { - var invSX = 1 / sx; - var invSY = 1 / sy; - var invSZ = 1 / sz; + // eye and target are in the same position - matrix.elements[ 0 ] *= invSX; - matrix.elements[ 1 ] *= invSX; - matrix.elements[ 2 ] *= invSX; + z.z = 1; - matrix.elements[ 4 ] *= invSY; - matrix.elements[ 5 ] *= invSY; - matrix.elements[ 6 ] *= invSY; + } - matrix.elements[ 8 ] *= invSZ; - matrix.elements[ 9 ] *= invSZ; - matrix.elements[ 10 ] *= invSZ; + z.normalize(); + x.crossVectors( up, z ); - quaternion.setFromRotationMatrix( matrix ); + if ( x.lengthSq() === 0 ) { - scale.x = sx; - scale.y = sy; - scale.z = sz; + // up and z are parallel - return this; + if ( Math.abs( up.z ) === 1 ) { - }; + z.x += 0.0001; - }(), + } else { - makePerspective: function ( left, right, top, bottom, near, far ) { + z.z += 0.0001; - if ( far === undefined ) { + } - console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + z.normalize(); + x.crossVectors( up, z ); } - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); + x.normalize(); + y.crossVectors( z, x ); - 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; + 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; - }, - - makeOrthographic: function ( left, right, top, bottom, near, far ) { + }; - var te = this.elements; - var w = 1.0 / ( right - left ); - var h = 1.0 / ( top - bottom ); - var p = 1.0 / ( far - near ); + }(); - var x = ( right + left ) * w; - var y = ( top + bottom ) * h; - var z = ( far + near ) * p; + Matrix4.prototype.applyToBufferAttribute = function () { - 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; + var v1 = new Vector3(); - return this; + return function applyToBufferAttribute( attribute ) { + var this$1 = this; - }, - equals: function ( matrix ) { + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - var te = this.elements; - var me = matrix.elements; + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); - for ( var i = 0; i < 16; i ++ ) { + v1.applyMatrix4( this$1 ); - if ( te[ i ] !== me[ i ] ) return false; + attribute.setXYZ( i, v1.x, v1.y, v1.z ); } - return true; + return attribute; - }, + }; - fromArray: function ( array, offset ) { + }(); - if ( offset === undefined ) offset = 0; + Matrix4.prototype.decompose = function () { - for ( var i = 0; i < 16; i ++ ) { + var vector = new Vector3(); + var matrix = new Matrix4(); - this.elements[ i ] = array[ i + offset ]; + return function decompose( position, quaternion, scale ) { - } + var te = this.elements; - return this; + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - }, + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) { sx = - sx; } - toArray: function ( array, offset ) { + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + // scale the rotation part + matrix.copy( this ); - var te = this.elements; + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; + quaternion.setFromRotationMatrix( matrix ); - return array; + scale.x = sx; + scale.y = sy; + scale.z = sz; - } + return this; - } ); + }; + + }(); /** * @author mikael emtinger / http://gomo.se/ @@ -2172,7 +2168,7 @@ } - if ( update !== false ) this.onChangeCallback(); + if ( update !== false ) { this.onChangeCallback(); } return this; @@ -2267,7 +2263,7 @@ return function setFromUnitVectors( vFrom, vTo ) { - if ( v1 === undefined ) v1 = new Vector3(); + if ( v1 === undefined ) { v1 = new Vector3(); } r = vFrom.dot( vTo ) + 1; @@ -2312,7 +2308,7 @@ var angle = this.angleTo( q ); - if ( angle === 0 ) return this; + if ( angle === 0 ) { return this; } var t = Math.min( 1, step / angle ); @@ -2427,8 +2423,8 @@ slerp: function ( qb, t ) { - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); + 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; @@ -2500,7 +2496,7 @@ fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) { offset = 0; } this._x = array[ offset ]; this._y = array[ offset + 1 ]; @@ -2515,8 +2511,8 @@ toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } array[ offset ] = this._x; array[ offset + 1 ] = this._y; @@ -3222,7 +3218,7 @@ fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) { offset = 0; } this.x = array[ offset ]; this.y = array[ offset + 1 ]; @@ -3234,8 +3230,8 @@ toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } array[ offset ] = this.x; array[ offset + 1 ] = this.y; @@ -3270,7 +3266,7 @@ * @author tschw */ - function Matrix3() { + var Matrix3 = function Matrix3() { this.elements = [ @@ -3286,366 +3282,366 @@ } - } + }; - Object.assign( Matrix3.prototype, { + Matrix3.prototype.set = function set ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - isMatrix3: true, + var te = this.elements; - set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + 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; - var te = this.elements; + return this; - 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( - identity: function () { + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - this.set( + ); - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + return this; - ); + }; - return this; + Matrix3.prototype.clone = function clone () { - }, + return new this.constructor().fromArray( this.elements ); - clone: function () { + }; - return new this.constructor().fromArray( this.elements ); + Matrix3.prototype.copy = function copy ( m ) { - }, + var te = this.elements; + var me = m.elements; - copy: function ( m ) { + 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 ]; - var te = this.elements; - var me = m.elements; + return this; - 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.setFromMatrix4 = function setFromMatrix4 ( m ) { - }, + var me = m.elements; - setFromMatrix4: function ( m ) { + this.set( - var me = m.elements; + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] - this.set( + ); - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] + return this; - ); + }; - return this; + Matrix3.prototype.multiply = function multiply ( m ) { - }, + return this.multiplyMatrices( this, m ); - applyToBufferAttribute: function () { + }; - var v1 = new Vector3(); + Matrix3.prototype.premultiply = function premultiply ( m ) { - return function applyToBufferAttribute( attribute ) { + return this.multiplyMatrices( m, this ); - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + }; - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); + Matrix3.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) { - v1.applyMatrix3( this ); + var ae = a.elements; + var be = b.elements; + var te = this.elements; - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + 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 ]; - return attribute; + 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; - multiply: function ( m ) { + return this; - return this.multiplyMatrices( this, m ); + }; - }, + Matrix3.prototype.multiplyScalar = function multiplyScalar ( s ) { - premultiply: function ( m ) { + var te = this.elements; - return this.multiplyMatrices( m, this ); + 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; - multiplyMatrices: function ( a, b ) { + }; - var ae = a.elements; - var be = b.elements; - var te = this.elements; + Matrix3.prototype.determinant = function determinant () { - 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 te = this.elements; - 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 ]; + 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 ]; - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - 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; + Matrix3.prototype.getInverse = function getInverse ( matrix, throwOnDegenerate ) { - return this; + if ( matrix && matrix.isMatrix4 ) { - }, + console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); - multiplyScalar: function ( s ) { + } - var te = this.elements; + var me = matrix.elements, + 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; + 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 ], - return this; + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, - }, + det = n11 * t11 + n21 * t12 + n31 * t13; - determinant: function () { + if ( det === 0 ) { - var te = this.elements; + var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; - 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 ]; + if ( throwOnDegenerate === true ) { - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + throw new Error( msg ); - }, + } else { - getInverse: function ( matrix, throwOnDegenerate ) { + console.warn( msg ); - if ( matrix && matrix.isMatrix4 ) { + } - console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); + return this.identity(); - } + } - var me = matrix.elements, - te = this.elements, + var detInv = 1 / det; - 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 ], + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - det = n11 * t11 + n21 * t12 + n31 * t13; + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - if ( det === 0 ) { + return this; - var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; + }; - if ( throwOnDegenerate === true ) { + Matrix3.prototype.transpose = function transpose () { - throw new Error( msg ); + var tmp, m = this.elements; - } else { + 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; - console.warn( msg ); + return this; - } + }; - return this.identity(); + Matrix3.prototype.getNormalMatrix = function getNormalMatrix ( matrix4 ) { - } + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - var detInv = 1 / det; + }; - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + Matrix3.prototype.transposeIntoArray = function transposeIntoArray ( r ) { - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + var m = this.elements; - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + 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; + return this; - }, + }; - transpose: function () { + Matrix3.prototype.setUvTransform = function setUvTransform ( tx, ty, sx, sy, rotation, cx, cy ) { - var tmp, m = this.elements; + var c = Math.cos( rotation ); + var s = Math.sin( rotation ); - 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; + 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 + ); - return this; + }; - }, + Matrix3.prototype.scale = function scale ( sx, sy ) { - getNormalMatrix: function ( matrix4 ) { + var te = this.elements; - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; - }, + return this; - transposeIntoArray: function ( r ) { + }; - var m = this.elements; + Matrix3.prototype.rotate = function rotate ( theta ) { - 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 ]; + var c = Math.cos( theta ); + var s = Math.sin( theta ); - return this; + var te = this.elements; - }, + var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; - setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + te[ 0 ] = c * a11 + s * a21; + te[ 3 ] = c * a12 + s * a22; + te[ 6 ] = c * a13 + s * a23; - var c = Math.cos( rotation ); - var s = Math.sin( rotation ); + te[ 1 ] = - s * a11 + c * a21; + te[ 4 ] = - s * a12 + c * a22; + te[ 7 ] = - s * a13 + c * a23; - 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 - ); + return this; - }, + }; - scale: function ( sx, sy ) { + Matrix3.prototype.translate = function translate ( tx, ty ) { - var te = this.elements; + var te = this.elements; - te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; - te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + 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; + return this; - }, + }; - rotate: function ( theta ) { + Matrix3.prototype.equals = function equals ( matrix ) { - var c = Math.cos( theta ); - var s = Math.sin( theta ); + var te = this.elements; + var me = matrix.elements; - var te = this.elements; + for ( var i = 0; i < 9; i ++ ) { - var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; - var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + if ( te[ i ] !== me[ i ] ) { return false; } - 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 true; - return this; + }; - }, + Matrix3.prototype.fromArray = function fromArray ( array, offset ) { + var this$1 = this; - translate: function ( tx, ty ) { - var te = this.elements; + if ( offset === undefined ) { offset = 0; } - 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 ]; + for ( var i = 0; i < 9; i ++ ) { - return this; + this$1.elements[ i ] = array[ i + offset ]; - }, + } - equals: function ( matrix ) { + return this; - var te = this.elements; - var me = matrix.elements; + }; - for ( var i = 0; i < 9; i ++ ) { + Matrix3.prototype.toArray = function toArray ( array, offset ) { - if ( te[ i ] !== me[ i ] ) return false; + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - } + var te = this.elements; - return true; + 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 ]; - fromArray: function ( array, offset ) { + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; - if ( offset === undefined ) offset = 0; + return array; - for ( var i = 0; i < 9; i ++ ) { + }; - this.elements[ i ] = array[ i + offset ]; + Matrix3.prototype.isMatrix3 = true; - } + Matrix3.prototype.applyToBufferAttribute = function () { - return this; + var v1 = new Vector3(); - }, + return function applyToBufferAttribute( attribute ) { + var this$1 = this; - toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - var te = this.elements; + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; + v1.applyMatrix3( this$1 ); - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; + attribute.setXYZ( i, v1.x, v1.y, v1.z ); - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; + } - return array; + return attribute; - } + }; - } ); + }(); /** * @author mrdoob / http://mrdoob.com/ @@ -3713,76 +3709,74 @@ var textureId = 0; - function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - - Object.defineProperty( this, 'id', { value: textureId ++ } ); - - this.uuid = _Math.generateUUID(); + var Texture = (function (EventDispatcher$$1) { + function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - this.name = ''; + EventDispatcher$$1.call(this); - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; + Object.defineProperty( this, 'id', { value: textureId ++ } ); - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + this.uuid = _Math.generateUUID(); - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + this.name = ''; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; - this.format = format !== undefined ? format : RGBAFormat; - this.type = type !== undefined ? type : UnsignedByteType; + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; - // 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.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; - this.version = 0; - this.onUpdate = null; + 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) - Texture.DEFAULT_IMAGE = undefined; - Texture.DEFAULT_MAPPING = UVMapping; + // 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; - Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.version = 0; + this.onUpdate = null; - constructor: Texture, + } - isTexture: true, + if ( EventDispatcher$$1 ) Texture.__proto__ = EventDispatcher$$1; + Texture.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Texture.prototype.constructor = Texture; - updateMatrix: function () { + Texture.prototype.updateMatrix = function updateMatrix () { 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 () { + Texture.prototype.clone = function clone () { return new this.constructor().copy( this ); - }, + }; - copy: function ( source ) { + Texture.prototype.copy = function copy ( source ) { this.name = source.name; @@ -3818,9 +3812,9 @@ return this; - }, + }; - toJSON: function ( meta ) { + Texture.prototype.toJSON = function toJSON ( meta ) { var isRootObject = ( meta === undefined || typeof meta === 'string' ); @@ -3914,17 +3908,17 @@ return output; - }, + }; - dispose: function () { + Texture.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - }, + }; - transformUv: function ( uv ) { + Texture.prototype.transformUv = function transformUv ( uv ) { - if ( this.mapping !== UVMapping ) return; + if ( this.mapping !== UVMapping ) { return; } uv.applyMatrix3( this.matrix ); @@ -3996,15 +3990,21 @@ } - } + }; - } ); + return Texture; + }(EventDispatcher)); + + Texture.prototype.isTexture = true; + + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; Object.defineProperty( Texture.prototype, "needsUpdate", { set: function ( value ) { - if ( value === true ) this.version ++; + if ( value === true ) { this.version ++; } } @@ -4018,624 +4018,620 @@ * @author WestLangley / http://github.com/WestLangley */ - function Vector4( x, y, z, w ) { + var Vector4 = function Vector4( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; - } - - Object.assign( Vector4.prototype, { - - isVector4: true, + }; - set: function ( x, y, z, w ) { + Vector4.prototype.set = function set ( x, y, z, w ) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; + this.x = x; + this.y = y; + this.z = z; + this.w = w; - return this; + return this; - }, + }; - setScalar: function ( scalar ) { + Vector4.prototype.setScalar = function setScalar ( scalar ) { - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; - return this; + return this; - }, + }; - setX: function ( x ) { + Vector4.prototype.setX = function setX ( x ) { - this.x = x; + this.x = x; - return this; + return this; - }, + }; - setY: function ( y ) { + Vector4.prototype.setY = function setY ( y ) { - this.y = y; + this.y = y; - return this; + return this; - }, + }; - setZ: function ( z ) { + Vector4.prototype.setZ = function setZ ( z ) { - this.z = z; + this.z = z; - return this; + return this; - }, + }; - setW: function ( w ) { + Vector4.prototype.setW = function setW ( w ) { - this.w = w; + this.w = w; - return this; + return this; - }, + }; - setComponent: function ( index, value ) { + Vector4.prototype.setComponent = function setComponent ( index, value ) { - switch ( index ) { + 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 ); + 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; + return this; - }, + }; - getComponent: function ( index ) { + Vector4.prototype.getComponent = function getComponent ( index ) { - switch ( 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 ); + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); - } + } - }, + }; - clone: function () { + Vector4.prototype.clone = function clone () { - return new this.constructor( this.x, this.y, this.z, this.w ); + return new this.constructor( this.x, this.y, this.z, this.w ); - }, + }; - copy: function ( v ) { + 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; + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; - return this; + return this; - }, + }; - add: function ( v, w ) { + Vector4.prototype.add = function add ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + 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; + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; - return this; + return this; - }, + }; - addScalar: function ( s ) { + Vector4.prototype.addScalar = function addScalar ( s ) { - this.x += s; - this.y += s; - this.z += s; - this.w += s; + this.x += s; + this.y += s; + this.z += s; + this.w += s; - return this; + return this; - }, + }; - addVectors: function ( a, b ) { + 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; + 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; + return this; - }, + }; - addScaledVector: function ( v, s ) { + 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; + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; - return this; + return this; - }, + }; - sub: function ( v, w ) { + Vector4.prototype.sub = function sub ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + 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; + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; - return this; + return this; - }, + }; - subScalar: function ( s ) { + Vector4.prototype.subScalar = function subScalar ( s ) { - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; - return this; + return this; - }, + }; - subVectors: function ( a, b ) { + 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; + 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; + return this; - }, + }; - multiplyScalar: function ( scalar ) { + Vector4.prototype.multiplyScalar = function multiplyScalar ( scalar ) { - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; - return this; + return this; - }, + }; - applyMatrix4: function ( m ) { + Vector4.prototype.applyMatrix4 = function applyMatrix4 ( m ) { - var x = this.x, y = this.y, z = this.z, w = this.w; - var e = m.elements; + 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; + 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; + return this; - }, + }; - divideScalar: function ( scalar ) { + Vector4.prototype.divideScalar = function divideScalar ( scalar ) { - return this.multiplyScalar( 1 / scalar ); + return this.multiplyScalar( 1 / scalar ); - }, + }; - setAxisAngleFromQuaternion: function ( q ) { + Vector4.prototype.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion ( q ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - // q is assumed to be normalized + // q is assumed to be normalized - this.w = 2 * Math.acos( q.w ); + this.w = 2 * Math.acos( q.w ); - var s = Math.sqrt( 1 - q.w * q.w ); + var s = Math.sqrt( 1 - q.w * q.w ); - if ( s < 0.0001 ) { + if ( s < 0.0001 ) { - this.x = 1; - this.y = 0; - this.z = 0; + this.x = 1; + this.y = 0; + this.z = 0; - } else { + } else { - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; - } + } - return this; + return this; - }, + }; - setAxisAngleFromRotationMatrix: function ( m ) { + Vector4.prototype.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix ( m ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + // 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) + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var angle, x, y, z, // variables for result - epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - te = m.elements, + 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 ]; + 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 ) && + 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 + // 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 ) && + 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 singularity is identity matrix so angle = 0 - this.set( 1, 0, 0, 0 ); + this.set( 1, 0, 0, 0 ); - return this; // zero angle, arbitrary axis - - } + return this; // zero angle, arbitrary axis - // otherwise this singularity is angle = 180 + } - angle = Math.PI; + // otherwise this singularity is angle = 180 - 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; + angle = Math.PI; - if ( ( xx > yy ) && ( xx > zz ) ) { + 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; - // m11 is the largest diagonal term + if ( ( xx > yy ) && ( xx > zz ) ) { - if ( xx < epsilon ) { + // m11 is the largest diagonal term - x = 0; - y = 0.707106781; - z = 0.707106781; + if ( xx < epsilon ) { - } else { + x = 0; + y = 0.707106781; + z = 0.707106781; - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; + } else { - } + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; - } else if ( yy > zz ) { + } - // m22 is the largest diagonal term + } else if ( yy > zz ) { - if ( yy < epsilon ) { + // m22 is the largest diagonal term - x = 0.707106781; - y = 0; - z = 0.707106781; + if ( yy < epsilon ) { - } else { + x = 0.707106781; + y = 0; + z = 0.707106781; - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; + } else { - } + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; - } else { + } - // m33 is the largest diagonal term so base result on this + } else { - if ( zz < epsilon ) { + // m33 is the largest diagonal term so base result on this - x = 0.707106781; - y = 0.707106781; - z = 0; + if ( zz < epsilon ) { - } else { + x = 0.707106781; + y = 0.707106781; + z = 0; - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; + } else { - } + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; } - this.set( x, y, z, angle ); + } - return this; // return 180 deg rotation + 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 + } + + // as we have reached here there are no singularities so we can handle normally - var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + 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; + 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 + // 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 ); + 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; + return this; - }, + }; - min: function ( v ) { + 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 ); + 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; + return this; - }, + }; - max: function ( v ) { + 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 ); + 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; + return this; - }, + }; - clamp: function ( min, max ) { + Vector4.prototype.clamp = function clamp ( min, max ) { - // assumes min < max, componentwise + // 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 ) ); + 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; + return this; - }, + }; - clampScalar: function () { + Vector4.prototype.clampLength = function clampLength ( min, max ) { - var min, max; + var length = this.length(); - return function clampScalar( minVal, maxVal ) { + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - if ( min === undefined ) { + }; - min = new Vector4(); - max = new Vector4(); + 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 ); - min.set( minVal, minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal, maxVal ); + return this; - return this.clamp( min, max ); + }; - }; + 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 ); - clampLength: function ( min, max ) { + return this; - var length = this.length(); + }; - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + 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 ); - floor: function () { + return this; - 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.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 ); - ceil: function () { + return this; - 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.negate = function negate () { - }, + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; - round: function () { + return this; - 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.dot = function dot ( v ) { - }, + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - roundToZero: function () { + }; - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + Vector4.prototype.lengthSq = function lengthSq () { - return this; + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - }, + }; - negate: function () { + Vector4.prototype.length = function length () { - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - return this; + }; - }, + Vector4.prototype.manhattanLength = function manhattanLength () { - dot: function ( v ) { + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + }; - }, + Vector4.prototype.normalize = function normalize () { - lengthSq: function () { + return this.divideScalar( this.length() || 1 ); - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + }; - }, + Vector4.prototype.setLength = function setLength ( length ) { - length: function () { + return this.normalize().multiplyScalar( length ); - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + }; - }, + Vector4.prototype.lerp = function lerp ( v, alpha ) { - manhattanLength: function () { + 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 Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + return this; - }, + }; - normalize: function () { + Vector4.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) { - return this.divideScalar( this.length() || 1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, + }; - setLength: function ( length ) { + Vector4.prototype.equals = function equals ( v ) { - return this.normalize().multiplyScalar( length ); + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - }, + }; - lerp: function ( v, alpha ) { + Vector4.prototype.fromArray = function fromArray ( array, offset ) { - 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; + if ( offset === undefined ) { offset = 0; } - return this; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; - }, + return this; - lerpVectors: function ( v1, v2, alpha ) { + }; - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + Vector4.prototype.toArray = function toArray ( array, offset ) { - }, + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - equals: function ( v ) { + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + return array; - }, + }; - fromArray: function ( array, offset ) { + Vector4.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset !== undefined ) { - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); - return this; + } - }, + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); - toArray: function ( array, offset ) { + return this; - 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; + Vector4.prototype.isVector4 = true; - return array; + Vector4.prototype.clampScalar = function () { - }, + var min, max; - fromBufferAttribute: function ( attribute, index, offset ) { + return function clampScalar( minVal, maxVal ) { - if ( offset !== undefined ) { + if ( min === undefined ) { - console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + min = new Vector4(); + max = new Vector4(); } - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - this.w = attribute.getW( index ); + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); - return this; + return this.clamp( min, max ); - } + }; - } ); + }(); /** * @author szimek / https://github.com/szimek/ @@ -4648,37 +4644,38 @@ * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ - function WebGLRenderTarget( width, height, options ) { + var WebGLRenderTarget = (function (EventDispatcher$$1) { + function WebGLRenderTarget( width, height, options ) { - this.width = width; - this.height = height; + EventDispatcher$$1.call(this); - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; + this.width = width; + this.height = height; - this.viewport = new Vector4( 0, 0, width, height ); + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; - options = options || {}; + this.viewport = new Vector4( 0, 0, width, height ); - if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + options = options || {}; - this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + if ( options.minFilter === undefined ) { options.minFilter = LinearFilter; } - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true; + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; - - } + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true; - WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; - constructor: WebGLRenderTarget, + } - isWebGLRenderTarget: true, + if ( EventDispatcher$$1 ) WebGLRenderTarget.__proto__ = EventDispatcher$$1; + WebGLRenderTarget.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + WebGLRenderTarget.prototype.constructor = WebGLRenderTarget; - setSize: function ( width, height ) { + WebGLRenderTarget.prototype.setSize = function setSize ( width, height ) { if ( this.width !== width || this.height !== height ) { @@ -4692,15 +4689,15 @@ this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height ); - }, + }; - clone: function () { + WebGLRenderTarget.prototype.clone = function clone () { return new this.constructor().copy( this ); - }, + }; - copy: function ( source ) { + WebGLRenderTarget.prototype.copy = function copy ( source ) { this.width = source.width; this.height = source.height; @@ -4715,31 +4712,42 @@ return this; - }, + }; - dispose: function () { + WebGLRenderTarget.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; - } ); + return WebGLRenderTarget; + }(EventDispatcher)); + + WebGLRenderTarget.prototype.isWebGLRenderTarget = true; /** * @author alteredq / http://alteredqualia.com */ - function WebGLRenderTargetCube( width, height, options ) { + var WebGLRenderTargetCube = (function (WebGLRenderTarget$$1) { + function WebGLRenderTargetCube( width, height, options ) { - WebGLRenderTarget.call( this, width, height, options ); + WebGLRenderTarget$$1.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + + } + + if ( WebGLRenderTarget$$1 ) WebGLRenderTargetCube.__proto__ = WebGLRenderTarget$$1; + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget$$1 && WebGLRenderTarget$$1.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + + return WebGLRenderTargetCube; + }(WebGLRenderTarget)); - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 - this.activeMipMapLevel = 0; - } - WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); - WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; @@ -4747,23 +4755,31 @@ * @author alteredq / http://alteredqualia.com/ */ - function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + var DataTexture = (function (Texture$$1) { + function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + Texture$$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.image = { data: data, width: width, height: height }; + this.image = { data: data, width: width, height: height }; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + + if ( Texture$$1 ) DataTexture.__proto__ = Texture$$1; + DataTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + DataTexture.prototype.constructor = DataTexture; + + return DataTexture; + }(Texture)); - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - } - DataTexture.prototype = Object.create( Texture.prototype ); - DataTexture.prototype.constructor = DataTexture; DataTexture.prototype.isDataTexture = true; @@ -4808,13 +4824,13 @@ 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 < 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; + if ( x > maxX ) { maxX = x; } + if ( y > maxY ) { maxY = y; } + if ( z > maxZ ) { maxZ = z; } } @@ -4841,13 +4857,13 @@ 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 < 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; + if ( x > maxX ) { maxX = x; } + if ( y > maxY ) { maxY = y; } + if ( z > maxZ ) { maxZ = z; } } @@ -4859,12 +4875,14 @@ }, setFromPoints: function ( points ) { + var this$1 = this; + this.makeEmpty(); for ( var i = 0, il = points.length; i < il; i ++ ) { - this.expandByPoint( points[ i ] ); + this$1.expandByPoint( points[ i ] ); } @@ -5310,7 +5328,7 @@ 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(); + if ( this.isEmpty() ) { this.makeEmpty(); } return this; @@ -5341,7 +5359,7 @@ return function applyMatrix4( matrix ) { // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; + 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 @@ -5383,415 +5401,407 @@ * @author mrdoob / http://mrdoob.com/ */ - function Sphere( center, radius ) { + var Sphere = function Sphere( center, radius ) { this.center = ( center !== undefined ) ? center : new Vector3(); this.radius = ( radius !== undefined ) ? radius : 0; - } - - Object.assign( Sphere.prototype, { - - set: function ( center, radius ) { + }; - this.center.copy( center ); - this.radius = radius; + Sphere.prototype.set = function set ( center, radius ) { - return this; + this.center.copy( center ); + this.radius = radius; - }, + return this; - setFromPoints: function () { + }; - var box = new Box3(); + Sphere.prototype.clone = function clone () { - return function setFromPoints( points, optionalCenter ) { + return new this.constructor().copy( this ); - var center = this.center; + }; - if ( optionalCenter !== undefined ) { + Sphere.prototype.copy = function copy ( sphere ) { - center.copy( optionalCenter ); + this.center.copy( sphere.center ); + this.radius = sphere.radius; - } else { + return this; - box.setFromPoints( points ).getCenter( center ); + }; - } + Sphere.prototype.empty = function empty () { - var maxRadiusSq = 0; + return ( this.radius <= 0 ); - for ( var i = 0, il = points.length; i < il; i ++ ) { + }; - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + Sphere.prototype.containsPoint = function containsPoint ( point ) { - } + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - this.radius = Math.sqrt( maxRadiusSq ); + }; - return this; + Sphere.prototype.distanceToPoint = function distanceToPoint ( point ) { - }; + return ( point.distanceTo( this.center ) - this.radius ); - }(), + }; - clone: function () { + Sphere.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - return new this.constructor().copy( this ); + var radiusSum = this.radius + sphere.radius; - }, + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - copy: function ( sphere ) { + }; - this.center.copy( sphere.center ); - this.radius = sphere.radius; + Sphere.prototype.intersectsBox = function intersectsBox ( box ) { - return this; + return box.intersectsSphere( this ); - }, + }; - empty: function () { + Sphere.prototype.intersectsPlane = function intersectsPlane ( plane ) { - return ( this.radius <= 0 ); + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - }, + }; - containsPoint: function ( point ) { + Sphere.prototype.clampPoint = function clampPoint ( point, target ) { - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + var deltaLengthSq = this.center.distanceToSquared( point ); - }, + if ( target === undefined ) { - distanceToPoint: function ( point ) { + console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); + target = new Vector3(); - return ( point.distanceTo( this.center ) - this.radius ); + } - }, + target.copy( point ); - intersectsSphere: function ( sphere ) { + if ( deltaLengthSq > ( this.radius * this.radius ) ) { - var radiusSum = this.radius + sphere.radius; + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + } - }, + return target; - intersectsBox: function ( box ) { + }; - return box.intersectsSphere( this ); + Sphere.prototype.getBoundingBox = function getBoundingBox ( target ) { - }, + if ( target === undefined ) { - intersectsPlane: function ( plane ) { + console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); + target = new Box3(); - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + } - }, + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); - clampPoint: function ( point, target ) { + return target; - var deltaLengthSq = this.center.distanceToSquared( point ); + }; - if ( target === undefined ) { + Sphere.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) { - console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); - target = new Vector3(); + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); - } + return this; - target.copy( point ); + }; - if ( deltaLengthSq > ( this.radius * this.radius ) ) { + Sphere.prototype.translate = function translate ( offset ) { - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); + this.center.add( offset ); - } + return this; - return target; + }; - }, + Sphere.prototype.equals = function equals ( sphere ) { - getBoundingBox: function ( target ) { + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - if ( target === undefined ) { + }; - console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); - target = new Box3(); + Sphere.prototype.setFromPoints = function () { - } + var box = new Box3(); - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); + return function setFromPoints( points, optionalCenter ) { - return target; + var center = this.center; - }, + if ( optionalCenter !== undefined ) { - applyMatrix4: function ( matrix ) { + center.copy( optionalCenter ); - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); + } else { - return this; + box.setFromPoints( points ).getCenter( center ); - }, + } - translate: function ( offset ) { + var maxRadiusSq = 0; - this.center.add( offset ); + for ( var i = 0, il = points.length; i < il; i ++ ) { - return this; + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - }, + } - equals: function ( sphere ) { + this.radius = Math.sqrt( maxRadiusSq ); - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + return this; - } + }; - } ); + }(); /** * @author bhouston / http://clara.io */ - function Plane( normal, constant ) { + var Plane = function Plane( normal, constant ) { // normal is assumed to be normalized this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); this.constant = ( constant !== undefined ) ? constant : 0; - } + }; - Object.assign( Plane.prototype, { + Plane.prototype.set = function set ( normal, constant ) { - set: function ( normal, constant ) { + this.normal.copy( normal ); + this.constant = constant; - this.normal.copy( normal ); - this.constant = constant; + return this; - return this; + }; - }, + Plane.prototype.setComponents = function setComponents ( x, y, z, w ) { - setComponents: function ( x, y, z, w ) { + this.normal.set( x, y, z ); + this.constant = w; - this.normal.set( x, y, z ); - this.constant = w; + return this; - return this; + }; - }, + Plane.prototype.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint ( normal, point ) { - setFromNormalAndCoplanarPoint: function ( normal, point ) { + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); + return this; - return this; + }; - }, + Plane.prototype.clone = function clone () { - setFromCoplanarPoints: function () { + return new this.constructor().copy( this ); - var v1 = new Vector3(); - var v2 = new Vector3(); + }; - return function setFromCoplanarPoints( a, b, c ) { + Plane.prototype.copy = function copy ( plane ) { - var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + this.normal.copy( plane.normal ); + this.constant = plane.constant; - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + return this; - this.setFromNormalAndCoplanarPoint( normal, a ); + }; - 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; - clone: function () { + return this; - return new this.constructor().copy( this ); + }; - }, + Plane.prototype.negate = function negate () { - copy: function ( plane ) { + this.constant *= - 1; + this.normal.negate(); - this.normal.copy( plane.normal ); - this.constant = plane.constant; + return this; - return this; + }; - }, + Plane.prototype.distanceToPoint = function distanceToPoint ( point ) { - normalize: function () { + return this.normal.dot( point ) + this.constant; - // 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; + Plane.prototype.distanceToSphere = function distanceToSphere ( sphere ) { - return this; + return this.distanceToPoint( sphere.center ) - sphere.radius; - }, + }; - negate: function () { + Plane.prototype.projectPoint = function projectPoint ( point, target ) { - this.constant *= - 1; - this.normal.negate(); + if ( target === undefined ) { - return this; + console.warn( 'THREE.Plane: .projectPoint() target is now required' ); + target = new Vector3(); - }, + } - distanceToPoint: function ( point ) { + return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); - return this.normal.dot( point ) + this.constant; + }; - }, + Plane.prototype.intersectsLine = function intersectsLine ( line ) { - distanceToSphere: function ( sphere ) { + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - return this.distanceToPoint( sphere.center ) - sphere.radius; + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); - }, + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - projectPoint: function ( point, target ) { + }; - if ( target === undefined ) { + Plane.prototype.intersectsBox = function intersectsBox ( box ) { - console.warn( 'THREE.Plane: .projectPoint() target is now required' ); - target = new Vector3(); + return box.intersectsPlane( this ); - } + }; - return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); + Plane.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - }, + return sphere.intersectsPlane( this ); - intersectLine: function () { + }; - var v1 = new Vector3(); + Plane.prototype.coplanarPoint = function coplanarPoint ( target ) { - return function intersectLine( line, target ) { + if ( target === undefined ) { - if ( target === undefined ) { + console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); + target = new Vector3(); - console.warn( 'THREE.Plane: .intersectLine() target is now required' ); - target = new Vector3(); + } - } + return target.copy( this.normal ).multiplyScalar( - this.constant ); - var direction = line.delta( v1 ); + }; - var denominator = this.normal.dot( direction ); + Plane.prototype.translate = function translate ( offset ) { - if ( denominator === 0 ) { + this.constant -= offset.dot( this.normal ); - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { + return this; - return target.copy( line.start ); + }; - } + Plane.prototype.equals = function equals ( plane ) { - // Unsure if this is the correct method to handle this case. - return undefined; + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - } + }; - var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + Plane.prototype.setFromCoplanarPoints = function () { - if ( t < 0 || t > 1 ) { + var v1 = new Vector3(); + var v2 = new Vector3(); - return undefined; + return function setFromCoplanarPoints( a, b, c ) { - } + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); - return target.copy( direction ).multiplyScalar( t ).add( line.start ); + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - }; + this.setFromNormalAndCoplanarPoint( normal, a ); - }(), + return this; - intersectsLine: function ( line ) { + }; - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + }(); - var startSign = this.distanceToPoint( line.start ); - var endSign = this.distanceToPoint( line.end ); + Plane.prototype.intersectLine = function () { - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + var v1 = new Vector3(); - }, + return function intersectLine( line, target ) { - intersectsBox: function ( box ) { + if ( target === undefined ) { - return box.intersectsPlane( this ); + console.warn( 'THREE.Plane: .intersectLine() target is now required' ); + target = new Vector3(); - }, + } - intersectsSphere: function ( sphere ) { + var direction = line.delta( v1 ); - return sphere.intersectsPlane( this ); + var denominator = this.normal.dot( direction ); - }, + if ( denominator === 0 ) { - coplanarPoint: function ( target ) { + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { - if ( target === undefined ) { + return target.copy( line.start ); - console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); - target = new Vector3(); + } + + // Unsure if this is the correct method to handle this case. + return undefined; } - return target.copy( this.normal ).multiplyScalar( - this.constant ); + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - }, + if ( t < 0 || t > 1 ) { - applyMatrix4: function () { + return undefined; - var v1 = new Vector3(); - var m1 = new Matrix3(); + } - return function applyMatrix4( matrix, optionalNormalMatrix ) { + return target.copy( direction ).multiplyScalar( t ).add( line.start ); - var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + }; - var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + }(); - var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + Plane.prototype.applyMatrix4 = function () { - this.constant = - referencePoint.dot( normal ); + var v1 = new Vector3(); + var m1 = new Matrix3(); - return this; + return function applyMatrix4( matrix, optionalNormalMatrix ) { - }; + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); - }(), + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); - translate: function ( offset ) { + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - this.constant -= offset.dot( this.normal ); + this.constant = - referencePoint.dot( normal ); return this; - }, - - equals: function ( plane ) { - - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - - } + }; - } ); + }(); /** * @author mrdoob / http://mrdoob.com/ @@ -5799,7 +5809,7 @@ * @author bhouston / http://clara.io */ - function Frustum( p0, p1, p2, p3, p4, p5 ) { + var Frustum = function Frustum( p0, p1, p2, p3, p4, p5 ) { this.planes = [ @@ -5812,162 +5822,158 @@ ]; - } - - Object.assign( Frustum.prototype, { + }; - set: function ( p0, p1, p2, p3, p4, p5 ) { + Frustum.prototype.set = function set ( p0, p1, p2, p3, p4, p5 ) { - var planes = this.planes; + 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 ); + 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; + return this; - }, + }; - clone: function () { + Frustum.prototype.clone = function clone () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, + }; - copy: function ( frustum ) { + Frustum.prototype.copy = function copy ( frustum ) { - var planes = this.planes; + var planes = this.planes; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - planes[ i ].copy( frustum.planes[ i ] ); + planes[ i ].copy( frustum.planes[ i ] ); - } + } - return this; + return this; - }, + }; - setFromMatrix: function ( m ) { + Frustum.prototype.setFromMatrix = function setFromMatrix ( 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(); + 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 ]; - return this; + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - }, + return this; - intersectsObject: function () { + }; - var sphere = new Sphere(); + Frustum.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - return function intersectsObject( object ) { + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; - var geometry = object.geometry; + for ( var i = 0; i < 6; i ++ ) { - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + var distance = planes[ i ].distanceToPoint( center ); - sphere.copy( geometry.boundingSphere ) - .applyMatrix4( object.matrixWorld ); + if ( distance < negRadius ) { - return this.intersectsSphere( sphere ); + return false; - }; + } - }(), + } - intersectsSprite: function () { + return true; - var sphere = new Sphere(); + }; - return function intersectsSprite( sprite ) { + Frustum.prototype.containsPoint = function containsPoint ( point ) { - sphere.center.set( 0, 0, 0 ); - sphere.radius = 0.7071067811865476; - sphere.applyMatrix4( sprite.matrixWorld ); + var planes = this.planes; - return this.intersectsSphere( sphere ); + for ( var i = 0; i < 6; i ++ ) { - }; + if ( planes[ i ].distanceToPoint( point ) < 0 ) { - }(), + return false; - intersectsSphere: function ( sphere ) { + } - var planes = this.planes; - var center = sphere.center; - var negRadius = - sphere.radius; + } - for ( var i = 0; i < 6; i ++ ) { + return true; - var distance = planes[ i ].distanceToPoint( center ); + }; - if ( distance < negRadius ) { + Frustum.prototype.intersectsObject = function () { - return false; + var sphere = new Sphere(); - } + return function intersectsObject( object ) { - } + var geometry = object.geometry; - return true; + if ( geometry.boundingSphere === null ) + { geometry.computeBoundingSphere(); } - }, + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); - intersectsBox: function () { + return this.intersectsSphere( sphere ); - var p = new Vector3(); + }; - return function intersectsBox( box ) { + }(); - var planes = this.planes; + Frustum.prototype.intersectsSprite = function () { - for ( var i = 0; i < 6; i ++ ) { + var sphere = new Sphere(); - var plane = planes[ i ]; + return function intersectsSprite( sprite ) { - // corner at max distance + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); - p.x = plane.normal.x > 0 ? box.max.x : box.min.x; - p.y = plane.normal.y > 0 ? box.max.y : box.min.y; - p.z = plane.normal.z > 0 ? box.max.z : box.min.z; + return this.intersectsSphere( sphere ); - if ( plane.distanceToPoint( p ) < 0 ) { + }; - return false; + }(); - } + Frustum.prototype.intersectsBox = function () { - } + var p = new Vector3(); - return true; + return function intersectsBox( box ) { - }; + var planes = this.planes; - }(), + for ( var i = 0; i < 6; i ++ ) { - containsPoint: function ( point ) { + var plane = planes[ i ]; - var planes = this.planes; + // corner at max distance - for ( var i = 0; i < 6; i ++ ) { + p.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p.z = plane.normal.z > 0 ? box.max.z : box.min.z; - if ( planes[ i ].distanceToPoint( point ) < 0 ) { + if ( plane.distanceToPoint( p ) < 0 ) { return false; @@ -5977,9 +5983,9 @@ return true; - } + }; - } ); + }(); var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; @@ -6337,12 +6343,14 @@ var UniformsUtils = { merge: function ( uniforms ) { + var this$1 = this; + var merged = {}; for ( var u = 0; u < uniforms.length; u ++ ) { - var tmp = this.clone( uniforms[ u ] ); + var tmp = this$1.clone( uniforms[ u ] ); for ( var p in tmp ) { @@ -6424,7 +6432,7 @@ '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 }; - function Color( r, g, b ) { + var Color = function Color( r, g, b ) { if ( g === undefined && b === undefined ) { @@ -6435,545 +6443,567 @@ return this.setRGB( r, g, b ); - } + }; - Object.assign( Color.prototype, { + Color.prototype.set = function set ( value ) { - isColor: true, + if ( value && value.isColor ) { - r: 1, g: 1, b: 1, + this.copy( value ); - set: function ( value ) { + } else if ( typeof value === 'number' ) { - if ( value && value.isColor ) { + this.setHex( value ); - this.copy( value ); + } else if ( typeof value === 'string' ) { - } else if ( typeof value === 'number' ) { + this.setStyle( value ); - this.setHex( value ); + } - } else if ( typeof value === 'string' ) { + return this; - this.setStyle( value ); + }; - } + Color.prototype.setScalar = function setScalar ( scalar ) { - return this; + this.r = scalar; + this.g = scalar; + this.b = scalar; - }, + return this; - setScalar: function ( scalar ) { + }; - this.r = scalar; - this.g = scalar; - this.b = scalar; + Color.prototype.setHex = function setHex ( hex ) { - return this; + hex = Math.floor( hex ); - }, + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; - setHex: function ( hex ) { + return this; - hex = Math.floor( hex ); + }; - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; + Color.prototype.setRGB = function setRGB ( r, g, b ) { - return this; + this.r = r; + this.g = g; + this.b = b; - }, + return this; - setRGB: function ( r, g, b ) { + }; - this.r = r; - this.g = g; - this.b = b; + Color.prototype.setStyle = function setStyle ( style ) { - return this; + function handleAlpha( string ) { - }, + if ( string === undefined ) { return; } - setHSL: function () { + if ( parseFloat( string ) < 1 ) { - 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; + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); } - return function setHSL( h, s, l ) { + } - // h,s,l ranges are in 0.0 - 1.0 - h = _Math.euclideanModulo( h, 1 ); - s = _Math.clamp( s, 0, 1 ); - l = _Math.clamp( l, 0, 1 ); - if ( s === 0 ) { + var m; - this.r = this.g = this.b = l; + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { - } else { + // rgb / hsl - var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - var q = ( 2 * l ) - p; + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); + switch ( name ) { - } + case 'rgb': + case 'rgba': - return this; + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - }; + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; - }(), + handleAlpha( color[ 5 ] ); - setStyle: function ( style ) { + return this; - function handleAlpha( string ) { + } - if ( string === undefined ) return; + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - if ( parseFloat( string ) < 1 ) { + // 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; - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + handleAlpha( color[ 5 ] ); - } + return this; - } + } + break; - var m; + case 'hsl': + case 'hsla': - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - // rgb / hsl + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; + handleAlpha( color[ 5 ] ); - switch ( name ) { + return this.setHSL( h, s, l ); - case 'rgb': - case 'rgba': + } - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + break; - // 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 ] ); + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { - return this; + // hex color - } + var hex = m[ 1 ]; + var size = hex.length; - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( size === 3 ) { - // 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; + // #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; - handleAlpha( color[ 5 ] ); + return this; - 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; - break; + return this; - case 'hsl': - case 'hsla': + } - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + } - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat( color[ 1 ] ) / 360; - var s = parseInt( color[ 2 ], 10 ) / 100; - var l = parseInt( color[ 3 ], 10 ) / 100; + if ( style && style.length > 0 ) { - handleAlpha( color[ 5 ] ); + // color keywords + var hex = ColorKeywords[ style ]; - return this.setHSL( h, s, l ); + if ( hex !== undefined ) { - } + // red + this.setHex( hex ); - break; + } else { - } + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + } - // hex color + } - var hex = m[ 1 ]; - var size = hex.length; + return this; - 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; + Color.prototype.clone = function clone () { - return this; + return new this.constructor( this.r, this.g, this.b ); - } 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; + Color.prototype.copy = function copy ( color ) { - return this; + this.r = color.r; + this.g = color.g; + this.b = color.b; - } + return this; - } + }; - if ( style && style.length > 0 ) { + Color.prototype.copyGammaToLinear = function copyGammaToLinear ( color, gammaFactor ) { - // color keywords - var hex = ColorKeywords[ style ]; + if ( gammaFactor === undefined ) { gammaFactor = 2.0; } - if ( hex !== undefined ) { + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); - // red - this.setHex( hex ); + return this; - } else { + }; - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); + Color.prototype.copyLinearToGamma = function copyLinearToGamma ( color, gammaFactor ) { - } + if ( gammaFactor === undefined ) { gammaFactor = 2.0; } - } + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; - return this; + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); - }, + return this; - clone: function () { + }; - return new this.constructor( this.r, this.g, this.b ); + Color.prototype.convertGammaToLinear = function convertGammaToLinear ( gammaFactor ) { - }, + this.copyGammaToLinear( this, gammaFactor ); - copy: function ( color ) { + return this; - this.r = color.r; - this.g = color.g; - this.b = color.b; + }; - return this; + Color.prototype.convertLinearToGamma = function convertLinearToGamma ( gammaFactor ) { - }, + this.copyLinearToGamma( this, gammaFactor ); - copyGammaToLinear: function ( color, gammaFactor ) { + return this; - 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 ); + Color.prototype.convertSRGBToLinear = function convertSRGBToLinear () { - return this; + this.copySRGBToLinear( this ); - }, + return this; - copyLinearToGamma: function ( color, gammaFactor ) { + }; - if ( gammaFactor === undefined ) gammaFactor = 2.0; + Color.prototype.convertLinearToSRGB = function convertLinearToSRGB () { - var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + this.copyLinearToSRGB( this ); - this.r = Math.pow( color.r, safeInverse ); - this.g = Math.pow( color.g, safeInverse ); - this.b = Math.pow( color.b, safeInverse ); + return this; - return this; + }; - }, + Color.prototype.getHex = function getHex () { - convertGammaToLinear: function ( gammaFactor ) { + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; - this.copyGammaToLinear( this, gammaFactor ); + }; - return this; + Color.prototype.getHexString = function getHexString () { - }, + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); - convertLinearToGamma: function ( gammaFactor ) { + }; - this.copyLinearToGamma( this, gammaFactor ); + Color.prototype.getHSL = function getHSL ( target ) { - return this; + // h,s,l ranges are in 0.0 - 1.0 - }, + if ( target === undefined ) { - copySRGBToLinear: function () { + console.warn( 'THREE.Color: .getHSL() target is now required' ); + target = { h: 0, s: 0, l: 0 }; - function SRGBToLinear( c ) { + } - return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + var r = this.r, g = this.g, b = this.b; - } + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); - return function copySRGBToLinear( color ) { + var hue, saturation; + var lightness = ( min + max ) / 2.0; - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); + if ( min === max ) { - return this; + hue = 0; + saturation = 0; - }; + } else { - }(), + var delta = max - min; - copyLinearToSRGB: function () { + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - function LinearToSRGB( c ) { + switch ( max ) { - return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + 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; } - return function copyLinearToSRGB( color ) { + hue /= 6; - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); + } - return this; + target.h = hue; + target.s = saturation; + target.l = lightness; - }; + return target; - }(), + }; - convertSRGBToLinear: function () { + Color.prototype.getStyle = function getStyle () { - this.copySRGBToLinear( this ); + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; - return this; + }; - }, + Color.prototype.add = function add ( color ) { - convertLinearToSRGB: function () { + this.r += color.r; + this.g += color.g; + this.b += color.b; - this.copyLinearToSRGB( this ); + return this; - return this; + }; - }, + Color.prototype.addColors = function addColors ( color1, color2 ) { - getHex: function () { + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + return this; - }, + }; - getHexString: function () { + Color.prototype.addScalar = function addScalar ( s ) { - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + this.r += s; + this.g += s; + this.b += s; - }, + return this; - getHSL: function ( target ) { + }; - // h,s,l ranges are in 0.0 - 1.0 + Color.prototype.sub = function sub ( color ) { - if ( target === undefined ) { + 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 ); - console.warn( 'THREE.Color: .getHSL() target is now required' ); - target = { h: 0, s: 0, l: 0 }; + return this; - } + }; - var r = this.r, g = this.g, b = this.b; + Color.prototype.multiply = function multiply ( color ) { - var max = Math.max( r, g, b ); - var min = Math.min( r, g, b ); + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; - var hue, saturation; - var lightness = ( min + max ) / 2.0; + return this; - if ( min === max ) { + }; - hue = 0; - saturation = 0; + Color.prototype.multiplyScalar = function multiplyScalar ( s ) { - } else { + this.r *= s; + this.g *= s; + this.b *= s; - var delta = max - min; + return this; - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + }; - switch ( max ) { + Color.prototype.lerp = function lerp ( color, alpha ) { - 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; + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; - } + return this; - hue /= 6; + }; - } + Color.prototype.equals = function equals ( c ) { - target.h = hue; - target.s = saturation; - target.l = lightness; + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - return target; + }; - }, + Color.prototype.fromArray = function fromArray ( array, offset ) { - getStyle: function () { + if ( offset === undefined ) { offset = 0; } - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; - }, + return this; - offsetHSL: function () { + }; - var hsl = {}; + Color.prototype.toArray = function toArray ( array, offset ) { - return function ( h, s, l ) { + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - this.getHSL( hsl ); + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; - hsl.h += h; hsl.s += s; hsl.l += l; + return array; - this.setHSL( hsl.h, hsl.s, hsl.l ); + }; - return this; + Color.prototype.toJSON = function toJSON () { - }; + return this.getHex(); - }(), + }; - add: function ( color ) { + Color.prototype.isColor = true; - this.r += color.r; - this.g += color.g; - this.b += color.b; + Color.prototype.r = 1; - return this; + Color.prototype.g = 1; - }, + Color.prototype.b = 1; - addColors: function ( color1, color2 ) { + Color.prototype.setHSL = function () { - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; + function hue2rgb( p, q, t ) { - return this; + 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; - }, + } - addScalar: function ( s ) { + return function setHSL( h, s, l ) { - this.r += s; - this.g += s; - this.b += s; + // h,s,l ranges are in 0.0 - 1.0 + h = _Math.euclideanModulo( h, 1 ); + s = _Math.clamp( s, 0, 1 ); + l = _Math.clamp( l, 0, 1 ); - return this; + if ( s === 0 ) { - }, + this.r = this.g = this.b = l; + + } else { - sub: function ( color ) { + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; - 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 ); + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } return this; - }, + }; - multiply: function ( color ) { + }(); - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; + Color.prototype.copySRGBToLinear = function () { - return this; + function SRGBToLinear( c ) { - }, + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + + } - multiplyScalar: function ( s ) { + return function copySRGBToLinear( color ) { - this.r *= s; - this.g *= s; - this.b *= s; + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); return this; - }, + }; + + }(); + + Color.prototype.copyLinearToSRGB = function () { + + function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; - lerp: function ( color, alpha ) { + } + + return function copyLinearToSRGB( color ) { - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); return this; - }, + }; - equals: function ( c ) { + }(); - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + Color.prototype.offsetHSL = function () { - }, + var hsl = {}; - fromArray: function ( array, offset ) { + return function ( h, s, l ) { - if ( offset === undefined ) offset = 0; + this.getHSL( hsl ); - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); return this; - }, + }; - toArray: function ( array, offset ) { + }(); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + Color.prototype.lerpHSL = function () { - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; + var hslA = { h: 0, s: 0, l: 0 }; + var hslB = { h: 0, s: 0, l: 0 }; - return array; + return function lerpHSL( color, alpha ) { - }, + this.getHSL( hslA ); + color.getHSL( hslB ); - toJSON: function () { + var h = _Math.lerp( hslA.h, hslB.h, alpha ); + var s = _Math.lerp( hslA.s, hslB.s, alpha ); + var l = _Math.lerp( hslA.l, hslB.l, alpha ); - return this.getHex(); + this.setHSL( h, s, l ); - } + return this; - } ); + }; + + }(); /** * Uniforms library for shared webgl shaders @@ -7393,8 +7423,7 @@ { color: { value: new Color( 0x00000 ) }, opacity: { value: 1.0 } - }, - ] ), + } ] ), vertexShader: ShaderChunk.shadow_vert, fragmentShader: ShaderChunk.shadow_frag @@ -7422,7 +7451,7 @@ * @author mrdoob / http://mrdoob.com/ */ - function WebGLAnimation() { + var WebGLAnimation = function WebGLAnimation() { var context = null; var isAnimating = false; @@ -7430,7 +7459,7 @@ function onAnimationFrame( time, frame ) { - if ( isAnimating === false ) return; + if ( isAnimating === false ) { return; } animationLoop( time, frame ); @@ -7442,8 +7471,8 @@ start: function () { - if ( isAnimating === true ) return; - if ( animationLoop === null ) return; + if ( isAnimating === true ) { return; } + if ( animationLoop === null ) { return; } context.requestAnimationFrame( onAnimationFrame ); @@ -7471,13 +7500,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLAttributes( gl ) { + var WebGLAttributes = function WebGLAttributes( gl ) { var buffers = new WeakMap(); @@ -7574,7 +7603,7 @@ function get( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; } return buffers.get( attribute ); @@ -7582,7 +7611,7 @@ function remove( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; } var data = buffers.get( attribute ); @@ -7598,7 +7627,7 @@ function update( attribute, bufferType ) { - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; } var data = buffers.get( attribute ); @@ -7624,7 +7653,7 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ @@ -7632,342 +7661,338 @@ * @author bhouston / http://clara.io */ - function Euler( x, y, z, order ) { + var Euler = function Euler( x, y, z, order ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._order = order || Euler.DefaultOrder; - } - - Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + }; - Euler.DefaultOrder = 'XYZ'; + Euler.prototype.set = function set ( x, y, z, order ) { - Object.defineProperties( Euler.prototype, { + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; - x: { + this.onChangeCallback(); - get: function () { + return this; - return this._x; + }; - }, + Euler.prototype.clone = function clone () { - set: function ( value ) { + return new this.constructor( this._x, this._y, this._z, this._order ); - this._x = value; - this.onChangeCallback(); + }; - } + Euler.prototype.copy = function copy ( euler ) { - }, + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; - y: { + this.onChangeCallback(); - get: function () { + return this; - return this._y; + }; - }, + Euler.prototype.setFromRotationMatrix = function setFromRotationMatrix ( m, order, update ) { - set: function ( value ) { + var clamp = _Math.clamp; - this._y = value; - this.onChangeCallback(); + // 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; - z: { + if ( order === 'XYZ' ) { - get: function () { + this._y = Math.asin( clamp( m13, - 1, 1 ) ); - return this._z; + if ( Math.abs( m13 ) < 0.99999 ) { - }, + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); - set: function ( value ) { + } else { - this._z = value; - this.onChangeCallback(); + this._x = Math.atan2( m32, m22 ); + this._z = 0; } - }, + } else if ( order === 'YXZ' ) { - order: { + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); - get: function () { + if ( Math.abs( m23 ) < 0.99999 ) { - return this._order; + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); - }, - - set: function ( value ) { + } else { - this._order = value; - this.onChangeCallback(); + this._y = Math.atan2( - m31, m11 ); + this._z = 0; } - } - - } ); + } else if ( order === 'ZXY' ) { - Object.assign( Euler.prototype, { + this._x = Math.asin( clamp( m32, - 1, 1 ) ); - isEuler: true, + if ( Math.abs( m32 ) < 0.99999 ) { - set: function ( x, y, z, order ) { + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; + } else { - this.onChangeCallback(); + this._y = 0; + this._z = Math.atan2( m21, m11 ); - return this; + } - }, + } else if ( order === 'ZYX' ) { - clone: function () { + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - return new this.constructor( this._x, this._y, this._z, this._order ); + if ( Math.abs( m31 ) < 0.99999 ) { - }, + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); - copy: function ( euler ) { + } else { - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; + this._x = 0; + this._z = Math.atan2( - m12, m22 ); - this.onChangeCallback(); + } - return this; + } else if ( order === 'YZX' ) { - }, + this._z = Math.asin( clamp( m21, - 1, 1 ) ); - setFromRotationMatrix: function ( m, order, update ) { + if ( Math.abs( m21 ) < 0.99999 ) { - var clamp = _Math.clamp; + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); - // 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 ]; + } else { - order = order || this._order; + this._x = 0; + this._y = Math.atan2( m13, m33 ); - if ( order === 'XYZ' ) { + } - this._y = Math.asin( clamp( m13, - 1, 1 ) ); + } else if ( order === 'XZY' ) { - if ( Math.abs( m13 ) < 0.99999 ) { + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); + if ( Math.abs( m12 ) < 0.99999 ) { - } else { + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); - this._x = Math.atan2( m32, m22 ); - this._z = 0; + } else { - } + this._x = Math.atan2( - m23, m33 ); + this._y = 0; - } else if ( order === 'YXZ' ) { + } - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + } else { - if ( Math.abs( m23 ) < 0.99999 ) { + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); + } - } else { + this._order = order; - this._y = Math.atan2( - m31, m11 ); - this._z = 0; + if ( update !== false ) { this.onChangeCallback(); } - } + return this; - } else if ( order === 'ZXY' ) { + }; - this._x = Math.asin( clamp( m32, - 1, 1 ) ); + Euler.prototype.setFromVector3 = function setFromVector3 ( v, order ) { - if ( Math.abs( m32 ) < 0.99999 ) { + return this.set( v.x, v.y, v.z, order || this._order ); - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); + }; - } else { + Euler.prototype.equals = function equals ( euler ) { - this._y = 0; - this._z = Math.atan2( m21, m11 ); + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - } + }; - } else if ( order === 'ZYX' ) { + Euler.prototype.fromArray = function fromArray ( array ) { - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; } - if ( Math.abs( m31 ) < 0.99999 ) { + this.onChangeCallback(); - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); + return this; - } else { + }; - this._x = 0; - this._z = Math.atan2( - m12, m22 ); + Euler.prototype.toArray = function toArray ( array, offset ) { - } + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - } else if ( order === 'YZX' ) { + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; - this._z = Math.asin( clamp( m21, - 1, 1 ) ); + return array; - if ( Math.abs( m21 ) < 0.99999 ) { + }; - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); + Euler.prototype.toVector3 = function toVector3 ( optionalResult ) { - } else { + if ( optionalResult ) { - this._x = 0; - this._y = Math.atan2( m13, m33 ); + return optionalResult.set( this._x, this._y, this._z ); - } + } else { - } else if ( order === 'XZY' ) { + return new Vector3( this._x, this._y, this._z ); - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + } - if ( Math.abs( m12 ) < 0.99999 ) { + }; - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); + Euler.prototype.onChange = function onChange ( callback ) { - } else { + this.onChangeCallback = callback; - this._x = Math.atan2( - m23, m33 ); - this._y = 0; + return this; - } + }; - } else { + Euler.prototype.onChangeCallback = function onChangeCallback () {}; - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + Euler.prototype.isEuler = true; - } + Euler.prototype.setFromQuaternion = function () { - this._order = order; + var matrix = new Matrix4(); - if ( update !== false ) this.onChangeCallback(); + return function setFromQuaternion( q, order, update ) { - return this; + matrix.makeRotationFromQuaternion( q ); - }, + return this.setFromRotationMatrix( matrix, order, update ); - setFromQuaternion: function () { + }; - var matrix = new Matrix4(); + }(); - return function setFromQuaternion( q, order, update ) { + Euler.prototype.reorder = function () { - matrix.makeRotationFromQuaternion( q ); + // WARNING: this discards revolution information -bhouston - return this.setFromRotationMatrix( matrix, order, update ); + var q = new Quaternion(); - }; + return function reorder( newOrder ) { - }(), + q.setFromEuler( this ); - setFromVector3: function ( v, order ) { + return this.setFromQuaternion( q, newOrder ); - return this.set( v.x, v.y, v.z, order || this._order ); + }; - }, + }(); - reorder: function () { + Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; - // WARNING: this discards revolution information -bhouston + Euler.DefaultOrder = 'XYZ'; - var q = new Quaternion(); + Object.defineProperties( Euler.prototype, { - return function reorder( newOrder ) { + x: { - q.setFromEuler( this ); + get: function () { - return this.setFromQuaternion( q, newOrder ); + return this._x; - }; + }, - }(), + set: function ( value ) { - equals: function ( euler ) { + this._x = value; + this.onChangeCallback(); - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + } }, - fromArray: function ( array ) { - - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - - this.onChangeCallback(); + y: { - return this; + get: function () { - }, + return this._y; - toArray: function ( array, offset ) { + }, - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + set: function ( value ) { - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; + this._y = value; + this.onChangeCallback(); - return array; + } }, - toVector3: function ( optionalResult ) { + z: { - if ( optionalResult ) { + get: function () { - return optionalResult.set( this._x, this._y, this._z ); + return this._z; - } else { + }, - return new Vector3( this._x, this._y, this._z ); + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); } }, - onChange: function ( callback ) { + order: { - this.onChangeCallback = callback; + get: function () { - return this; + return this._order; - }, + }, - onChangeCallback: function () {} + set: function ( value ) { + + this._order = value; + this.onChangeCallback(); + + } + + } } ); @@ -7975,45 +8000,41 @@ * @author mrdoob / http://mrdoob.com/ */ - function Layers() { + var Layers = function Layers() { this.mask = 1 | 0; - } - - Object.assign( Layers.prototype, { - - set: function ( channel ) { + }; - this.mask = 1 << channel | 0; + Layers.prototype.set = function set ( channel ) { - }, + this.mask = 1 << channel | 0; - enable: function ( channel ) { + }; - this.mask |= 1 << channel | 0; + Layers.prototype.enable = function enable ( channel ) { - }, + this.mask |= 1 << channel | 0; - toggle: function ( channel ) { + }; - this.mask ^= 1 << channel | 0; + Layers.prototype.toggle = function toggle ( channel ) { - }, + this.mask ^= 1 << channel | 0; - disable: function ( channel ) { + }; - this.mask &= ~ ( 1 << channel | 0 ); + Layers.prototype.disable = function disable ( channel ) { - }, + this.mask &= ~ ( 1 << channel | 0 ); - test: function ( layers ) { + }; - return ( this.mask & layers.mask ) !== 0; + Layers.prototype.test = function test ( layers ) { - } + return ( this.mask & layers.mask ) !== 0; - } ); + }; /** * @author mrdoob / http://mrdoob.com/ @@ -8025,332 +8046,157 @@ var object3DId = 0; - function Object3D() { + var Object3D = (function (EventDispatcher$$1) { + function Object3D() { - Object.defineProperty( this, 'id', { value: object3DId ++ } ); + EventDispatcher$$1.call(this); - this.uuid = _Math.generateUUID(); + Object.defineProperty( this, 'id', { value: object3DId ++ } ); - this.name = ''; - this.type = 'Object3D'; + this.uuid = _Math.generateUUID(); - this.parent = null; - this.children = []; + this.name = ''; + this.type = 'Object3D'; - this.up = Object3D.DefaultUp.clone(); + this.parent = null; + this.children = []; - var position = new Vector3(); - var rotation = new Euler(); - var quaternion = new Quaternion(); - var scale = new Vector3( 1, 1, 1 ); - - function onRotationChange() { + this.up = Object3D.DefaultUp.clone(); - quaternion.setFromEuler( rotation, false ); + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); - } + function onRotationChange() { - function onQuaternionChange() { + quaternion.setFromEuler( rotation, false ); - rotation.setFromQuaternion( quaternion, undefined, false ); + } - } + function onQuaternionChange() { - rotation.onChange( onRotationChange ); - quaternion.onChange( onQuaternionChange ); + rotation.setFromQuaternion( quaternion, undefined, false ); - Object.defineProperties( this, { - position: { - enumerable: true, - value: position - }, - rotation: { - enumerable: true, - value: rotation - }, - quaternion: { - enumerable: true, - value: quaternion - }, - scale: { - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() } - } ); - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); - this.layers = new Layers(); - this.visible = true; + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); - this.castShadow = false; - this.receiveShadow = false; + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; - this.frustumCulled = true; - this.renderOrder = 0; + this.layers = new Layers(); + this.visible = true; - this.userData = {}; + this.castShadow = false; + this.receiveShadow = false; - } + this.frustumCulled = true; + this.renderOrder = 0; - Object3D.DefaultUp = new Vector3( 0, 1, 0 ); - Object3D.DefaultMatrixAutoUpdate = true; + this.userData = {}; - Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Object3D, + if ( EventDispatcher$$1 ) Object3D.__proto__ = EventDispatcher$$1; + Object3D.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Object3D.prototype.constructor = Object3D; - isObject3D: true, + Object3D.prototype.onBeforeRender = function onBeforeRender () {}; - onBeforeRender: function () {}, - onAfterRender: function () {}, + Object3D.prototype.onAfterRender = function onAfterRender () {}; - applyMatrix: function ( matrix ) { + Object3D.prototype.applyMatrix = function applyMatrix ( matrix ) { this.matrix.multiplyMatrices( matrix, this.matrix ); this.matrix.decompose( this.position, this.quaternion, this.scale ); - }, + }; - applyQuaternion: function ( q ) { + Object3D.prototype.applyQuaternion = function applyQuaternion ( q ) { this.quaternion.premultiply( q ); return this; - }, + }; - setRotationFromAxisAngle: function ( axis, angle ) { + Object3D.prototype.setRotationFromAxisAngle = function setRotationFromAxisAngle ( axis, angle ) { // assumes axis is normalized this.quaternion.setFromAxisAngle( axis, angle ); - }, + }; - setRotationFromEuler: function ( euler ) { + Object3D.prototype.setRotationFromEuler = function setRotationFromEuler ( euler ) { this.quaternion.setFromEuler( euler, true ); - }, + }; - setRotationFromMatrix: function ( m ) { + Object3D.prototype.setRotationFromMatrix = function setRotationFromMatrix ( m ) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) this.quaternion.setFromRotationMatrix( m ); - }, + }; - setRotationFromQuaternion: function ( q ) { + Object3D.prototype.setRotationFromQuaternion = function setRotationFromQuaternion ( q ) { // assumes q is normalized this.quaternion.copy( q ); - }, - - rotateOnAxis: function () { - - // rotate object on axis in object space - // axis is assumed to be normalized - - var q1 = new Quaternion(); - - return function rotateOnAxis( axis, angle ) { - - q1.setFromAxisAngle( axis, angle ); - - this.quaternion.multiply( q1 ); - - return this; - - }; - - }(), - - rotateOnWorldAxis: function () { - - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - - var q1 = new Quaternion(); - - return function rotateOnWorldAxis( axis, angle ) { - - q1.setFromAxisAngle( axis, angle ); - - this.quaternion.premultiply( q1 ); - - return this; - - }; - - }(), - - rotateX: function () { - - var v1 = new Vector3( 1, 0, 0 ); - - return function rotateX( angle ) { - - return this.rotateOnAxis( v1, angle ); - - }; - - }(), - - rotateY: function () { - - var v1 = new Vector3( 0, 1, 0 ); - - return function rotateY( angle ) { - - return this.rotateOnAxis( v1, angle ); - - }; - - }(), - - rotateZ: function () { - - var v1 = new Vector3( 0, 0, 1 ); - - return function rotateZ( angle ) { - - return this.rotateOnAxis( v1, angle ); - - }; - - }(), - - translateOnAxis: function () { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - var v1 = new Vector3(); - - return function translateOnAxis( axis, distance ) { - - v1.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( v1.multiplyScalar( distance ) ); - - return this; - - }; - - }(), - - translateX: function () { - - var v1 = new Vector3( 1, 0, 0 ); - - return function translateX( distance ) { - - return this.translateOnAxis( v1, distance ); - - }; - - }(), - - translateY: function () { - - var v1 = new Vector3( 0, 1, 0 ); - - return function translateY( distance ) { - - return this.translateOnAxis( v1, distance ); - - }; - - }(), - - translateZ: function () { - - var v1 = new Vector3( 0, 0, 1 ); - - return function translateZ( distance ) { - - return this.translateOnAxis( v1, distance ); - - }; - - }(), + }; - localToWorld: function ( vector ) { + Object3D.prototype.localToWorld = function localToWorld ( vector ) { return vector.applyMatrix4( this.matrixWorld ); - }, - - worldToLocal: function () { - - var m1 = new Matrix4(); - - return function worldToLocal( vector ) { - - return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); - - }; - - }(), - - lookAt: function () { - - // This method does not support objects with rotated and/or translated parent(s) - - var m1 = new Matrix4(); - var vector = new Vector3(); - - return function lookAt( x, y, z ) { - - if ( x.isVector3 ) { - - vector.copy( x ); - - } else { - - vector.set( x, y, z ); - - } - - if ( this.isCamera ) { - - m1.lookAt( this.position, vector, this.up ); - - } else { - - m1.lookAt( vector, this.position, this.up ); - - } - - this.quaternion.setFromRotationMatrix( m1 ); - - }; + }; - }(), + Object3D.prototype.add = function add ( object ) { + var arguments$1 = arguments; + var this$1 = this; - add: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { - this.add( arguments[ i ] ); + this$1.add( arguments$1[ i ] ); } @@ -8386,15 +8232,18 @@ return this; - }, + }; + + Object3D.prototype.remove = function remove ( object ) { + var arguments$1 = arguments; + var this$1 = this; - remove: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { - this.remove( arguments[ i ] ); + this$1.remove( arguments$1[ i ] ); } @@ -8416,27 +8265,29 @@ return this; - }, + }; - getObjectById: function ( id ) { + Object3D.prototype.getObjectById = function getObjectById ( id ) { return this.getObjectByProperty( 'id', id ); - }, + }; - getObjectByName: function ( name ) { + Object3D.prototype.getObjectByName = function getObjectByName ( name ) { return this.getObjectByProperty( 'name', name ); - }, + }; + + Object3D.prototype.getObjectByProperty = function getObjectByProperty ( name, value ) { + var this$1 = this; - getObjectByProperty: function ( name, value ) { - if ( this[ name ] === value ) return this; + if ( this[ name ] === value ) { return this; } for ( var i = 0, l = this.children.length; i < l; i ++ ) { - var child = this.children[ i ]; + var child = this$1.children[ i ]; var object = child.getObjectByProperty( name, value ); if ( object !== undefined ) { @@ -8449,9 +8300,9 @@ return undefined; - }, + }; - getWorldPosition: function ( target ) { + Object3D.prototype.getWorldPosition = function getWorldPosition ( target ) { if ( target === undefined ) { @@ -8464,80 +8315,11 @@ return target.setFromMatrixPosition( this.matrixWorld ); - }, - - getWorldQuaternion: function () { - - var position = new Vector3(); - var scale = new Vector3(); - - return function getWorldQuaternion( 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 () { - - var position = new Vector3(); - var quaternion = new Quaternion(); - - return function getWorldScale( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - this.matrixWorld.decompose( position, quaternion, target ); - - return target; - - }; - - }(), - - getWorldDirection: function () { - - var quaternion = new Quaternion(); - - return function getWorldDirection( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); - target = new Vector3(); - - } - - this.getWorldQuaternion( quaternion ); - - return target.set( 0, 0, 1 ).applyQuaternion( quaternion ); - - }; - - }(), + }; - raycast: function () {}, + Object3D.prototype.raycast = function raycast () {}; - traverse: function ( callback ) { + Object3D.prototype.traverse = function traverse ( callback ) { callback( this ); @@ -8549,11 +8331,11 @@ } - }, + }; - traverseVisible: function ( callback ) { + Object3D.prototype.traverseVisible = function traverseVisible ( callback ) { - if ( this.visible === false ) return; + if ( this.visible === false ) { return; } callback( this ); @@ -8565,9 +8347,9 @@ } - }, + }; - traverseAncestors: function ( callback ) { + Object3D.prototype.traverseAncestors = function traverseAncestors ( callback ) { var parent = this.parent; @@ -8579,19 +8361,19 @@ } - }, + }; - updateMatrix: function () { + Object3D.prototype.updateMatrix = function updateMatrix () { this.matrix.compose( this.position, this.quaternion, this.scale ); this.matrixWorldNeedsUpdate = true; - }, + }; - updateMatrixWorld: function ( force ) { + Object3D.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) { - if ( this.matrixAutoUpdate ) this.updateMatrix(); + if ( this.matrixAutoUpdate ) { this.updateMatrix(); } if ( this.matrixWorldNeedsUpdate || force ) { @@ -8621,9 +8403,11 @@ } - }, + }; + + Object3D.prototype.toJSON = function toJSON ( meta ) { + var this$1 = this; - toJSON: function ( meta ) { // meta is a string when called from JSON.stringify var isRootObject = ( meta === undefined || typeof meta === 'string' ); @@ -8659,18 +8443,18 @@ 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; + 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; + if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; } // @@ -8724,7 +8508,7 @@ for ( var i = 0, l = this.material.length; i < l; i ++ ) { - uuids.push( serialize( meta.materials, this.material[ i ] ) ); + uuids.push( serialize( meta.materials, this$1.material[ i ] ) ); } @@ -8746,7 +8530,7 @@ for ( var i = 0; i < this.children.length; i ++ ) { - object.children.push( this.children[ i ].toJSON( meta ).object ); + object.children.push( this$1.children[ i ].toJSON( meta ).object ); } @@ -8760,11 +8544,11 @@ var images = extractFromCache( meta.images ); var shapes = 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.length > 0 ) output.shapes = 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.length > 0 ) { output.shapes = shapes; } } @@ -8789,17 +8573,19 @@ } - }, + }; - clone: function ( recursive ) { + Object3D.prototype.clone = function clone ( recursive ) { return new this.constructor().copy( this, recursive ); - }, + }; + + Object3D.prototype.copy = function copy ( source, recursive ) { + var this$1 = this; - copy: function ( source, recursive ) { - if ( recursive === undefined ) recursive = true; + if ( recursive === undefined ) { recursive = true; } this.name = source.name; @@ -8831,7 +8617,7 @@ for ( var i = 0; i < source.children.length; i ++ ) { var child = source.children[ i ]; - this.add( child.clone() ); + this$1.add( child.clone() ); } @@ -8839,9 +8625,261 @@ return this; - } + }; - } ); + return Object3D; + }(EventDispatcher)); + + Object3D.prototype.isObject3D = true; + + Object3D.prototype.rotateOnAxis = function () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + + }(); + + Object3D.prototype.rotateOnWorldAxis = function () { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + var q1 = new Quaternion(); + + return function rotateOnWorldAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( q1 ); + + return this; + + }; + + }(); + + Object3D.prototype.rotateX = function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(); + + Object3D.prototype.rotateY = function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(); + + Object3D.prototype.rotateZ = function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function rotateZ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(); + + Object3D.prototype.translateOnAxis = function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + + }(); + + Object3D.prototype.translateX = function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(); + + Object3D.prototype.translateY = function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(); + + Object3D.prototype.translateZ = function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(); + + Object3D.prototype.worldToLocal = function () { + + var m1 = new Matrix4(); + + return function worldToLocal( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + + }(); + + Object3D.prototype.lookAt = function () { + + // This method does not support objects with rotated and/or translated parent(s) + + var m1 = new Matrix4(); + var vector = new Vector3(); + + return function lookAt( x, y, z ) { + + if ( x.isVector3 ) { + + vector.copy( x ); + + } else { + + vector.set( x, y, z ); + + } + + if ( this.isCamera ) { + + m1.lookAt( this.position, vector, this.up ); + + } else { + + m1.lookAt( vector, this.position, this.up ); + + } + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(); + + Object3D.prototype.getWorldQuaternion = function () { + + var position = new Vector3(); + var scale = new Vector3(); + + return function getWorldQuaternion( 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; + + }; + + }(); + + Object3D.prototype.getWorldScale = function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + + return function getWorldScale( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, target ); + + return target; + + }; + + }(); + + Object3D.prototype.getWorldDirection = function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.getWorldQuaternion( quaternion ); + + return target.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + }; + + }(); + + Object3D.DefaultUp = new Vector3( 0, 1, 0 ); + Object3D.DefaultMatrixAutoUpdate = true; /** * @author mrdoob / http://mrdoob.com/ @@ -8849,106 +8887,107 @@ * @author WestLangley / http://github.com/WestLangley */ - function Camera() { + var Camera = (function (Object3D$$1) { + function Camera() { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Camera'; + this.type = 'Camera'; - this.matrixWorldInverse = new Matrix4(); - this.projectionMatrix = new Matrix4(); + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); - } - - Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Camera, + } - isCamera: true, + if ( Object3D$$1 ) Camera.__proto__ = Object3D$$1; + Camera.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Camera.prototype.constructor = Camera; - copy: function ( source, recursive ) { + Camera.prototype.copy = function copy ( source, recursive ) { - Object3D.prototype.copy.call( this, source, recursive ); + Object3D$$1.prototype.copy.call( this, source, recursive ); this.matrixWorldInverse.copy( source.matrixWorldInverse ); this.projectionMatrix.copy( source.projectionMatrix ); return this; - }, + }; - getWorldDirection: function () { + Camera.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) { - var quaternion = new Quaternion(); + Object3D$$1.prototype.updateMatrixWorld.call( this, force ); - return function getWorldDirection( target ) { + this.matrixWorldInverse.getInverse( this.matrixWorld ); - if ( target === undefined ) { + }; - console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); - target = new Vector3(); + Camera.prototype.clone = function clone () { - } + return new this.constructor().copy( this ); - this.getWorldQuaternion( quaternion ); + }; - return target.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + return Camera; + }(Object3D)); - }; + Camera.prototype.isCamera = true; - }(), + Camera.prototype.getWorldDirection = function () { - updateMatrixWorld: function ( force ) { + var quaternion = new Quaternion(); - Object3D.prototype.updateMatrixWorld.call( this, force ); + return function getWorldDirection( target ) { - this.matrixWorldInverse.getInverse( this.matrixWorld ); + if ( target === undefined ) { - }, + console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); + target = new Vector3(); - clone: function () { + } - return new this.constructor().copy( this ); + this.getWorldQuaternion( quaternion ); - } + return target.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - } ); + }; + + }(); /** * @author alteredq / http://alteredqualia.com/ * @author arose / http://github.com/arose */ - function OrthographicCamera( left, right, top, bottom, near, far ) { + var OrthographicCamera = (function (Camera$$1) { + function OrthographicCamera( left, right, top, bottom, near, far ) { - Camera.call( this ); + Camera$$1.call(this); - this.type = 'OrthographicCamera'; + this.type = 'OrthographicCamera'; - this.zoom = 1; - this.view = null; + this.zoom = 1; + this.view = null; - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; - this.updateProjectionMatrix(); - - } - - OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + this.updateProjectionMatrix(); - constructor: OrthographicCamera, + } - isOrthographicCamera: true, + if ( Camera$$1 ) OrthographicCamera.__proto__ = Camera$$1; + OrthographicCamera.prototype = Object.create( Camera$$1 && Camera$$1.prototype ); + OrthographicCamera.prototype.constructor = OrthographicCamera; - copy: function ( source, recursive ) { + OrthographicCamera.prototype.copy = function copy ( source, recursive ) { - Camera.prototype.copy.call( this, source, recursive ); + Camera$$1.prototype.copy.call( this, source, recursive ); this.left = source.left; this.right = source.right; @@ -8962,9 +9001,9 @@ return this; - }, + }; - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + OrthographicCamera.prototype.setViewOffset = function setViewOffset ( fullWidth, fullHeight, x, y, width, height ) { if ( this.view === null ) { @@ -8990,9 +9029,9 @@ this.updateProjectionMatrix(); - }, + }; - clearViewOffset: function () { + OrthographicCamera.prototype.clearViewOffset = function clearViewOffset () { if ( this.view !== null ) { @@ -9002,9 +9041,9 @@ this.updateProjectionMatrix(); - }, + }; - updateProjectionMatrix: function () { + OrthographicCamera.prototype.updateProjectionMatrix = function updateProjectionMatrix () { var dx = ( this.right - this.left ) / ( 2 * this.zoom ); var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); @@ -9032,9 +9071,9 @@ this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); - }, + }; - toJSON: function ( meta ) { + OrthographicCamera.prototype.toJSON = function toJSON ( meta ) { var data = Object3D.prototype.toJSON.call( this, meta ); @@ -9046,20 +9085,23 @@ data.object.near = this.near; data.object.far = this.far; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); } return data; - } + }; - } ); + return OrthographicCamera; + }(Camera)); + + OrthographicCamera.prototype.isOrthographicCamera = true; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ - function Face3( a, b, c, normal, color, materialIndex ) { + var Face3 = function Face3( a, b, c, normal, color, materialIndex ) { this.a = a; this.b = b; @@ -9073,44 +9115,42 @@ this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - } - - Object.assign( Face3.prototype, { - - clone: function () { + }; - return new this.constructor().copy( this ); + Face3.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( source ) { + }; - this.a = source.a; - this.b = source.b; - this.c = source.c; + Face3.prototype.copy = function copy ( source ) { + var this$1 = this; - this.normal.copy( source.normal ); - this.color.copy( source.color ); - this.materialIndex = source.materialIndex; + this.a = source.a; + this.b = source.b; + this.c = source.c; - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + this.normal.copy( source.normal ); + this.color.copy( source.color ); - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + this.materialIndex = source.materialIndex; - } + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + this$1.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + } - } + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { - return this; + this$1.vertexColors[ i ] = source.vertexColors[ i ].clone(); } - } ); + return this; + + }; /** * @author mrdoob / http://mrdoob.com/ @@ -9123,63 +9163,66 @@ var geometryId = 0; // Geometry uses even numbers as Id - function Geometry() { + var Geometry = (function (EventDispatcher$$1) { + function Geometry() { - Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + EventDispatcher$$1.call(this); - this.uuid = _Math.generateUUID(); + Object.defineProperty( this, 'id', { value: geometryId += 2 } ); - this.name = ''; - this.type = 'Geometry'; + this.uuid = _Math.generateUUID(); - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; + this.name = ''; + this.type = 'Geometry'; - this.morphTargets = []; - this.morphNormals = []; + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; - this.skinWeights = []; - this.skinIndices = []; + this.morphTargets = []; + this.morphNormals = []; - this.lineDistances = []; + this.skinWeights = []; + this.skinIndices = []; - this.boundingBox = null; - this.boundingSphere = null; + this.lineDistances = []; - // update flags + this.boundingBox = null; + this.boundingSphere = null; - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; + // update flags - } + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; - Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Geometry, + if ( EventDispatcher$$1 ) Geometry.__proto__ = EventDispatcher$$1; + Geometry.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Geometry.prototype.constructor = Geometry; - isGeometry: true, + Geometry.prototype.applyMatrix = function applyMatrix ( matrix ) { + var this$1 = this; - applyMatrix: function ( matrix ) { var normalMatrix = new Matrix3().getNormalMatrix( matrix ); for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { - var vertex = this.vertices[ i ]; + var vertex = this$1.vertices[ i ]; vertex.applyMatrix4( matrix ); } for ( var i = 0, il = this.faces.length; i < il; i ++ ) { - var face = this.faces[ i ]; + var face = this$1.faces[ i ]; face.normal.applyMatrix3( normalMatrix ).normalize(); for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { @@ -9207,115 +9250,9 @@ return this; - }, - - rotateX: function () { - - // rotate geometry around world x-axis - - var m1 = new Matrix4(); - - return function rotateX( angle ) { - - m1.makeRotationX( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateY: function () { - - // rotate geometry around world y-axis - - var m1 = new Matrix4(); - - return function rotateY( angle ) { - - m1.makeRotationY( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateZ: function () { - - // rotate geometry around world z-axis - - var m1 = new Matrix4(); - - return function rotateZ( angle ) { - - m1.makeRotationZ( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - translate: function () { - - // translate geometry - - var m1 = new Matrix4(); - - return function translate( x, y, z ) { - - m1.makeTranslation( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - scale: function () { - - // scale geometry - - var m1 = new Matrix4(); - - return function scale( x, y, z ) { - - m1.makeScale( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - lookAt: function () { - - var obj = new Object3D(); - - return function lookAt( vector ) { - - obj.lookAt( vector ); - - obj.updateMatrix(); - - this.applyMatrix( obj.matrix ); - - }; - - }(), + }; - fromBufferGeometry: function ( geometry ) { + Geometry.prototype.fromBufferGeometry = function fromBufferGeometry ( geometry ) { var scope = this; @@ -9328,7 +9265,7 @@ var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; - if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; } var tempNormals = []; var tempUVs = []; @@ -9452,27 +9389,9 @@ return this; - }, - - center: function () { - - var offset = new Vector3(); - - return function center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( offset ).negate(); - - this.translate( offset.x, offset.y, offset.z ); - - return this; - - }; - - }(), + }; - normalize: function () { + Geometry.prototype.normalize = function normalize () { this.computeBoundingSphere(); @@ -9493,19 +9412,21 @@ return this; - }, + }; + + Geometry.prototype.computeFaceNormals = function computeFaceNormals () { + var this$1 = 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 face = this$1.faces[ f ]; - var vA = this.vertices[ face.a ]; - var vB = this.vertices[ face.b ]; - var vC = this.vertices[ face.c ]; + var vA = this$1.vertices[ face.a ]; + var vB = this$1.vertices[ face.b ]; + var vC = this$1.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); @@ -9517,11 +9438,13 @@ } - }, + }; + + Geometry.prototype.computeVertexNormals = function computeVertexNormals ( areaWeighted ) { + var this$1 = this; - computeVertexNormals: function ( areaWeighted ) { - if ( areaWeighted === undefined ) areaWeighted = true; + if ( areaWeighted === undefined ) { areaWeighted = true; } var v, vl, f, fl, face, vertices; @@ -9543,11 +9466,11 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; + vA = this$1.vertices[ face.a ]; + vB = this$1.vertices[ face.b ]; + vC = this$1.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); @@ -9565,7 +9488,7 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; vertices[ face.a ].add( face.normal ); vertices[ face.b ].add( face.normal ); @@ -9583,7 +9506,7 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; var vertexNormals = face.vertexNormals; @@ -9609,9 +9532,11 @@ } - }, + }; + + Geometry.prototype.computeFlatVertexNormals = function computeFlatVertexNormals () { + var this$1 = this; - computeFlatVertexNormals: function () { var f, fl, face; @@ -9619,7 +9544,7 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; var vertexNormals = face.vertexNormals; @@ -9645,9 +9570,11 @@ } - }, + }; + + Geometry.prototype.computeMorphNormals = function computeMorphNormals () { + var this$1 = this; - computeMorphNormals: function () { var i, il, f, fl, face; @@ -9657,7 +9584,7 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; if ( ! face.__originalFaceNormal ) { @@ -9669,7 +9596,7 @@ } - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; } for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { @@ -9696,14 +9623,14 @@ // create on first access - if ( ! this.morphNormals[ i ] ) { + if ( ! this$1.morphNormals[ i ] ) { - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; + this$1.morphNormals[ i ] = {}; + this$1.morphNormals[ i ].faceNormals = []; + this$1.morphNormals[ i ].vertexNormals = []; - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + var dstNormalsFace = this$1.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this$1.morphNormals[ i ].vertexNormals; var faceNormal, vertexNormals; @@ -9719,11 +9646,11 @@ } - var morphNormals = this.morphNormals[ i ]; + var morphNormals = this$1.morphNormals[ i ]; // set vertices to morph target - tmpGeo.vertices = this.morphTargets[ i ].vertices; + tmpGeo.vertices = this$1.morphTargets[ i ].vertices; // compute morph normals @@ -9736,7 +9663,7 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; faceNormal = morphNormals.faceNormals[ f ]; vertexNormals = morphNormals.vertexNormals[ f ]; @@ -9755,16 +9682,16 @@ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; face.normal = face.__originalFaceNormal; face.vertexNormals = face.__originalVertexNormals; } - }, + }; - computeBoundingBox: function () { + Geometry.prototype.computeBoundingBox = function computeBoundingBox () { if ( this.boundingBox === null ) { @@ -9774,9 +9701,9 @@ this.boundingBox.setFromPoints( this.vertices ); - }, + }; - computeBoundingSphere: function () { + Geometry.prototype.computeBoundingSphere = function computeBoundingSphere () { if ( this.boundingSphere === null ) { @@ -9786,9 +9713,9 @@ this.boundingSphere.setFromPoints( this.vertices ); - }, + }; - merge: function ( geometry, matrix, materialIndexOffset ) { + Geometry.prototype.merge = function merge ( geometry, matrix, materialIndexOffset ) { if ( ! ( geometry && geometry.isGeometry ) ) { @@ -9808,7 +9735,7 @@ colors1 = this.colors, colors2 = geometry.colors; - if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; } if ( matrix !== undefined ) { @@ -9824,7 +9751,7 @@ var vertexCopy = vertex.clone(); - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); } vertices1.push( vertexCopy ); @@ -9906,9 +9833,9 @@ } - }, + }; - mergeMesh: function ( mesh ) { + Geometry.prototype.mergeMesh = function mergeMesh ( mesh ) { if ( ! ( mesh && mesh.isMesh ) ) { @@ -9917,11 +9844,11 @@ } - if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); + if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); } this.merge( mesh.geometry, mesh.matrix ); - }, + }; /* * Checks for duplicate vertices with hashmap. @@ -9929,7 +9856,9 @@ * and faces' vertices are updated. */ - mergeVertices: function () { + Geometry.prototype.mergeVertices = function mergeVertices () { + var this$1 = this; + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) var unique = [], changes = []; @@ -9942,13 +9871,13 @@ for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - v = this.vertices[ i ]; + v = this$1.vertices[ i ]; key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); if ( verticesMap[ key ] === undefined ) { verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); + unique.push( this$1.vertices[ i ] ); changes[ i ] = unique.length - 1; } else { @@ -9967,7 +9896,7 @@ for ( i = 0, il = this.faces.length; i < il; i ++ ) { - face = this.faces[ i ]; + face = this$1.faces[ i ]; face.a = changes[ face.a ]; face.b = changes[ face.b ]; @@ -9994,11 +9923,11 @@ var idx = faceIndicesToRemove[ i ]; - this.faces.splice( idx, 1 ); + this$1.faces.splice( idx, 1 ); for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - this.faceVertexUvs[ j ].splice( idx, 1 ); + this$1.faceVertexUvs[ j ].splice( idx, 1 ); } @@ -10010,24 +9939,26 @@ this.vertices = unique; return diff; - }, + }; + + Geometry.prototype.setFromPoints = function setFromPoints ( points ) { + var this$1 = this; - 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 ) ); + this$1.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); } return this; - }, + }; - sortFacesByMaterialIndex: function () { + Geometry.prototype.sortFacesByMaterialIndex = function sortFacesByMaterialIndex () { var faces = this.faces; var length = faces.length; @@ -10057,24 +9988,26 @@ var newUvs1, newUvs2; - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; + if ( uvs1 && uvs1.length === length ) { newUvs1 = []; } + if ( uvs2 && uvs2.length === length ) { newUvs2 = []; } for ( var i = 0; i < length; i ++ ) { var id = faces[ i ]._id; - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); } + if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); } } - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; } + if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; } - }, + }; + + Geometry.prototype.toJSON = function toJSON () { + var this$1 = this; - toJSON: function () { var data = { metadata: { @@ -10088,7 +10021,7 @@ data.uuid = this.uuid; data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + if ( this.name !== '' ) { data.name = this.name; } if ( this.parameters !== undefined ) { @@ -10096,7 +10029,7 @@ for ( var key in parameters ) { - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; } } @@ -10108,7 +10041,7 @@ for ( var i = 0; i < this.vertices.length; i ++ ) { - var vertex = this.vertices[ i ]; + var vertex = this$1.vertices[ i ]; vertices.push( vertex.x, vertex.y, vertex.z ); } @@ -10123,11 +10056,11 @@ for ( var i = 0; i < this.faces.length; i ++ ) { - var face = this.faces[ i ]; + var face = this$1.faces[ i ]; var hasMaterial = true; var hasFaceUv = false; // deprecated - var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceVertexUv = this$1.faceVertexUvs[ 0 ][ i ] !== undefined; var hasFaceNormal = face.normal.length() > 0; var hasFaceVertexNormal = face.vertexNormals.length > 0; var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; @@ -10150,7 +10083,7 @@ if ( hasFaceVertexUv ) { - var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + var faceVertexUvs = this$1.faceVertexUvs[ 0 ][ i ]; faces.push( getUvIndex( faceVertexUvs[ 0 ] ), @@ -10259,15 +10192,15 @@ 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 + 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 () { + Geometry.prototype.clone = function clone () { /* // Handle primitives @@ -10295,9 +10228,11 @@ return new Geometry().copy( this ); - }, + }; + + Geometry.prototype.copy = function copy ( source ) { + var this$1 = this; - copy: function ( source ) { var i, il, j, jl, k, kl; @@ -10325,7 +10260,7 @@ for ( i = 0, il = vertices.length; i < il; i ++ ) { - this.vertices.push( vertices[ i ].clone() ); + this$1.vertices.push( vertices[ i ].clone() ); } @@ -10335,7 +10270,7 @@ for ( i = 0, il = colors.length; i < il; i ++ ) { - this.colors.push( colors[ i ].clone() ); + this$1.colors.push( colors[ i ].clone() ); } @@ -10345,7 +10280,7 @@ for ( i = 0, il = faces.length; i < il; i ++ ) { - this.faces.push( faces[ i ].clone() ); + this$1.faces.push( faces[ i ].clone() ); } @@ -10355,9 +10290,9 @@ var faceVertexUvs = source.faceVertexUvs[ i ]; - if ( this.faceVertexUvs[ i ] === undefined ) { + if ( this$1.faceVertexUvs[ i ] === undefined ) { - this.faceVertexUvs[ i ] = []; + this$1.faceVertexUvs[ i ] = []; } @@ -10373,7 +10308,7 @@ } - this.faceVertexUvs[ i ].push( uvsCopy ); + this$1.faceVertexUvs[ i ].push( uvsCopy ); } @@ -10416,7 +10351,7 @@ } - this.morphTargets.push( morphTarget ); + this$1.morphTargets.push( morphTarget ); } @@ -10463,7 +10398,7 @@ } - this.morphNormals.push( morphNormal ); + this$1.morphNormals.push( morphNormal ); } @@ -10473,7 +10408,7 @@ for ( i = 0, il = skinWeights.length; i < il; i ++ ) { - this.skinWeights.push( skinWeights[ i ].clone() ); + this$1.skinWeights.push( skinWeights[ i ].clone() ); } @@ -10483,7 +10418,7 @@ for ( i = 0, il = skinIndices.length; i < il; i ++ ) { - this.skinIndices.push( skinIndices[ i ].clone() ); + this$1.skinIndices.push( skinIndices[ i ].clone() ); } @@ -10493,7 +10428,7 @@ for ( i = 0, il = lineDistances.length; i < il; i ++ ) { - this.lineDistances.push( lineDistances[ i ] ); + this$1.lineDistances.push( lineDistances[ i ] ); } @@ -10529,21 +10464,148 @@ return this; - }, + }; - dispose: function () { + Geometry.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; - } ); + return Geometry; + }(EventDispatcher)); + + Geometry.prototype.isGeometry = true; + + Geometry.prototype.rotateX = function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + Geometry.prototype.rotateY = function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + Geometry.prototype.rotateZ = function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + Geometry.prototype.translate = function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + Geometry.prototype.scale = function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + Geometry.prototype.lookAt = function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(); + + Geometry.prototype.center = function () { + + var offset = new Vector3(); + + return function center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( offset ).negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return this; + + }; + + }(); /** * @author mrdoob / http://mrdoob.com/ */ - function BufferAttribute( array, itemSize, normalized ) { + var BufferAttribute = function BufferAttribute( array, itemSize, normalized ) { if ( Array.isArray( array ) ) { @@ -10563,398 +10625,465 @@ this.version = 0; - } + }; - Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + BufferAttribute.prototype.onUploadCallback = function onUploadCallback () {}; - set: function ( value ) { + BufferAttribute.prototype.setArray = function setArray ( array ) { + + if ( Array.isArray( array ) ) { - if ( value === true ) this.version ++; + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); } - } ); + this.count = array !== undefined ? array.length / this.itemSize : 0; + this.array = array; - Object.assign( BufferAttribute.prototype, { + return this; - isBufferAttribute: true, + }; - onUploadCallback: function () {}, + BufferAttribute.prototype.setDynamic = function setDynamic ( value ) { - setArray: function ( array ) { + this.dynamic = value; - if ( Array.isArray( array ) ) { + return this; - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + }; - } + BufferAttribute.prototype.copy = function copy ( source ) { - this.count = array !== undefined ? array.length / this.itemSize : 0; - this.array = array; + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; - return this; + this.dynamic = source.dynamic; - }, + return this; - setDynamic: function ( value ) { + }; - this.dynamic = value; + BufferAttribute.prototype.copyAt = function copyAt ( index1, attribute, index2 ) { + var this$1 = this; - return this; - }, + index1 *= this.itemSize; + index2 *= attribute.itemSize; - copy: function ( source ) { + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { - 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$1.array[ index1 + i ] = attribute.array[ index2 + i ]; - this.dynamic = source.dynamic; + } - return this; + return this; - }, + }; - copyAt: function ( index1, attribute, index2 ) { + BufferAttribute.prototype.copyArray = function copyArray ( array ) { - index1 *= this.itemSize; - index2 *= attribute.itemSize; + this.array.set( array ); - for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + return this; - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + }; - } + BufferAttribute.prototype.copyColorsArray = function copyColorsArray ( colors ) { - return this; + var array = this.array, offset = 0; - }, + for ( var i = 0, l = colors.length; i < l; i ++ ) { - copyArray: function ( array ) { + var color = colors[ i ]; - this.array.set( array ); + if ( color === undefined ) { - return this; + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); - }, + } - copyColorsArray: function ( colors ) { + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; - var array = this.array, offset = 0; + } - for ( var i = 0, l = colors.length; i < l; i ++ ) { + return this; - var color = colors[ i ]; + }; - if ( color === undefined ) { + BufferAttribute.prototype.copyVector2sArray = function copyVector2sArray ( vectors ) { - console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); - color = new Color(); + var array = this.array, offset = 0; - } + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); } - return this; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; - }, + } - copyVector2sArray: function ( vectors ) { + return this; - var array = this.array, offset = 0; + }; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + BufferAttribute.prototype.copyVector3sArray = function copyVector3sArray ( vectors ) { - var vector = vectors[ i ]; + var array = this.array, offset = 0; - if ( vector === undefined ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new Vector2(); + var vector = vectors[ i ]; - } + if ( vector === undefined ) { - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); } - return this; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; - }, + } - copyVector3sArray: function ( vectors ) { + return this; - var array = this.array, offset = 0; + }; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + BufferAttribute.prototype.copyVector4sArray = function copyVector4sArray ( vectors ) { - var vector = vectors[ i ]; + var array = this.array, offset = 0; - if ( vector === undefined ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); - vector = new Vector3(); + var vector = vectors[ i ]; - } + if ( vector === undefined ) { - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); } - return this; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; - }, + } - copyVector4sArray: function ( vectors ) { + return this; - var array = this.array, offset = 0; + }; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + BufferAttribute.prototype.set = function set ( value, offset ) { - var vector = vectors[ i ]; + if ( offset === undefined ) { offset = 0; } - if ( vector === undefined ) { + this.array.set( value, offset ); - console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); - vector = new Vector4(); + return this; - } + }; - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - array[ offset ++ ] = vector.w; + BufferAttribute.prototype.getX = function getX ( index ) { - } + return this.array[ index * this.itemSize ]; - return this; + }; - }, + BufferAttribute.prototype.setX = function setX ( index, x ) { - set: function ( value, offset ) { + this.array[ index * this.itemSize ] = x; - if ( offset === undefined ) offset = 0; + return this; - this.array.set( value, offset ); + }; - return this; + BufferAttribute.prototype.getY = function getY ( index ) { - }, + return this.array[ index * this.itemSize + 1 ]; - getX: function ( index ) { + }; - return this.array[ index * this.itemSize ]; + BufferAttribute.prototype.setY = function setY ( index, y ) { - }, + this.array[ index * this.itemSize + 1 ] = y; - setX: function ( index, x ) { + return this; - this.array[ index * this.itemSize ] = x; + }; - return this; + BufferAttribute.prototype.getZ = function getZ ( index ) { - }, + return this.array[ index * this.itemSize + 2 ]; - getY: function ( index ) { + }; - return this.array[ index * this.itemSize + 1 ]; + BufferAttribute.prototype.setZ = function setZ ( index, z ) { - }, + this.array[ index * this.itemSize + 2 ] = z; - setY: function ( index, y ) { + return this; - this.array[ index * this.itemSize + 1 ] = y; + }; - return this; + BufferAttribute.prototype.getW = function getW ( index ) { - }, + return this.array[ index * this.itemSize + 3 ]; - getZ: function ( index ) { + }; - return this.array[ index * this.itemSize + 2 ]; + BufferAttribute.prototype.setW = function setW ( index, w ) { - }, + this.array[ index * this.itemSize + 3 ] = w; - setZ: function ( index, z ) { + return this; - this.array[ index * this.itemSize + 2 ] = z; + }; - return this; + BufferAttribute.prototype.setXY = function setXY ( index, x, y ) { - }, + index *= this.itemSize; - getW: function ( index ) { + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; - return this.array[ index * this.itemSize + 3 ]; + return this; - }, + }; - setW: function ( index, w ) { + BufferAttribute.prototype.setXYZ = function setXYZ ( index, x, y, z ) { - this.array[ index * this.itemSize + 3 ] = w; + index *= this.itemSize; - return this; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; - }, + return this; - setXY: function ( index, x, y ) { + }; - index *= this.itemSize; + BufferAttribute.prototype.setXYZW = function setXYZW ( index, x, y, z, w ) { - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; + index *= this.itemSize; - return this; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; - }, + return this; - setXYZ: function ( index, x, y, z ) { + }; - index *= this.itemSize; + BufferAttribute.prototype.onUpload = function onUpload ( callback ) { - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; + this.onUploadCallback = callback; - return this; + return this; - }, + }; - setXYZW: function ( index, x, y, z, w ) { + BufferAttribute.prototype.clone = function clone () { - index *= this.itemSize; + return new this.constructor( this.array, this.itemSize ).copy( this ); - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; + }; - return this; + BufferAttribute.prototype.isBufferAttribute = true; - }, + Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { - onUpload: function ( callback ) { + set: function ( value ) { - this.onUploadCallback = callback; + if ( value === true ) { this.version ++; } - return this; + } - }, + } ); - clone: function () { + // - return new this.constructor( this.array, this.itemSize ).copy( this ); + var Int8BufferAttribute = (function (BufferAttribute) { + function Int8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); } - } ); + if ( BufferAttribute ) Int8BufferAttribute.__proto__ = BufferAttribute; + Int8BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; - // + return Int8BufferAttribute; + }(BufferAttribute)); - function Int8BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); - } - Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + var Uint8BufferAttribute = (function (BufferAttribute) { + function Uint8BufferAttribute( array, itemSize, normalized ) { - function Uint8BufferAttribute( array, itemSize, normalized ) { + BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); - BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + } - } + if ( BufferAttribute ) Uint8BufferAttribute.__proto__ = BufferAttribute; + Uint8BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; - Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + return Uint8BufferAttribute; + }(BufferAttribute)); - function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); - } - Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + var Uint8ClampedBufferAttribute = (function (BufferAttribute) { + function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); - function Int16BufferAttribute( array, itemSize, normalized ) { + } - BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + if ( BufferAttribute ) Uint8ClampedBufferAttribute.__proto__ = BufferAttribute; + Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; - } + return Uint8ClampedBufferAttribute; + }(BufferAttribute)); - Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; - function Uint16BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); - } + var Int16BufferAttribute = (function (BufferAttribute) { + function Int16BufferAttribute( array, itemSize, normalized ) { - Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + } - function Int32BufferAttribute( array, itemSize, normalized ) { + if ( BufferAttribute ) Int16BufferAttribute.__proto__ = BufferAttribute; + Int16BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; - BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + return Int16BufferAttribute; + }(BufferAttribute)); - } - Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; - function Uint32BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + var Uint16BufferAttribute = (function (BufferAttribute) { + function Uint16BufferAttribute( array, itemSize, normalized ) { - } + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + + } - Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + if ( BufferAttribute ) Uint16BufferAttribute.__proto__ = BufferAttribute; + Uint16BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + return Uint16BufferAttribute; + }(BufferAttribute)); - function Float32BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); - } - Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + var Int32BufferAttribute = (function (BufferAttribute) { + function Int32BufferAttribute( array, itemSize, normalized ) { - function Float64BufferAttribute( array, itemSize, normalized ) { + BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); - BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + } - } + if ( BufferAttribute ) Int32BufferAttribute.__proto__ = BufferAttribute; + Int32BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + + return Int32BufferAttribute; + }(BufferAttribute)); + + + + + + var Uint32BufferAttribute = (function (BufferAttribute) { + function Uint32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + + } + + if ( BufferAttribute ) Uint32BufferAttribute.__proto__ = BufferAttribute; + Uint32BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + + return Uint32BufferAttribute; + }(BufferAttribute)); + + + + + + var Float32BufferAttribute = (function (BufferAttribute) { + function Float32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + + } + + if ( BufferAttribute ) Float32BufferAttribute.__proto__ = BufferAttribute; + Float32BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + + return Float32BufferAttribute; + }(BufferAttribute)); + + + + + + var Float64BufferAttribute = (function (BufferAttribute) { + function Float64BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + + } + + if ( BufferAttribute ) Float64BufferAttribute.__proto__ = BufferAttribute; + Float64BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; - Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + return Float64BufferAttribute; + }(BufferAttribute)); /** * @author mrdoob / http://mrdoob.com/ */ - function DirectGeometry() { + var DirectGeometry = function DirectGeometry() { this.vertices = []; this.normals = []; @@ -10982,237 +11111,235 @@ this.uvsNeedUpdate = false; this.groupsNeedUpdate = false; - } - - Object.assign( DirectGeometry.prototype, { - - computeGroups: function ( geometry ) { + }; - var group; - var groups = []; - var materialIndex = undefined; + DirectGeometry.prototype.computeGroups = function computeGroups ( geometry ) { - var faces = geometry.faces; + var group; + var groups = []; + var materialIndex = undefined; - for ( var i = 0; i < faces.length; i ++ ) { + var faces = geometry.faces; - var face = faces[ i ]; + for ( var i = 0; i < faces.length; i ++ ) { - // materials + var face = faces[ i ]; - if ( face.materialIndex !== materialIndex ) { + // materials - materialIndex = face.materialIndex; + if ( face.materialIndex !== materialIndex ) { - if ( group !== undefined ) { + materialIndex = face.materialIndex; - group.count = ( i * 3 ) - group.start; - groups.push( group ); + if ( group !== undefined ) { - } - - group = { - start: i * 3, - materialIndex: materialIndex - }; + 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 ); + if ( group !== undefined ) { - } + group.count = ( i * 3 ) - group.start; + groups.push( group ); - this.groups = groups; + } - }, + this.groups = groups; - fromGeometry: function ( geometry ) { + }; - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; + DirectGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) { + var this$1 = this; - var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - // morphs + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - var morphTargetsPosition; + // morphs - if ( morphTargetsLength > 0 ) { + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; - morphTargetsPosition = []; + var morphTargetsPosition; - for ( var i = 0; i < morphTargetsLength; i ++ ) { + if ( morphTargetsLength > 0 ) { - morphTargetsPosition[ i ] = []; + morphTargetsPosition = []; - } + for ( var i = 0; i < morphTargetsLength; i ++ ) { - this.morphTargets.position = morphTargetsPosition; + morphTargetsPosition[ i ] = []; } - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; + this.morphTargets.position = morphTargetsPosition; - var morphTargetsNormal; + } - if ( morphNormalsLength > 0 ) { + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; - morphTargetsNormal = []; + var morphTargetsNormal; - for ( var i = 0; i < morphNormalsLength; i ++ ) { + if ( morphNormalsLength > 0 ) { - morphTargetsNormal[ i ] = []; + morphTargetsNormal = []; - } + for ( var i = 0; i < morphNormalsLength; i ++ ) { - this.morphTargets.normal = morphTargetsNormal; + morphTargetsNormal[ i ] = []; } - // skins + this.morphTargets.normal = morphTargetsNormal; - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; + } - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; + // skins - // + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; - if ( vertices.length > 0 && faces.length === 0 ) { + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; - console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); + // - } + if ( vertices.length > 0 && faces.length === 0 ) { - for ( var i = 0; i < faces.length; i ++ ) { + console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); - var face = faces[ i ]; + } - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + for ( var i = 0; i < faces.length; i ++ ) { - var vertexNormals = face.vertexNormals; + var face = faces[ i ]; - if ( vertexNormals.length === 3 ) { + this$1.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + var vertexNormals = face.vertexNormals; - } else { + if ( vertexNormals.length === 3 ) { - var normal = face.normal; + this$1.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - this.normals.push( normal, normal, normal ); + } else { - } + var normal = face.normal; - var vertexColors = face.vertexColors; + this$1.normals.push( normal, normal, normal ); - if ( vertexColors.length === 3 ) { + } - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + var vertexColors = face.vertexColors; - } else { + if ( vertexColors.length === 3 ) { - var color = face.color; + this$1.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); - this.colors.push( color, color, color ); + } else { - } + var color = face.color; - if ( hasFaceVertexUv === true ) { + this$1.colors.push( color, color, color ); - var vertexUvs = faceVertexUvs[ 0 ][ i ]; + } - if ( vertexUvs !== undefined ) { + if ( hasFaceVertexUv === true ) { - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + var vertexUvs = faceVertexUvs[ 0 ][ i ]; - } else { + if ( vertexUvs !== undefined ) { - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + this$1.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + } else { - } + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this$1.uvs.push( new Vector2(), new Vector2(), new Vector2() ); } - if ( hasFaceVertexUv2 === true ) { + } - var vertexUvs = faceVertexUvs[ 1 ][ i ]; + if ( hasFaceVertexUv2 === true ) { - if ( vertexUvs !== undefined ) { + var vertexUvs = faceVertexUvs[ 1 ][ i ]; - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + if ( vertexUvs !== undefined ) { - } else { + this$1.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + } else { - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); - } + this$1.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); } - // morphs + } - for ( var j = 0; j < morphTargetsLength; j ++ ) { + // morphs - var morphTarget = morphTargets[ j ].vertices; + for ( var j = 0; j < morphTargetsLength; j ++ ) { - morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + var morphTarget = morphTargets[ j ].vertices; - } + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); - for ( var j = 0; j < morphNormalsLength; j ++ ) { + } - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + for ( var j = 0; j < morphNormalsLength; j ++ ) { - morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; - } + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); - // skins + } - if ( hasSkinIndices ) { + // skins - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + if ( hasSkinIndices ) { - } + this$1.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 ] ); + if ( hasSkinWeights ) { - } + this$1.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; + this.computeGroups( geometry ); - return this; + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; - } + return this; - } ); + }; /** * @author mrdoob / http://mrdoob.com/ @@ -11220,13 +11347,13 @@ function arrayMax( array ) { - if ( array.length === 0 ) return - Infinity; + 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 ]; + if ( array[ i ] > max ) { max = array[ i ]; } } @@ -11241,44 +11368,45 @@ var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id - function BufferGeometry() { - - Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); + var BufferGeometry = (function (EventDispatcher$$1) { + function BufferGeometry() { - this.uuid = _Math.generateUUID(); + EventDispatcher$$1.call(this); - this.name = ''; - this.type = 'BufferGeometry'; + Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); - this.index = null; - this.attributes = {}; + this.uuid = _Math.generateUUID(); - this.morphAttributes = {}; + this.name = ''; + this.type = 'BufferGeometry'; - this.groups = []; + this.index = null; + this.attributes = {}; - this.boundingBox = null; - this.boundingSphere = null; + this.morphAttributes = {}; - this.drawRange = { start: 0, count: Infinity }; + this.groups = []; - this.userData = {}; + this.boundingBox = null; + this.boundingSphere = null; - } + this.drawRange = { start: 0, count: Infinity }; - BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.userData = {}; - constructor: BufferGeometry, + } - isBufferGeometry: true, + if ( EventDispatcher$$1 ) BufferGeometry.__proto__ = EventDispatcher$$1; + BufferGeometry.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + BufferGeometry.prototype.constructor = BufferGeometry; - getIndex: function () { + BufferGeometry.prototype.getIndex = function getIndex () { return this.index; - }, + }; - setIndex: function ( index ) { + BufferGeometry.prototype.setIndex = function setIndex ( index ) { if ( Array.isArray( index ) ) { @@ -11290,9 +11418,9 @@ } - }, + }; - addAttribute: function ( name, attribute ) { + BufferGeometry.prototype.addAttribute = function addAttribute ( name, attribute ) { if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { @@ -11315,23 +11443,23 @@ return this; - }, + }; - getAttribute: function ( name ) { + BufferGeometry.prototype.getAttribute = function getAttribute ( name ) { return this.attributes[ name ]; - }, + }; - removeAttribute: function ( name ) { + BufferGeometry.prototype.removeAttribute = function removeAttribute ( name ) { delete this.attributes[ name ]; return this; - }, + }; - addGroup: function ( start, count, materialIndex ) { + BufferGeometry.prototype.addGroup = function addGroup ( start, count, materialIndex ) { this.groups.push( { @@ -11341,22 +11469,22 @@ } ); - }, + }; - clearGroups: function () { + BufferGeometry.prototype.clearGroups = function clearGroups () { this.groups = []; - }, + }; - setDrawRange: function ( start, count ) { + BufferGeometry.prototype.setDrawRange = function setDrawRange ( start, count ) { this.drawRange.start = start; this.drawRange.count = count; - }, + }; - applyMatrix: function ( matrix ) { + BufferGeometry.prototype.applyMatrix = function applyMatrix ( matrix ) { var position = this.attributes.position; @@ -11392,133 +11520,9 @@ return this; - }, - - rotateX: function () { - - // rotate geometry around world x-axis - - var m1 = new Matrix4(); - - return function rotateX( angle ) { - - m1.makeRotationX( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateY: function () { - - // rotate geometry around world y-axis - - var m1 = new Matrix4(); - - return function rotateY( angle ) { - - m1.makeRotationY( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateZ: function () { - - // rotate geometry around world z-axis - - var m1 = new Matrix4(); - - return function rotateZ( angle ) { - - m1.makeRotationZ( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - translate: function () { - - // translate geometry - - var m1 = new Matrix4(); - - return function translate( x, y, z ) { - - m1.makeTranslation( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - scale: function () { - - // scale geometry - - var m1 = new Matrix4(); - - return function scale( x, y, z ) { - - m1.makeScale( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - lookAt: function () { - - var obj = new Object3D(); - - return function lookAt( vector ) { - - obj.lookAt( vector ); - - obj.updateMatrix(); - - this.applyMatrix( obj.matrix ); - - }; - - }(), - - center: function () { - - var offset = new Vector3(); - - return function center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( offset ).negate(); - - this.translate( offset.x, offset.y, offset.z ); - - return this; - - }; - - }(), + }; - setFromObject: function ( object ) { + BufferGeometry.prototype.setFromObject = function setFromObject ( object ) { // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); @@ -11564,9 +11568,9 @@ return this; - }, + }; - setFromPoints: function ( points ) { + BufferGeometry.prototype.setFromPoints = function setFromPoints ( points ) { var position = []; @@ -11581,9 +11585,9 @@ return this; - }, + }; - updateFromObject: function ( object ) { + BufferGeometry.prototype.updateFromObject = function updateFromObject ( object ) { var geometry = object.geometry; @@ -11708,17 +11712,19 @@ return this; - }, + }; - fromGeometry: function ( geometry ) { + BufferGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) { geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); return this.fromDirectGeometry( geometry.__directGeometry ); - }, + }; + + BufferGeometry.prototype.fromDirectGeometry = function fromDirectGeometry ( geometry ) { + var this$1 = this; - fromDirectGeometry: function ( geometry ) { var positions = new Float32Array( geometry.vertices.length * 3 ); this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); @@ -11772,7 +11778,7 @@ } - this.morphAttributes[ name ] = array; + this$1.morphAttributes[ name ] = array; } @@ -11808,9 +11814,9 @@ return this; - }, + }; - computeBoundingBox: function () { + BufferGeometry.prototype.computeBoundingBox = function computeBoundingBox () { if ( this.boundingBox === null ) { @@ -11836,65 +11842,15 @@ } - }, - - computeBoundingSphere: function () { - - var box = new Box3(); - var vector = new Vector3(); - - return function computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - var position = this.attributes.position; - - if ( position ) { - - var center = this.boundingSphere.center; - - box.setFromBufferAttribute( position ); - box.getCenter( center ); - - // hoping to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - var maxRadiusSq = 0; - - for ( var i = 0, il = position.count; i < il; i ++ ) { - - vector.x = position.getX( i ); - vector.y = position.getY( i ); - vector.z = position.getZ( i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - if ( isNaN( this.boundingSphere.radius ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - }; - - }(), + }; - computeFaceNormals: function () { + BufferGeometry.prototype.computeFaceNormals = function computeFaceNormals () { // backwards compatibility - }, + }; - computeVertexNormals: function () { + BufferGeometry.prototype.computeVertexNormals = function computeVertexNormals () { var index = this.index; var attributes = this.attributes; @@ -12013,9 +11969,9 @@ } - }, + }; - merge: function ( geometry, offset ) { + BufferGeometry.prototype.merge = function merge ( geometry, offset ) { if ( ! ( geometry && geometry.isBufferGeometry ) ) { @@ -12039,7 +11995,7 @@ for ( var key in attributes ) { - if ( geometry.attributes[ key ] === undefined ) continue; + if ( geometry.attributes[ key ] === undefined ) { continue; } var attribute1 = attributes[ key ]; var attributeArray1 = attribute1.array; @@ -12059,33 +12015,9 @@ return this; - }, - - normalizeNormals: function () { - - var vector = new Vector3(); - - return function normalizeNormals() { - - var normals = this.attributes.normal; - - for ( var i = 0, il = normals.count; i < il; i ++ ) { - - vector.x = normals.getX( i ); - vector.y = normals.getY( i ); - vector.z = normals.getZ( i ); - - vector.normalize(); - - normals.setXYZ( i, vector.x, vector.y, vector.z ); - - } - - }; - - }(), + }; - toNonIndexed: function () { + BufferGeometry.prototype.toNonIndexed = function toNonIndexed () { if ( this.index === null ) { @@ -12137,9 +12069,9 @@ return geometry2; - }, + }; - toJSON: function () { + BufferGeometry.prototype.toJSON = function toJSON () { var data = { metadata: { @@ -12153,8 +12085,8 @@ 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.name !== '' ) { data.name = this.name; } + if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; } if ( this.parameters !== undefined ) { @@ -12162,7 +12094,7 @@ for ( var key in parameters ) { - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; } } @@ -12223,9 +12155,9 @@ return data; - }, + }; - clone: function () { + BufferGeometry.prototype.clone = function clone () { /* // Handle primitives @@ -12253,9 +12185,11 @@ return new BufferGeometry().copy( this ); - }, + }; + + BufferGeometry.prototype.copy = function copy ( source ) { + var this$1 = this; - copy: function ( source ) { var name, i, l; @@ -12289,7 +12223,7 @@ for ( name in attributes ) { var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + this$1.addAttribute( name, attribute.clone() ); } @@ -12308,7 +12242,7 @@ } - this.morphAttributes[ name ] = array; + this$1.morphAttributes[ name ] = array; } @@ -12319,7 +12253,7 @@ for ( i = 0, l = groups.length; i < l; i ++ ) { var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + this$1.addGroup( group.start, group.count, group.materialIndex ); } @@ -12354,15 +12288,216 @@ return this; - }, + }; - dispose: function () { + BufferGeometry.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; - } ); + return BufferGeometry; + }(EventDispatcher)); + + BufferGeometry.prototype.isBufferGeometry = true; + + BufferGeometry.prototype.rotateX = function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + BufferGeometry.prototype.rotateY = function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + BufferGeometry.prototype.rotateZ = function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + BufferGeometry.prototype.translate = function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + BufferGeometry.prototype.scale = function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(); + + BufferGeometry.prototype.lookAt = function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(); + + BufferGeometry.prototype.center = function () { + + var offset = new Vector3(); + + return function center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( offset ).negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return this; + + }; + + }(); + + BufferGeometry.prototype.computeBoundingSphere = function () { + + var box = new Box3(); + var vector = new Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var position = this.attributes.position; + + if ( position ) { + + var center = this.boundingSphere.center; + + box.setFromBufferAttribute( position ); + box.getCenter( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = position.count; i < il; i ++ ) { + + vector.x = position.getX( i ); + vector.y = position.getY( i ); + vector.z = position.getZ( i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }; + + }(); + + BufferGeometry.prototype.normalizeNormals = function () { + + var vector = new Vector3(); + + return function normalizeNormals() { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + vector.x = normals.getX( i ); + vector.y = normals.getY( i ); + vector.z = normals.getZ( i ); + + vector.normalize(); + + normals.setXYZ( i, vector.x, vector.y, vector.z ); + + } + + }; + + }(); /** * @author mrdoob / http://mrdoob.com/ @@ -12371,194 +12506,207 @@ // BoxGeometry - function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + var BoxGeometry = (function (Geometry$$1) { + function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'BoxGeometry'; + this.type = 'BoxGeometry'; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) BoxGeometry.__proto__ = Geometry$$1; + BoxGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + BoxGeometry.prototype.constructor = BoxGeometry; + + return BoxGeometry; + }(Geometry)); - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); - } - BoxGeometry.prototype = Object.create( Geometry.prototype ); - BoxGeometry.prototype.constructor = BoxGeometry; // BoxBufferGeometry - function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + var BoxBufferGeometry = (function (BufferGeometry$$1) { + function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'BoxBufferGeometry'; + this.type = 'BoxBufferGeometry'; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - var scope = this; + var scope = this; - width = width || 1; - height = height || 1; - depth = depth || 1; + width = width || 1; + height = height || 1; + depth = depth || 1; - // segments + // segments - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var numberOfVertices = 0; - var groupStart = 0; + var numberOfVertices = 0; + var groupStart = 0; - // build each side of the box geometry + // 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 + 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 + // build geometry - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var vertexCounter = 0; - var groupCount = 0; + var vertexCounter = 0; + var groupCount = 0; - var ix, iy; + var ix, iy; - var vector = new Vector3(); + var vector = new Vector3(); - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( iy = 0; iy < gridY1; iy ++ ) { + for ( iy = 0; iy < gridY1; iy ++ ) { - var y = iy * segmentHeight - heightHalf; + var y = iy * segmentHeight - heightHalf; - for ( ix = 0; ix < gridX1; ix ++ ) { + for ( ix = 0; ix < gridX1; ix ++ ) { - var x = ix * segmentWidth - widthHalf; + var x = ix * segmentWidth - widthHalf; - // set values to correct vector component + // set values to correct vector component - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; - // now apply vector to vertex buffer + // now apply vector to vertex buffer - vertices.push( vector.x, vector.y, vector.z ); + vertices.push( vector.x, vector.y, vector.z ); - // set values to correct vector component + // set values to correct vector component - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; - // now apply vector to normal buffer + // now apply vector to normal buffer - normals.push( vector.x, vector.y, vector.z ); + normals.push( vector.x, vector.y, vector.z ); - // uvs + // uvs - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); - // counters + // counters - vertexCounter += 1; + vertexCounter += 1; + + } } - } + // indices - // 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 - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment + for ( iy = 0; iy < gridY; iy ++ ) { - for ( iy = 0; iy < gridY; iy ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - var a = numberOfVertices + ix + gridX1 * iy; - var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + // increase counter - // increase counter + groupCount += 6; - groupCount += 6; + } } - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, materialIndex ); - scope.addGroup( groupStart, groupCount, materialIndex ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + // update total number of vertices - // update total number of vertices + numberOfVertices += vertexCounter; - numberOfVertices += vertexCounter; + } } - } + if ( BufferGeometry$$1 ) BoxBufferGeometry.__proto__ = BufferGeometry$$1; + BoxBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; - BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + return BoxBufferGeometry; + }(BufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -12567,118 +12715,131 @@ // PlaneGeometry - function PlaneGeometry( width, height, widthSegments, heightSegments ) { + var PlaneGeometry = (function (Geometry$$1) { + function PlaneGeometry( width, height, widthSegments, heightSegments ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'PlaneGeometry'; + this.type = 'PlaneGeometry'; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) PlaneGeometry.__proto__ = Geometry$$1; + PlaneGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + PlaneGeometry.prototype.constructor = PlaneGeometry; + + return PlaneGeometry; + }(Geometry)); - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - this.mergeVertices(); - } - PlaneGeometry.prototype = Object.create( Geometry.prototype ); - PlaneGeometry.prototype.constructor = PlaneGeometry; // PlaneBufferGeometry - function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + var PlaneBufferGeometry = (function (BufferGeometry$$1) { + function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'PlaneBufferGeometry'; + this.type = 'PlaneBufferGeometry'; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; - width = width || 1; - height = height || 1; + width = width || 1; + height = height || 1; - var width_half = width / 2; - var height_half = height / 2; + var width_half = width / 2; + var height_half = height / 2; - var gridX = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( heightSegments ) || 1; + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var segment_width = width / gridX; - var segment_height = height / gridY; + var segment_width = width / gridX; + var segment_height = height / gridY; - var ix, iy; + var ix, iy; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( iy = 0; iy < gridY1; iy ++ ) { + for ( iy = 0; iy < gridY1; iy ++ ) { - var y = iy * segment_height - height_half; + var y = iy * segment_height - height_half; - for ( ix = 0; ix < gridX1; ix ++ ) { + for ( ix = 0; ix < gridX1; ix ++ ) { - var x = ix * segment_width - width_half; + var x = ix * segment_width - width_half; - vertices.push( x, - y, 0 ); + vertices.push( x, - y, 0 ); - normals.push( 0, 0, 1 ); + normals.push( 0, 0, 1 ); - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } } - } + // indices - // indices + for ( iy = 0; iy < gridY; iy ++ ) { - for ( iy = 0; iy < gridY; iy ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; - var a = ix + gridX1 * iy; - var b = ix + gridX1 * ( iy + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = ( ix + 1 ) + gridX1 * iy; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } - } + if ( BufferGeometry$$1 ) PlaneBufferGeometry.__proto__ = BufferGeometry$$1; + PlaneBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; - PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + return PlaneBufferGeometry; + }(BufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -12687,77 +12848,80 @@ var materialId = 0; - function Material() { + var Material = (function (EventDispatcher$$1) { + function Material() { - Object.defineProperty( this, 'id', { value: materialId ++ } ); + EventDispatcher$$1.call(this); - this.uuid = _Math.generateUUID(); + Object.defineProperty( this, 'id', { value: materialId ++ } ); - this.name = ''; - this.type = 'Material'; + this.uuid = _Math.generateUUID(); - this.fog = true; - this.lights = true; + this.name = ''; + this.type = 'Material'; - this.blending = NormalBlending; - this.side = FrontSide; - this.flatShading = false; - this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + this.fog = true; + this.lights = true; - this.opacity = 1; - this.transparent = false; + this.blending = NormalBlending; + this.side = FrontSide; + this.flatShading = false; + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; + this.opacity = 1; + this.transparent = false; - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; - this.shadowSide = null; + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; - this.colorWrite = true; + this.shadowSide = null; - this.precision = null; // override the renderer's default precision for this material + this.colorWrite = true; - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; + this.precision = null; // override the renderer's default precision for this material - this.dithering = false; + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; - this.alphaTest = 0; - this.premultipliedAlpha = false; + this.dithering = false; - this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + this.alphaTest = 0; + this.premultipliedAlpha = false; - this.visible = true; + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer - this.userData = {}; + this.visible = true; - this.needsUpdate = true; + this.userData = {}; - } + this.needsUpdate = true; - Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Material, + if ( EventDispatcher$$1 ) Material.__proto__ = EventDispatcher$$1; + Material.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Material.prototype.constructor = Material; - isMaterial: true, + Material.prototype.onBeforeCompile = function onBeforeCompile () {}; - onBeforeCompile: function () {}, + Material.prototype.setValues = function setValues ( values ) { + var this$1 = this; - setValues: function ( values ) { - if ( values === undefined ) return; + if ( values === undefined ) { return; } for ( var key in values ) { @@ -12773,17 +12937,17 @@ // 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; + console.warn( 'THREE.' + this$1.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this$1.flatShading = ( newValue === FlatShading ) ? true : false; continue; } - var currentValue = this[ key ]; + var currentValue = this$1[ key ]; if ( currentValue === undefined ) { - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + console.warn( "THREE." + this$1.type + ": '" + key + "' is not a property of this material." ); continue; } @@ -12799,19 +12963,19 @@ } else if ( key === 'overdraw' ) { // ensure overdraw is backwards-compatible with legacy boolean type - this[ key ] = Number( newValue ); + this$1[ key ] = Number( newValue ); } else { - this[ key ] = newValue; + this$1[ key ] = newValue; } } - }, + }; - toJSON: function ( meta ) { + Material.prototype.toJSON = function toJSON ( meta ) { var isRoot = ( meta === undefined || typeof meta === 'string' ); @@ -12836,24 +13000,24 @@ data.uuid = this.uuid; data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + if ( this.name !== '' ) { data.name = this.name; } - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + 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.roughness !== undefined ) { data.roughness = this.roughness; } + if ( this.metalness !== undefined ) { data.metalness = this.metalness; } - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); } + if ( 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.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); } + if ( this.shininess !== undefined ) { data.shininess = this.shininess; } + if ( this.clearCoat !== undefined ) { data.clearCoat = this.clearCoat; } + if ( this.clearCoatRoughness !== undefined ) { data.clearCoatRoughness = this.clearCoatRoughness; } - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; } + if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; } + if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; } if ( this.aoMap && this.aoMap.isTexture ) { @@ -12885,11 +13049,11 @@ } - 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.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.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 ) { @@ -12904,44 +13068,44 @@ } - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + 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 !== NoColors ) data.vertexColors = this.vertexColors; + 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 !== NoColors ) { data.vertexColors = this.vertexColors; } - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; + 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; // rotation (SpriteMaterial) - if ( this.rotation !== 0 ) data.rotation = this.rotation; + if ( this.rotation !== 0 ) { data.rotation = this.rotation; } - if ( 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.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.dithering === true ) { data.dithering = true; } - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + 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.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.skinning === true ) data.skinning = true; + if ( this.morphTargets === true ) { data.morphTargets = true; } + if ( this.skinning === true ) { data.skinning = true; } - if ( this.visible === false ) data.visible = false; - if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + if ( this.visible === false ) { data.visible = false; } + if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; } // TODO: Copied from Object3D.toJSON @@ -12966,22 +13130,22 @@ var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; + if ( textures.length > 0 ) { data.textures = textures; } + if ( images.length > 0 ) { data.images = images; } } return data; - }, + }; - clone: function () { + Material.prototype.clone = function clone () { return new this.constructor().copy( this ); - }, + }; - copy: function ( source ) { + Material.prototype.copy = function copy ( source ) { this.name = source.name; @@ -13037,7 +13201,7 @@ dstPlanes = new Array( n ); for ( var i = 0; i !== n; ++ i ) - dstPlanes[ i ] = srcPlanes[ i ].clone(); + { dstPlanes[ i ] = srcPlanes[ i ].clone(); } } @@ -13047,15 +13211,18 @@ return this; - }, + }; - dispose: function () { + Material.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; - } ); + return Material; + }(EventDispatcher)); + + Material.prototype.isMaterial = true; /** * @author mrdoob / http://mrdoob.com/ @@ -13092,47 +13259,55 @@ * } */ - function MeshBasicMaterial( parameters ) { + var MeshBasicMaterial = (function (Material$$1) { + function MeshBasicMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshBasicMaterial'; + this.type = 'MeshBasicMaterial'; - this.color = new Color( 0xffffff ); // emissive + this.color = new Color( 0xffffff ); // emissive - this.map = null; + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.specularMap = null; - this.specularMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; - this.skinning = false; - this.morphTargets = false; + this.lights = false; - this.lights = false; + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshBasicMaterial.__proto__ = Material$$1; + MeshBasicMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + + return MeshBasicMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshBasicMaterial.prototype = Object.create( Material.prototype ); - MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; MeshBasicMaterial.prototype.isMeshBasicMaterial = true; @@ -13192,65 +13367,73 @@ * } */ - function ShaderMaterial( parameters ) { + var ShaderMaterial = (function (Material$$1) { + function ShaderMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'ShaderMaterial'; + this.type = 'ShaderMaterial'; - this.defines = {}; - this.uniforms = {}; + this.defines = {}; + this.uniforms = {}; - this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; - this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; - this.linewidth = 1; + this.linewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 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.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.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 - }; + 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 ] - }; + // 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.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; - if ( parameters !== undefined ) { + if ( parameters !== undefined ) { - if ( parameters.attributes !== undefined ) { + if ( parameters.attributes !== undefined ) { - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - } + } - this.setValues( parameters ); + this.setValues( parameters ); + + } } - } + if ( Material$$1 ) ShaderMaterial.__proto__ = Material$$1; + ShaderMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + ShaderMaterial.prototype.constructor = ShaderMaterial; + + return ShaderMaterial; + }(Material)); + + - ShaderMaterial.prototype = Object.create( Material.prototype ); - ShaderMaterial.prototype.constructor = ShaderMaterial; ShaderMaterial.prototype.isShaderMaterial = true; @@ -13298,863 +13481,849 @@ * @author bhouston / http://clara.io */ - function Ray( origin, direction ) { + var Ray = function Ray( origin, direction ) { this.origin = ( origin !== undefined ) ? origin : new Vector3(); this.direction = ( direction !== undefined ) ? direction : new Vector3(); - } + }; - Object.assign( Ray.prototype, { + Ray.prototype.set = function set ( origin, direction ) { - set: function ( origin, direction ) { + this.origin.copy( origin ); + this.direction.copy( direction ); - this.origin.copy( origin ); - this.direction.copy( direction ); + return this; - return this; + }; - }, + Ray.prototype.clone = function clone () { - clone: function () { + return new this.constructor().copy( this ); - return new this.constructor().copy( this ); + }; - }, + Ray.prototype.copy = function copy ( ray ) { - copy: function ( ray ) { + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); + return this; - return this; + }; - }, + Ray.prototype.at = function at ( t, target ) { - at: function ( t, target ) { + if ( target === undefined ) { - if ( target === undefined ) { + console.warn( 'THREE.Ray: .at() target is now required' ); + target = new Vector3(); - console.warn( 'THREE.Ray: .at() target is now required' ); - target = new Vector3(); + } - } + return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); - return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + }; - }, + Ray.prototype.lookAt = function lookAt ( v ) { - lookAt: function ( v ) { + this.direction.copy( v ).sub( this.origin ).normalize(); - this.direction.copy( v ).sub( this.origin ).normalize(); + return this; - return this; + }; - }, + Ray.prototype.closestPointToPoint = function closestPointToPoint ( point, target ) { - recast: function () { + if ( target === undefined ) { - var v1 = new Vector3(); + console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); + target = new Vector3(); - return function recast( t ) { + } - this.origin.copy( this.at( t, v1 ) ); + target.subVectors( point, this.origin ); - return this; + var directionDistance = target.dot( this.direction ); - }; + if ( directionDistance < 0 ) { - }(), + return target.copy( this.origin ); - closestPointToPoint: function ( point, target ) { + } - if ( target === undefined ) { + return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); - target = new Vector3(); + }; - } + Ray.prototype.distanceToPoint = function distanceToPoint ( point ) { - target.subVectors( point, this.origin ); + return Math.sqrt( this.distanceSqToPoint( point ) ); - var directionDistance = target.dot( this.direction ); + }; - if ( directionDistance < 0 ) { + Ray.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - return target.copy( this.origin ); + return this.distanceToPoint( sphere.center ) <= sphere.radius; - } + }; - return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + Ray.prototype.distanceToPlane = function distanceToPlane ( plane ) { - }, + var denominator = plane.normal.dot( this.direction ); - distanceToPoint: function ( point ) { + if ( denominator === 0 ) { - return Math.sqrt( this.distanceSqToPoint( point ) ); + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { - }, + return 0; - distanceSqToPoint: function () { + } - var v1 = new Vector3(); + // Null is preferable to undefined since undefined means.... it is undefined - return function distanceSqToPoint( point ) { + return null; - var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + } - // point behind the ray + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - if ( directionDistance < 0 ) { + // Return if the ray never intersects the plane - return this.origin.distanceToSquared( point ); + return t >= 0 ? t : null; - } + }; - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + Ray.prototype.intersectPlane = function intersectPlane ( plane, target ) { - return v1.distanceToSquared( point ); + var t = this.distanceToPlane( plane ); - }; + if ( t === null ) { - }(), + return null; - distanceSqToSegment: function () { + } - var segCenter = new Vector3(); - var segDir = new Vector3(); - var diff = new Vector3(); + return this.at( t, target ); - return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + }; - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment + Ray.prototype.intersectsPlane = function intersectsPlane ( plane ) { - segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - segDir.copy( v1 ).sub( v0 ).normalize(); - diff.copy( this.origin ).sub( segCenter ); + // check if the ray lies on the plane first - 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; + var distToPoint = plane.distanceToPoint( this.origin ); - if ( det > 0 ) { + if ( distToPoint === 0 ) { - // The ray and segment are not parallel. + return true; - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; + } - if ( s0 >= 0 ) { + var denominator = plane.normal.dot( this.direction ); - if ( s1 >= - extDet ) { + if ( denominator * distToPoint < 0 ) { - if ( s1 <= extDet ) { + return true; - // 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; + // ray origin is behind the plane (and is pointing behind it) - } else { + return false; - // region 1 + }; - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + Ray.prototype.intersectBox = function intersectBox ( box, target ) { - } + var tmin, tmax, tymin, tymax, tzmin, tzmax; - } else { + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; - // region 5 + var origin = this.origin; - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + if ( invdirx >= 0 ) { - } + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; - } else { + } else { - if ( s1 <= - extDet ) { + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; - // 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; + if ( invdiry >= 0 ) { - } else if ( s1 <= extDet ) { + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; - // region 3 + } else { - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; - } else { + } - // region 2 + if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; } - 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; + // 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; } - } else { + if ( invdirz >= 0 ) { - // Ray and segment are parallel. + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + } else { - } + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; - if ( optionalPointOnRay ) { + } - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; } - } + if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; } - if ( optionalPointOnSegment ) { + if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; } - optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + //return point closest to the ray (positive side) - } + if ( tmax < 0 ) { return null; } - return sqrDist; + return this.at( tmin >= 0 ? tmin : tmax, target ); - }; + }; - }(), + Ray.prototype.applyMatrix4 = function applyMatrix4 ( matrix4 ) { - intersectSphere: function () { + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); - var v1 = new Vector3(); + return this; - return function intersectSphere( sphere, target ) { + }; - v1.subVectors( sphere.center, this.origin ); - var tca = v1.dot( this.direction ); - var d2 = v1.dot( v1 ) - tca * tca; - var radius2 = sphere.radius * sphere.radius; + Ray.prototype.equals = function equals ( ray ) { - if ( d2 > radius2 ) return null; + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - var thc = Math.sqrt( radius2 - d2 ); + }; - // t0 = first intersect point - entrance on front of sphere - var t0 = tca - thc; + Ray.prototype.recast = function () { - // t1 = second intersect point - exit point on back of sphere - var t1 = tca + thc; + var v1 = new Vector3(); - // test to see if both t0 and t1 are behind the ray - if so, return null - if ( t0 < 0 && t1 < 0 ) return null; + return function recast( t ) { - // 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 ); + this.origin.copy( this.at( t, v1 ) ); - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); + return this; - }; + }; - }(), + }(); - intersectsSphere: function ( sphere ) { + Ray.prototype.distanceSqToPoint = function () { - return this.distanceToPoint( sphere.center ) <= sphere.radius; + var v1 = new Vector3(); - }, + return function distanceSqToPoint( point ) { - distanceToPlane: function ( plane ) { + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); - var denominator = plane.normal.dot( this.direction ); + // point behind the ray - if ( denominator === 0 ) { + if ( directionDistance < 0 ) { - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { + return this.origin.distanceToSquared( point ); - return 0; + } - } + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - // Null is preferable to undefined since undefined means.... it is undefined + return v1.distanceToSquared( point ); - return null; + }; - } + }(); - var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + Ray.prototype.distanceSqToSegment = function () { - // Return if the ray never intersects the plane + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); - return t >= 0 ? t : null; + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { - }, + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment - intersectPlane: function ( plane, target ) { + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); - var t = this.distanceToPlane( plane ); + 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 ( t === null ) { + if ( det > 0 ) { - return null; + // The ray and segment are not parallel. - } + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; - return this.at( t, target ); + if ( s0 >= 0 ) { - }, + if ( s1 >= - extDet ) { - intersectsPlane: function ( plane ) { + if ( s1 <= extDet ) { - // check if the ray lies on the plane first + // region 0 + // Minimum at interior points of ray and segment. - var distToPoint = plane.distanceToPoint( this.origin ); + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - if ( distToPoint === 0 ) { + } else { - return true; + // region 1 - } + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - var denominator = plane.normal.dot( this.direction ); + } - if ( denominator * distToPoint < 0 ) { + } else { - return true; + // region 5 - } + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - // ray origin is behind the plane (and is pointing behind it) + } - return false; + } else { - }, + if ( s1 <= - extDet ) { - intersectBox: function ( box, target ) { + // region 4 - var tmin, tmax, tymin, tymax, tzmin, tzmax; + 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; - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; + } else if ( s1 <= extDet ) { - var origin = this.origin; + // region 3 - if ( invdirx >= 0 ) { + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; + } else { - } else { + // region 2 - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; + 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; - } - - 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; + // Ray and segment are parallel. - // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + } - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + if ( optionalPointOnRay ) { - if ( invdirz >= 0 ) { + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; + } - } else { + if ( optionalPointOnSegment ) { - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); } - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + return sqrDist; - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + }; - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + }(); - //return point closest to the ray (positive side) + Ray.prototype.intersectSphere = function () { - if ( tmax < 0 ) return null; + var v1 = new Vector3(); - return this.at( tmin >= 0 ? tmin : tmax, target ); + return function intersectSphere( sphere, target ) { - }, + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; - intersectsBox: ( function () { + if ( d2 > radius2 ) { return null; } - var v = new Vector3(); + var thc = Math.sqrt( radius2 - d2 ); - return function intersectsBox( box ) { + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; - return this.intersectBox( box, v ) !== null; + // 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 ); } - intersectTriangle: function () { + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); - // Compute the offset origin, edges, and normal. - var diff = new Vector3(); - var edge1 = new Vector3(); - var edge2 = new Vector3(); - var normal = new Vector3(); + }; - return function intersectTriangle( a, b, c, backfaceCulling, target ) { + }(); - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + Ray.prototype.intersectsBox = ( function () { - edge1.subVectors( b, a ); - edge2.subVectors( c, a ); - normal.crossVectors( edge1, edge2 ); + var v = new Vector3(); - // 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; + return function intersectsBox( box ) { - if ( DdN > 0 ) { + return this.intersectBox( box, v ) !== null; - if ( backfaceCulling ) return null; - sign = 1; + }; - } else if ( DdN < 0 ) { + } )(); - sign = - 1; - DdN = - DdN; + Ray.prototype.intersectTriangle = function () { - } else { + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); - return null; + return function intersectTriangle( a, b, c, backfaceCulling, target ) { - } + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - diff.subVectors( this.origin, a ); - var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { + // 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; - return null; + if ( DdN > 0 ) { - } + if ( backfaceCulling ) { return null; } + sign = 1; - var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + } else if ( DdN < 0 ) { - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { + sign = - 1; + DdN = - DdN; - return null; + } else { - } + return null; - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { + } - return null; + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); - } + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { - // Line intersects triangle, check if ray does. - var QdN = - sign * diff.dot( normal ); + return null; - // t < 0, no intersection - if ( QdN < 0 ) { + } - return null; + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); - } + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { - // Ray intersects triangle. - return this.at( QdN / DdN, target ); + return null; - }; + } - }(), + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { - applyMatrix4: function ( matrix4 ) { + return null; - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); + } - return this; + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); - }, + // t < 0, no intersection + if ( QdN < 0 ) { - equals: function ( ray ) { + return null; - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + } - } + // Ray intersects triangle. + return this.at( QdN / DdN, target ); - } ); + }; + + }(); /** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */ - function Triangle( a, b, c ) { + 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(); - } + }; - Object.assign( Triangle, { + Triangle.prototype.set = function set ( a, b, c ) { - getNormal: function () { + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); - var v0 = new Vector3(); + return this; - return function getNormal( a, b, c, target ) { + }; - if ( target === undefined ) { + Triangle.prototype.setFromPointsAndIndices = function setFromPointsAndIndices ( points, i0, i1, i2 ) { - console.warn( 'THREE.Triangle: .getNormal() target is now required' ); - target = new Vector3(); + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); - } + return this; - target.subVectors( c, b ); - v0.subVectors( a, b ); - target.cross( v0 ); + }; - var targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { + Triangle.prototype.clone = function clone () { - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + return new this.constructor().copy( this ); - } + }; - return target.set( 0, 0, 0 ); + Triangle.prototype.copy = function copy ( triangle ) { - }; + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); - }(), + return this; - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - getBarycoord: function () { + }; - var v0 = new Vector3(); - var v1 = new Vector3(); - var v2 = new Vector3(); + Triangle.prototype.getMidpoint = function getMidpoint ( target ) { - return function getBarycoord( point, a, b, c, target ) { + if ( target === undefined ) { - v0.subVectors( c, a ); - v1.subVectors( b, a ); - v2.subVectors( point, a ); + console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); + target = new Vector3(); - var dot00 = v0.dot( v0 ); - var dot01 = v0.dot( v1 ); - var dot02 = v0.dot( v2 ); - var dot11 = v1.dot( v1 ); - var dot12 = v1.dot( v2 ); + } - var denom = ( dot00 * dot11 - dot01 * dot01 ); + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - if ( target === undefined ) { + }; - console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); - target = new Vector3(); + Triangle.prototype.getNormal = function getNormal ( target ) { - } + return Triangle.getNormal( this.a, this.b, this.c, target ); - // 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 ); + Triangle.prototype.getPlane = function getPlane ( target ) { - } + if ( target === undefined ) { - var invDenom = 1 / denom; - var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + console.warn( 'THREE.Triangle: .getPlane() target is now required' ); + target = new Vector3(); - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); + } - }; + return target.setFromCoplanarPoints( this.a, this.b, this.c ); - }(), + }; - containsPoint: function () { + Triangle.prototype.getBarycoord = function getBarycoord ( point, target ) { - var v1 = new Vector3(); + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - return function containsPoint( point, a, b, c ) { + }; - Triangle.getBarycoord( point, a, b, c, v1 ); + Triangle.prototype.containsPoint = function containsPoint ( point ) { - return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); + return Triangle.containsPoint( point, this.a, this.b, this.c ); - }; + }; - }() + Triangle.prototype.intersectsBox = function intersectsBox ( box ) { - } ); + return box.intersectsTriangle( this ); - Object.assign( Triangle.prototype, { - - set: function ( a, b, c ) { + }; - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); + Triangle.prototype.equals = function equals ( triangle ) { - return this; + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - }, + }; - setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + Triangle.getNormal = function () { - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); + var v0 = new Vector3(); - return this; + return function getNormal( a, b, c, target ) { - }, + if ( target === undefined ) { - clone: function () { + console.warn( 'THREE.Triangle: .getNormal() target is now required' ); + target = new Vector3(); - return new this.constructor().copy( this ); + } - }, + target.subVectors( c, b ); + v0.subVectors( a, b ); + target.cross( v0 ); - copy: function ( triangle ) { + var targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); - return this; + } - }, + return target.set( 0, 0, 0 ); - getArea: function () { + }; - var v0 = new Vector3(); - var v1 = new Vector3(); + }(); - return function getArea() { + Triangle.getBarycoord = function () { - v0.subVectors( this.c, this.b ); - v1.subVectors( this.a, this.b ); + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); - return v0.cross( v1 ).length() * 0.5; + return function getBarycoord( point, a, b, c, target ) { - }; + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); - }(), + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); - getMidpoint: function ( target ) { + var denom = ( dot00 * dot11 - dot01 * dot01 ); if ( target === undefined ) { - console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); + console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); target = new Vector3(); } - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - - }, - - getNormal: function ( target ) { + // collinear or singular triangle + if ( denom === 0 ) { - return Triangle.getNormal( this.a, this.b, this.c, target ); + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return target.set( - 2, - 1, - 1 ); - }, - - getPlane: function ( target ) { + } - if ( target === undefined ) { + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - console.warn( 'THREE.Triangle: .getPlane() target is now required' ); - target = new Vector3(); + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); - } + }; - return target.setFromCoplanarPoints( this.a, this.b, this.c ); + }(); - }, + Triangle.containsPoint = function () { - getBarycoord: function ( point, target ) { + var v1 = new Vector3(); - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + return function containsPoint( point, a, b, c ) { - }, + Triangle.getBarycoord( point, a, b, c, v1 ); - containsPoint: function ( point ) { + return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); - return Triangle.containsPoint( point, this.a, this.b, this.c ); + }; - }, + }(); - intersectsBox: function ( box ) { + Triangle.prototype.getArea = function () { - return box.intersectsTriangle( this ); + var v0 = new Vector3(); + var v1 = new Vector3(); - }, + return function getArea() { - closestPointToPoint: function () { + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); - var vab = new Vector3(); - var vac = new Vector3(); - var vbc = new Vector3(); - var vap = new Vector3(); - var vbp = new Vector3(); - var vcp = new Vector3(); + return v0.cross( v1 ).length() * 0.5; - return function closestPointToPoint( p, target ) { + }; - if ( target === undefined ) { + }(); - console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); - target = new Vector3(); + Triangle.prototype.closestPointToPoint = function () { - } + 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 a = this.a, b = this.b, c = this.c; - var v, w; + return function closestPointToPoint( p, target ) { - // 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. + if ( target === undefined ) { - 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 ) { + console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); + target = new Vector3(); - // vertex region of A; barycentric coords (1, 0, 0) - return target.copy( a ); + } - } + var a = this.a, b = this.b, c = this.c; + var v, w; - vbp.subVectors( p, b ); - var d3 = vab.dot( vbp ); - var d4 = vac.dot( vbp ); - if ( d3 >= 0 && d4 <= d3 ) { + // 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. - // vertex region of B; barycentric coords (0, 1, 0) - return target.copy( b ); + 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 ); - 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 ); + 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 ); - 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 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 ); - 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 ); + 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 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 + 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 ); - // 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 ); + } - }; + 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 - equals: function ( triangle ) { + } - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + // 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 ); - } + }; - } ); + }(); /** * @author mrdoob / http://mrdoob.com/ @@ -14163,36 +14332,35 @@ * @author jonobr1 / http://jonobr1.com/ */ - function Mesh( geometry, material ) { + var Mesh = (function (Object3D$$1) { + function Mesh( geometry, material ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Mesh'; + this.type = 'Mesh'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); - this.drawMode = TrianglesDrawMode; + this.drawMode = TrianglesDrawMode; - this.updateMorphTargets(); + this.updateMorphTargets(); - } - - Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Mesh, + } - isMesh: true, + if ( Object3D$$1 ) Mesh.__proto__ = Object3D$$1; + Mesh.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Mesh.prototype.constructor = Mesh; - setDrawMode: function ( value ) { + Mesh.prototype.setDrawMode = function setDrawMode ( value ) { this.drawMode = value; - }, + }; - copy: function ( source ) { + Mesh.prototype.copy = function copy ( source ) { - Object3D.prototype.copy.call( this, source ); + Object3D$$1.prototype.copy.call( this, source ); this.drawMode = source.drawMode; @@ -14210,9 +14378,11 @@ return this; - }, + }; + + Mesh.prototype.updateMorphTargets = function updateMorphTargets () { + var this$1 = this; - updateMorphTargets: function () { var geometry = this.geometry; var m, ml, name; @@ -14235,8 +14405,8 @@ name = morphAttribute[ m ].name || String( m ); - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; + this$1.morphTargetInfluences.push( 0 ); + this$1.morphTargetDictionary[ name ] = m; } @@ -14257,8 +14427,8 @@ name = morphTargets[ m ].name || String( m ); - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; + this$1.morphTargetInfluences.push( 0 ); + this$1.morphTargetDictionary[ name ] = m; } @@ -14266,260 +14436,271 @@ } - }, - - raycast: ( function () { + }; - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + Mesh.prototype.clone = function clone () { - var vA = new Vector3(); - var vB = new Vector3(); - var vC = new Vector3(); + return new this.constructor( this.geometry, this.material ).copy( this ); - var tempA = new Vector3(); - var tempB = new Vector3(); - var tempC = new Vector3(); + }; - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); + return Mesh; + }(Object3D)); - var barycoord = new Vector3(); + Mesh.prototype.isMesh = true; - var intersectionPoint = new Vector3(); - var intersectionPointWorld = new Vector3(); + Mesh.prototype.raycast = function () { - function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - Triangle.getBarycoord( point, p1, p2, p3, barycoord ); + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); - uv1.multiplyScalar( barycoord.x ); - uv2.multiplyScalar( barycoord.y ); - uv3.multiplyScalar( barycoord.z ); + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); - uv1.add( uv2 ).add( uv3 ); + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - return uv1.clone(); + var barycoord = new Vector3(); - } + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); - function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { - var intersect; + Triangle.getBarycoord( point, p1, p2, p3, barycoord ); - if ( material.side === BackSide ) { + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + uv1.add( uv2 ).add( uv3 ); - } else { + return uv1.clone(); - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + } - } + function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { - if ( intersect === null ) return null; + var intersect; - intersectionPointWorld.copy( point ); - intersectionPointWorld.applyMatrix4( object.matrixWorld ); + if ( material.side === BackSide ) { - var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - if ( distance < raycaster.near || distance > raycaster.far ) return null; + } else { - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); } - function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) { + if ( intersect === null ) { return null; } - vA.fromBufferAttribute( position, a ); - vB.fromBufferAttribute( position, b ); - vC.fromBufferAttribute( position, c ); + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); - var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint ); + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); - if ( intersection ) { + if ( distance < raycaster.near || distance > raycaster.far ) { return null; } - if ( uv ) { + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; - uvA.fromBufferAttribute( uv, a ); - uvB.fromBufferAttribute( uv, b ); - uvC.fromBufferAttribute( uv, c ); + } - intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) { - } + vA.fromBufferAttribute( position, a ); + vB.fromBufferAttribute( position, b ); + vC.fromBufferAttribute( position, c ); - var face = new Face3( a, b, c ); - Triangle.getNormal( vA, vB, vC, face.normal ); + var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint ); - intersection.face = face; + if ( intersection ) { + + if ( uv ) { + + uvA.fromBufferAttribute( uv, a ); + uvB.fromBufferAttribute( uv, b ); + uvC.fromBufferAttribute( uv, c ); + + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); } - return intersection; + var face = new Face3( a, b, c ); + Triangle.getNormal( vA, vB, vC, face.normal ); + + intersection.face = face; } - return function raycast( raycaster, intersects ) { + return intersection; + + } - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; + return function raycast( raycaster, intersects ) { + var this$1 = this; - if ( material === undefined ) return; - // Checking boundingSphere distance to ray + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + if ( material === undefined ) { return; } - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + // Checking boundingSphere distance to ray - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); } - // + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + if ( raycaster.ray.intersectsSphere( sphere ) === false ) { return; } - // Check boundingBox before continuing + // - if ( geometry.boundingBox !== null ) { + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + // Check boundingBox before continuing - } + if ( geometry.boundingBox !== null ) { - var intersection; + if ( ray.intersectsBox( geometry.boundingBox ) === false ) { return; } - if ( geometry.isBufferGeometry ) { + } - var a, b, c; - var index = geometry.index; - var position = geometry.attributes.position; - var uv = geometry.attributes.uv; - var groups = geometry.groups; - var drawRange = geometry.drawRange; - var i, j, il, jl; - var group, groupMaterial; - var start, end; + var intersection; - if ( index !== null ) { + if ( geometry.isBufferGeometry ) { - // indexed buffer geometry + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var uv = geometry.attributes.uv; + var groups = geometry.groups; + var drawRange = geometry.drawRange; + var i, j, il, jl; + var group, groupMaterial; + var start, end; - if ( Array.isArray( material ) ) { + if ( index !== null ) { - for ( i = 0, il = groups.length; i < il; i ++ ) { + // indexed buffer geometry - group = groups[ i ]; - groupMaterial = material[ group.materialIndex ]; + if ( Array.isArray( material ) ) { - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + for ( i = 0, il = groups.length; i < il; i ++ ) { - for ( j = start, jl = end; j < jl; j += 3 ) { + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; - a = index.getX( j ); - b = index.getX( j + 1 ); - c = index.getX( j + 2 ); + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c ); + for ( j = start, jl = end; j < jl; j += 3 ) { - if ( intersection ) { + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); + intersection = checkBufferGeometryIntersection( this$1, groupMaterial, raycaster, ray, position, uv, a, b, c ); - } + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); } } - } else { + } - start = Math.max( 0, drawRange.start ); - end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + } else { - for ( i = start, il = end; i < il; i += 3 ) { + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - a = index.getX( i ); - b = index.getX( i + 1 ); - c = index.getX( i + 2 ); + for ( i = start, il = end; i < il; i += 3 ) { - intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c ); + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); - if ( intersection ) { + intersection = checkBufferGeometryIntersection( this$1, material, raycaster, ray, position, uv, a, b, c ); - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); + if ( intersection ) { - } + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); } } - } else if ( position !== undefined ) { + } - // non-indexed buffer geometry + } else if ( position !== undefined ) { - if ( Array.isArray( material ) ) { + // non-indexed buffer geometry - for ( i = 0, il = groups.length; i < il; i ++ ) { + if ( Array.isArray( material ) ) { - group = groups[ i ]; - groupMaterial = material[ group.materialIndex ]; + for ( i = 0, il = groups.length; i < il; i ++ ) { - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; - for ( j = start, jl = end; j < jl; j += 3 ) { + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - a = j; - b = j + 1; - c = j + 2; + for ( j = start, jl = end; j < jl; j += 3 ) { - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c ); + a = j; + b = j + 1; + c = j + 2; - if ( intersection ) { + intersection = checkBufferGeometryIntersection( this$1, groupMaterial, raycaster, ray, position, uv, a, b, c ); - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); + if ( intersection ) { - } + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); } } - } else { + } - start = Math.max( 0, drawRange.start ); - end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + } else { - for ( i = start, il = end; i < il; i += 3 ) { + start = Math.max( 0, drawRange.start ); + end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - a = i; - b = i + 1; - c = i + 2; + for ( i = start, il = end; i < il; i += 3 ) { - intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c ); + a = i; + b = i + 1; + c = i + 2; - if ( intersection ) { + intersection = checkBufferGeometryIntersection( this$1, material, raycaster, ray, position, uv, a, b, c ); - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); + if ( intersection ) { - } + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); } @@ -14527,104 +14708,98 @@ } - } else if ( geometry.isGeometry ) { - - var fvA, fvB, fvC; - var isMultiMaterial = Array.isArray( material ); + } - var vertices = geometry.vertices; - var faces = geometry.faces; - var uvs; + } else if ( geometry.isGeometry ) { - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + var fvA, fvB, fvC; + var isMultiMaterial = Array.isArray( material ); - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + var vertices = geometry.vertices; + var faces = geometry.faces; + var uvs; - var face = faces[ f ]; - var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; } - if ( faceMaterial === undefined ) continue; + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; + var face = faces[ f ]; + var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; - if ( faceMaterial.morphTargets === true ) { + if ( faceMaterial === undefined ) { continue; } - var morphTargets = geometry.morphTargets; - var morphInfluences = this.morphTargetInfluences; + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; - vA.set( 0, 0, 0 ); - vB.set( 0, 0, 0 ); - vC.set( 0, 0, 0 ); + if ( faceMaterial.morphTargets === true ) { - for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + var morphTargets = geometry.morphTargets; + var morphInfluences = this$1.morphTargetInfluences; - var influence = morphInfluences[ t ]; + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); - if ( influence === 0 ) continue; + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { - var targets = morphTargets[ t ].vertices; + var influence = morphInfluences[ t ]; - vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); - vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); - vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + if ( influence === 0 ) { continue; } - } + var targets = morphTargets[ t ].vertices; - vA.add( fvA ); - vB.add( fvB ); - vC.add( fvC ); - - fvA = vA; - fvB = vB; - fvC = vC; + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); } - intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); - if ( intersection ) { + fvA = vA; + fvB = vB; + fvC = vC; - 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 = checkIntersection( this$1, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); - intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + 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.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); } + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + } } - }; - - }() ), - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); + } - } + }; - } ); + }(); /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { + var WebGLBackground = function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { var clearColor = new Color( 0x000000 ); var clearAlpha = 0; @@ -14747,13 +14922,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLBufferRenderer( gl, extensions, info, capabilities ) { + var WebGLBufferRenderer = function WebGLBufferRenderer( gl, extensions, info, capabilities ) { var mode; @@ -14804,19 +14979,19 @@ this.render = render; this.renderInstances = renderInstances; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLCapabilities( gl, extensions, parameters ) { + var WebGLCapabilities = function WebGLCapabilities( gl, extensions, parameters ) { var maxAnisotropy; function getMaxAnisotropy() { - if ( maxAnisotropy !== undefined ) return maxAnisotropy; + if ( maxAnisotropy !== undefined ) { return maxAnisotropy; } var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); @@ -14839,7 +15014,7 @@ if ( precision === 'highp' ) { if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { return 'highp'; @@ -14852,7 +15027,7 @@ if ( precision === 'mediump' ) { if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { return 'mediump'; @@ -14918,13 +15093,13 @@ }; - } + }; /** * @author tschw */ - function WebGLClipping() { + var WebGLClipping = function WebGLClipping() { var scope = this, @@ -15077,13 +15252,13 @@ } - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLExtensions( gl ) { + var WebGLExtensions = function WebGLExtensions( gl ) { var extensions = {}; @@ -15136,13 +15311,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLGeometries( gl, attributes, info ) { + var WebGLGeometries = function WebGLGeometries( gl, attributes, info ) { var geometries = {}; var wireframeAttributes = {}; @@ -15187,7 +15362,7 @@ var buffergeometry = geometries[ geometry.id ]; - if ( buffergeometry ) return buffergeometry; + if ( buffergeometry ) { return buffergeometry; } geometry.addEventListener( 'dispose', onGeometryDispose ); @@ -15254,7 +15429,7 @@ var attribute = wireframeAttributes[ geometry.id ]; - if ( attribute ) return attribute; + if ( attribute ) { return attribute; } var indices = []; @@ -15314,13 +15489,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { + var WebGLIndexedBufferRenderer = function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { var mode; @@ -15381,13 +15556,13 @@ this.render = render; this.renderInstances = renderInstances; - } + }; /** * @author Mugen87 / https://github.com/Mugen87 */ - function WebGLInfo( gl ) { + var WebGLInfo = function WebGLInfo( gl ) { var memory = { geometries: 0, @@ -15462,7 +15637,7 @@ update: update }; - } + }; /** * @author mrdoob / http://mrdoob.com/ @@ -15474,7 +15649,7 @@ } - function WebGLMorphtargets( gl ) { + var WebGLMorphtargets = function WebGLMorphtargets( gl ) { var influencesList = {}; var morphInfluences = new Float32Array( 8 ); @@ -15514,8 +15689,8 @@ if ( influence[ 1 ] !== 0 ) { - if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); - if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); } + if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); } } @@ -15547,8 +15722,8 @@ if ( value ) { - if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); - if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); } + if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); } morphInfluences[ i ] = value; continue; @@ -15571,13 +15746,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLObjects( geometries, info ) { + var WebGLObjects = function WebGLObjects( geometries, info ) { var updateList = {}; @@ -15621,25 +15796,33 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + var CubeTexture = (function (Texture$$1) { + function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + Texture$$1.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + + } + + if ( Texture$$1 ) CubeTexture.__proto__ = Texture$$1; + CubeTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + CubeTexture.prototype.constructor = CubeTexture; + + return CubeTexture; + }(Texture)); - this.flipY = false; - } - CubeTexture.prototype = Object.create( Texture.prototype ); - CubeTexture.prototype.constructor = CubeTexture; CubeTexture.prototype.isCubeTexture = true; @@ -15715,12 +15898,12 @@ // --- Base for inner nodes (including the root) --- - function UniformContainer() { + var UniformContainer = function UniformContainer() { this.seq = []; this.map = {}; - } + }; // --- Utilities --- @@ -15741,7 +15924,7 @@ var firstElem = array[ 0 ]; - if ( firstElem <= 0 || firstElem > 0 ) return array; + if ( firstElem <= 0 || firstElem > 0 ) { return array; } // unoptimized: ! isNaN( firstElem ) // see http://jacksondunstan.com/articles/983 @@ -15774,11 +15957,11 @@ function arraysEqual( a, b ) { - if ( a.length !== b.length ) return false; + if ( a.length !== b.length ) { return false; } for ( var i = 0, l = a.length; i < l; i ++ ) { - if ( a[ i ] !== b[ i ] ) return false; + if ( a[ i ] !== b[ i ] ) { return false; } } @@ -15810,7 +15993,7 @@ } for ( var i = 0; i !== n; ++ i ) - r[ i ] = renderer.allocTextureUnit(); + { r[ i ] = renderer.allocTextureUnit(); } return r; @@ -15827,7 +16010,7 @@ var cache = this.cache; - if ( cache[ 0 ] === v ) return; + if ( cache[ 0 ] === v ) { return; } gl.uniform1f( this.addr, v ); @@ -15839,7 +16022,7 @@ var cache = this.cache; - if ( cache[ 0 ] === v ) return; + if ( cache[ 0 ] === v ) { return; } gl.uniform1i( this.addr, v ); @@ -15866,7 +16049,7 @@ } else { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform2fv( this.addr, v ); @@ -15906,7 +16089,7 @@ } else { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform3fv( this.addr, v ); @@ -15935,7 +16118,7 @@ } else { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform4fv( this.addr, v ); @@ -15954,7 +16137,7 @@ if ( elements === undefined ) { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniformMatrix2fv( this.addr, false, v ); @@ -15962,7 +16145,7 @@ } else { - if ( arraysEqual( cache, elements ) ) return; + if ( arraysEqual( cache, elements ) ) { return; } mat2array.set( elements ); @@ -15981,7 +16164,7 @@ if ( elements === undefined ) { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniformMatrix3fv( this.addr, false, v ); @@ -15989,7 +16172,7 @@ } else { - if ( arraysEqual( cache, elements ) ) return; + if ( arraysEqual( cache, elements ) ) { return; } mat3array.set( elements ); @@ -16008,7 +16191,7 @@ if ( elements === undefined ) { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniformMatrix4fv( this.addr, false, v ); @@ -16016,7 +16199,7 @@ } else { - if ( arraysEqual( cache, elements ) ) return; + if ( arraysEqual( cache, elements ) ) { return; } mat4array.set( elements ); @@ -16068,7 +16251,7 @@ var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform2iv( this.addr, v ); @@ -16080,7 +16263,7 @@ var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform3iv( this.addr, v ); @@ -16092,7 +16275,7 @@ var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform4iv( this.addr, v ); @@ -16133,7 +16316,7 @@ var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform1fv( this.addr, v ); @@ -16144,7 +16327,7 @@ var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform1iv( this.addr, v ); @@ -16159,7 +16342,7 @@ var cache = this.cache; var data = flatten( v, this.size, 2 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniform2fv( this.addr, data ); @@ -16172,7 +16355,7 @@ var cache = this.cache; var data = flatten( v, this.size, 3 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniform3fv( this.addr, data ); @@ -16185,7 +16368,7 @@ var cache = this.cache; var data = flatten( v, this.size, 4 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniform4fv( this.addr, data ); @@ -16200,7 +16383,7 @@ var cache = this.cache; var data = flatten( v, this.size, 4 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniformMatrix2fv( this.addr, false, data ); @@ -16213,7 +16396,7 @@ var cache = this.cache; var data = flatten( v, this.size, 9 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniformMatrix3fv( this.addr, false, data ); @@ -16226,7 +16409,7 @@ var cache = this.cache; var data = flatten( v, this.size, 16 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniformMatrix4fv( this.addr, false, data ); @@ -16309,7 +16492,7 @@ // --- Uniform Classes --- - function SingleUniform( id, activeInfo, addr ) { + var SingleUniform = function SingleUniform( id, activeInfo, addr ) { this.id = id; this.addr = addr; @@ -16318,9 +16501,9 @@ // this.path = activeInfo.name; // DEBUG - } + }; - function PureArrayUniform( id, activeInfo, addr ) { + var PureArrayUniform = function PureArrayUniform( id, activeInfo, addr ) { this.id = id; this.addr = addr; @@ -16330,7 +16513,7 @@ // this.path = activeInfo.name; // DEBUG - } + }; PureArrayUniform.prototype.updateCache = function ( data ) { @@ -16346,13 +16529,21 @@ }; - function StructuredUniform( id ) { + var StructuredUniform = (function (UniformContainer) { + function StructuredUniform( id ) { - this.id = id; + UniformContainer.call(this); - UniformContainer.call( this ); // mix-in + this.id = id; // mix-in - } + } + + if ( UniformContainer ) StructuredUniform.__proto__ = UniformContainer; + StructuredUniform.prototype = Object.create( UniformContainer && UniformContainer.prototype ); + StructuredUniform.prototype.constructor = StructuredUniform; + + return StructuredUniform; + }(UniformContainer)); StructuredUniform.prototype.setValue = function ( gl, value, renderer ) { @@ -16406,7 +16597,7 @@ idIsIndex = match[ 2 ] === ']', subscript = match[ 3 ]; - if ( idIsIndex ) id = id | 0; // convert to integer + if ( idIsIndex ) { id = id | 0; } // convert to integer if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { @@ -16441,30 +16632,40 @@ // Root Container - function WebGLUniforms( gl, program, renderer ) { + var WebGLUniforms = (function (UniformContainer) { + function WebGLUniforms( gl, program, renderer ) { + var this$1 = this; + - UniformContainer.call( this ); + UniformContainer.call(this); - this.renderer = renderer; + this.renderer = renderer; - var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); - for ( var i = 0; i < n; ++ i ) { + for ( var i = 0; i < n; ++ i ) { - var info = gl.getActiveUniform( program, i ), - addr = gl.getUniformLocation( program, info.name ); + var info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); - parseUniform( info, addr, this ); + parseUniform( info, addr, this$1 ); + + } } - } + if ( UniformContainer ) WebGLUniforms.__proto__ = UniformContainer; + WebGLUniforms.prototype = Object.create( UniformContainer && UniformContainer.prototype ); + WebGLUniforms.prototype.constructor = WebGLUniforms; + + return WebGLUniforms; + }(UniformContainer)); WebGLUniforms.prototype.setValue = function ( gl, name, value ) { var u = this.map[ name ]; - if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + if ( u !== undefined ) { u.setValue( gl, value, this.renderer ); } }; @@ -16472,7 +16673,7 @@ var v = object[ name ]; - if ( v !== undefined ) this.setValue( gl, name, v ); + if ( v !== undefined ) { this.setValue( gl, name, v ); } }; @@ -16504,7 +16705,7 @@ for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ]; - if ( u.id in values ) r.push( u ); + if ( u.id in values ) { r.push( u ); } } @@ -16655,7 +16856,7 @@ var value = defines[ name ]; - if ( value === false ) continue; + if ( value === false ) { continue; } chunks.push( '#define ' + name + ' ' + value ); @@ -16755,7 +16956,7 @@ } - function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) { + var WebGLProgram = function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) { var gl = renderer.context; @@ -17276,13 +17477,13 @@ return this; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLPrograms( renderer, extensions, capabilities ) { + var WebGLPrograms = function WebGLPrograms( renderer, extensions, capabilities ) { var programs = []; @@ -17578,13 +17779,13 @@ // Exposed for resource monitoring & error feedback via renderer.info: this.programs = programs; - } + }; /** * @author fordacious / fordacious.github.io */ - function WebGLProperties() { + var WebGLProperties = function WebGLProperties() { var properties = new WeakMap(); @@ -17628,7 +17829,7 @@ dispose: dispose }; - } + }; /** * @author mrdoob / http://mrdoob.com/ @@ -17679,7 +17880,7 @@ } - function WebGLRenderList() { + var WebGLRenderList = function WebGLRenderList() { var renderItems = []; var renderItemsIndex = 0; @@ -17737,8 +17938,8 @@ function sort() { - if ( opaque.length > 1 ) opaque.sort( painterSortStable ); - if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); } + if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); } } @@ -17752,9 +17953,9 @@ sort: sort }; - } + }; - function WebGLRenderLists() { + var WebGLRenderLists = function WebGLRenderLists() { var lists = {}; @@ -17787,13 +17988,13 @@ dispose: dispose }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function UniformsCache() { + var UniformsCache = function UniformsCache() { var lights = {}; @@ -17884,11 +18085,11 @@ }; - } + }; var count = 0; - function WebGLLights() { + var WebGLLights = function WebGLLights() { var cache = new UniformsCache(); @@ -18125,13 +18326,13 @@ state: state }; - } + }; /** * @author Mugen87 / https://github.com/Mugen87 */ - function WebGLRenderState() { + var WebGLRenderState = function WebGLRenderState() { var lights = new WebGLLights(); @@ -18179,9 +18380,9 @@ pushShadow: pushShadow }; - } + }; - function WebGLRenderStates() { + var WebGLRenderStates = function WebGLRenderStates() { var renderStates = {}; @@ -18225,7 +18426,7 @@ dispose: dispose }; - } + }; /** * @author mrdoob / http://mrdoob.com/ @@ -18250,37 +18451,45 @@ * } */ - function MeshDepthMaterial( parameters ) { + var MeshDepthMaterial = (function (Material$$1) { + function MeshDepthMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshDepthMaterial'; + this.type = 'MeshDepthMaterial'; - this.depthPacking = BasicDepthPacking; + this.depthPacking = BasicDepthPacking; - this.skinning = false; - this.morphTargets = false; + this.skinning = false; + this.morphTargets = false; - this.map = null; + this.map = null; - this.alphaMap = null; + this.alphaMap = null; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.fog = false; - this.lights = false; + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshDepthMaterial.__proto__ = Material$$1; + MeshDepthMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + + return MeshDepthMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshDepthMaterial.prototype = Object.create( Material.prototype ); - MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; MeshDepthMaterial.prototype.isMeshDepthMaterial = true; @@ -18331,36 +18540,44 @@ * } */ - function MeshDistanceMaterial( parameters ) { + var MeshDistanceMaterial = (function (Material$$1) { + function MeshDistanceMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshDistanceMaterial'; + this.type = 'MeshDistanceMaterial'; - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; - this.skinning = false; - this.morphTargets = false; + this.skinning = false; + this.morphTargets = false; - this.map = null; + this.map = null; - this.alphaMap = null; + this.alphaMap = null; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.fog = false; - this.lights = false; + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshDistanceMaterial.__proto__ = Material$$1; + MeshDistanceMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; + + return MeshDistanceMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshDistanceMaterial.prototype = Object.create( Material.prototype ); - MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; @@ -18392,7 +18609,7 @@ * @author mrdoob / http://mrdoob.com/ */ - function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { + var WebGLShadowMap = function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { var _frustum = new Frustum(), _projScreenMatrix = new Matrix4(), @@ -18422,7 +18639,7 @@ var cubeUps = [ new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),new Vector3( 0, 0, - 1 ) ]; var cube2DViewPorts = [ @@ -18474,10 +18691,10 @@ this.render = function ( lights, scene, camera ) { - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + if ( scope.enabled === false ) { return; } + if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; } - if ( lights.length === 0 ) return; + if ( lights.length === 0 ) { return; } // TODO Clean up (needed in case of contextlost) var _gl = _renderer.context; @@ -18683,8 +18900,8 @@ var variantIndex = 0; - if ( useMorphing ) variantIndex |= _MorphingFlag; - if ( useSkinning ) variantIndex |= _SkinningFlag; + if ( useMorphing ) { variantIndex |= _MorphingFlag; } + if ( useSkinning ) { variantIndex |= _SkinningFlag; } result = materialVariants[ variantIndex ]; @@ -18751,7 +18968,7 @@ function renderObject( object, camera, shadowCamera, isPointLight ) { - if ( object.visible === false ) return; + if ( object.visible === false ) { return; } var visible = object.layers.test( camera.layers ); @@ -18803,13 +19020,13 @@ } - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLState( gl, extensions, utils, capabilities ) { + var WebGLState = function WebGLState( gl, extensions, utils, capabilities ) { function ColorBuffer() { @@ -19045,8 +19262,8 @@ setFunc: function ( stencilFunc, stencilRef, stencilMask ) { if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); @@ -19060,9 +19277,9 @@ setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); @@ -19291,9 +19508,9 @@ compressedTextureFormats = []; if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || - extensions.get( 'WEBGL_compressed_texture_s3tc' ) || - extensions.get( 'WEBGL_compressed_texture_etc1' ) || - extensions.get( 'WEBGL_compressed_texture_astc' ) ) { + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) || + extensions.get( 'WEBGL_compressed_texture_astc' ) ) { var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); @@ -19468,7 +19685,7 @@ : enable( gl.CULL_FACE ); var flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; + if ( frontFaceCW ) { flipSided = ! flipSided; } setFlipSided( flipSided ); @@ -19545,7 +19762,7 @@ if ( width !== currentLineWidth ) { - if ( lineWidthAvailable ) gl.lineWidth( width ); + if ( lineWidthAvailable ) { gl.lineWidth( width ); } currentLineWidth = width; @@ -19594,7 +19811,7 @@ function activeTexture( webglSlot ) { - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + if ( webglSlot === undefined ) { webglSlot = gl.TEXTURE0 + maxTextures - 1; } if ( currentTextureSlot !== webglSlot ) { @@ -19761,13 +19978,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + var WebGLTextures = function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { var _videoTextures = {}; var _canvas; @@ -19817,7 +20034,7 @@ if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { - if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); } _canvas.width = _Math.floorPowerOfTwo( image.width ); _canvas.height = _Math.floorPowerOfTwo( image.height ); @@ -19837,7 +20054,7 @@ function textureNeedsPowerOfTwo( texture ) { - if ( capabilities.isWebGL2 ) return false; + if ( capabilities.isWebGL2 ) { return false; } return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); @@ -19864,21 +20081,21 @@ function getInternalFormat( glFormat, glType ) { - if ( ! capabilities.isWebGL2 ) return glFormat; + if ( ! capabilities.isWebGL2 ) { return glFormat; } if ( glFormat === _gl.RGB ) { - if ( glType === _gl.FLOAT ) return _gl.RGB32F; - if ( glType === _gl.HALF_FLOAT ) return _gl.RGB16F; - if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGB8; + if ( glType === _gl.FLOAT ) { return _gl.RGB32F; } + if ( glType === _gl.HALF_FLOAT ) { return _gl.RGB16F; } + if ( glType === _gl.UNSIGNED_BYTE ) { return _gl.RGB8; } } if ( glFormat === _gl.RGBA ) { - if ( glType === _gl.FLOAT ) return _gl.RGBA32F; - if ( glType === _gl.HALF_FLOAT ) return _gl.RGBA16F; - if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGBA8; + if ( glType === _gl.FLOAT ) { return _gl.RGBA32F; } + if ( glType === _gl.HALF_FLOAT ) { return _gl.RGBA16F; } + if ( glType === _gl.UNSIGNED_BYTE ) { return _gl.RGBA8; } } @@ -19948,7 +20165,7 @@ // 2D texture - if ( textureProperties.__webglInit === undefined ) return; + if ( textureProperties.__webglInit === undefined ) { return; } _gl.deleteTexture( textureProperties.__webglTexture ); @@ -19964,7 +20181,7 @@ var renderTargetProperties = properties.get( renderTarget ); var textureProperties = properties.get( renderTarget.texture ); - if ( ! renderTarget ) return; + if ( ! renderTarget ) { return; } if ( textureProperties.__webglTexture !== undefined ) { @@ -19983,14 +20200,14 @@ for ( var i = 0; i < 6; i ++ ) { _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); } } } else { _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); } } @@ -20007,7 +20224,7 @@ var textureProperties = properties.get( texture ); - if ( texture.isVideoTexture ) updateVideoTexture( texture ); + if ( texture.isVideoTexture ) { updateVideoTexture( texture ); } if ( texture.version > 0 && textureProperties.__version !== texture.version ) { @@ -20150,7 +20367,7 @@ textureProperties.__version = texture.version; - if ( texture.onUpdate ) texture.onUpdate( texture ); + if ( texture.onUpdate ) { texture.onUpdate( texture ); } } else { @@ -20208,8 +20425,8 @@ if ( extension ) { - if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return; + if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; } + if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; } if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { @@ -20268,7 +20485,7 @@ if ( texture.type === FloatType ) { - if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); + if ( ! capabilities.isWebGL2 ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); } glInternalFormat = _gl.DEPTH_COMPONENT32F; } else if ( capabilities.isWebGL2 ) { @@ -20406,7 +20623,7 @@ textureProperties.__version = texture.version; - if ( texture.onUpdate ) texture.onUpdate( texture ); + if ( texture.onUpdate ) { texture.onUpdate( texture ); } } @@ -20455,7 +20672,7 @@ function setupDepthTexture( framebuffer, renderTarget ) { var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); - if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); } _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); @@ -20505,7 +20722,7 @@ if ( renderTarget.depthTexture ) { - if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); } setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); @@ -20657,76 +20874,76 @@ this.setupRenderTarget = setupRenderTarget; this.updateRenderTargetMipmap = updateRenderTargetMipmap; - } + }; /** * @author thespite / http://www.twitter.com/thespite */ - function WebGLUtils( gl, extensions, capabilities ) { + var WebGLUtils = function WebGLUtils( gl, extensions, capabilities ) { function convert( p ) { var extension; - if ( p === RepeatWrapping ) return gl.REPEAT; - if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; - if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; + if ( p === RepeatWrapping ) { return gl.REPEAT; } + if ( p === ClampToEdgeWrapping ) { return gl.CLAMP_TO_EDGE; } + if ( p === MirroredRepeatWrapping ) { return gl.MIRRORED_REPEAT; } - if ( p === NearestFilter ) return gl.NEAREST; - if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; - if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; + if ( p === NearestFilter ) { return gl.NEAREST; } + if ( p === NearestMipMapNearestFilter ) { return gl.NEAREST_MIPMAP_NEAREST; } + if ( p === NearestMipMapLinearFilter ) { return gl.NEAREST_MIPMAP_LINEAR; } - if ( p === LinearFilter ) return gl.LINEAR; - if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; - if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; + if ( p === LinearFilter ) { return gl.LINEAR; } + if ( p === LinearMipMapNearestFilter ) { return gl.LINEAR_MIPMAP_NEAREST; } + if ( p === LinearMipMapLinearFilter ) { return gl.LINEAR_MIPMAP_LINEAR; } - if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; - if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; - if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; - if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; + if ( p === UnsignedByteType ) { return gl.UNSIGNED_BYTE; } + if ( p === UnsignedShort4444Type ) { return gl.UNSIGNED_SHORT_4_4_4_4; } + if ( p === UnsignedShort5551Type ) { return gl.UNSIGNED_SHORT_5_5_5_1; } + if ( p === UnsignedShort565Type ) { return gl.UNSIGNED_SHORT_5_6_5; } - if ( p === ByteType ) return gl.BYTE; - if ( p === ShortType ) return gl.SHORT; - if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; - if ( p === IntType ) return gl.INT; - if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; - if ( p === FloatType ) return gl.FLOAT; + if ( p === ByteType ) { return gl.BYTE; } + if ( p === ShortType ) { return gl.SHORT; } + if ( p === UnsignedShortType ) { return gl.UNSIGNED_SHORT; } + if ( p === IntType ) { return gl.INT; } + if ( p === UnsignedIntType ) { return gl.UNSIGNED_INT; } + if ( p === FloatType ) { return gl.FLOAT; } if ( p === HalfFloatType ) { - if ( capabilities.isWebGL2 ) return gl.HALF_FLOAT; + if ( capabilities.isWebGL2 ) { return gl.HALF_FLOAT; } extension = extensions.get( 'OES_texture_half_float' ); - if ( extension !== null ) return extension.HALF_FLOAT_OES; + if ( extension !== null ) { return extension.HALF_FLOAT_OES; } } - if ( p === AlphaFormat ) return gl.ALPHA; - if ( p === RGBFormat ) return gl.RGB; - if ( p === RGBAFormat ) return gl.RGBA; - if ( p === LuminanceFormat ) return gl.LUMINANCE; - if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; - if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + if ( p === AlphaFormat ) { return gl.ALPHA; } + if ( p === RGBFormat ) { return gl.RGB; } + if ( p === RGBAFormat ) { return gl.RGBA; } + if ( p === LuminanceFormat ) { return gl.LUMINANCE; } + if ( p === LuminanceAlphaFormat ) { return gl.LUMINANCE_ALPHA; } + if ( p === DepthFormat ) { return gl.DEPTH_COMPONENT; } + if ( p === DepthStencilFormat ) { return gl.DEPTH_STENCIL; } - if ( p === AddEquation ) return gl.FUNC_ADD; - if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; - if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; + if ( p === AddEquation ) { return gl.FUNC_ADD; } + if ( p === SubtractEquation ) { return gl.FUNC_SUBTRACT; } + if ( p === ReverseSubtractEquation ) { return gl.FUNC_REVERSE_SUBTRACT; } - if ( p === ZeroFactor ) return gl.ZERO; - if ( p === OneFactor ) return gl.ONE; - if ( p === SrcColorFactor ) return gl.SRC_COLOR; - if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; - if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; - if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; - if ( p === DstAlphaFactor ) return gl.DST_ALPHA; - if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; + if ( p === ZeroFactor ) { return gl.ZERO; } + if ( p === OneFactor ) { return gl.ONE; } + if ( p === SrcColorFactor ) { return gl.SRC_COLOR; } + if ( p === OneMinusSrcColorFactor ) { return gl.ONE_MINUS_SRC_COLOR; } + if ( p === SrcAlphaFactor ) { return gl.SRC_ALPHA; } + if ( p === OneMinusSrcAlphaFactor ) { return gl.ONE_MINUS_SRC_ALPHA; } + if ( p === DstAlphaFactor ) { return gl.DST_ALPHA; } + if ( p === OneMinusDstAlphaFactor ) { return gl.ONE_MINUS_DST_ALPHA; } - if ( p === DstColorFactor ) return gl.DST_COLOR; - if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; - if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; + if ( p === DstColorFactor ) { return gl.DST_COLOR; } + if ( p === OneMinusDstColorFactor ) { return gl.ONE_MINUS_DST_COLOR; } + if ( p === SrcAlphaSaturateFactor ) { return gl.SRC_ALPHA_SATURATE; } if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { @@ -20735,10 +20952,10 @@ if ( extension !== null ) { - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + if ( p === RGB_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; } } @@ -20751,10 +20968,10 @@ if ( extension !== null ) { - if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + if ( p === RGB_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; } } @@ -20764,7 +20981,7 @@ extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; } } @@ -20788,8 +21005,8 @@ if ( capabilities.isWebGL2 ) { - if ( p === MinEquation ) return gl.MIN; - if ( p === MaxEquation ) return gl.MAX; + if ( p === MinEquation ) { return gl.MIN; } + if ( p === MaxEquation ) { return gl.MAX; } } @@ -20797,8 +21014,8 @@ if ( extension !== null ) { - if ( p === MinEquation ) return extension.MIN_EXT; - if ( p === MaxEquation ) return extension.MAX_EXT; + if ( p === MinEquation ) { return extension.MIN_EXT; } + if ( p === MaxEquation ) { return extension.MAX_EXT; } } @@ -20806,11 +21023,11 @@ if ( p === UnsignedInt248Type ) { - if ( capabilities.isWebGL2 ) return gl.UNSIGNED_INT_24_8; + if ( capabilities.isWebGL2 ) { return gl.UNSIGNED_INT_24_8; } extension = extensions.get( 'WEBGL_depth_texture' ); - if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; + if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; } } @@ -20820,27 +21037,29 @@ return { convert: convert }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function Group() { - - Object3D.call( this ); + var Group = (function (Object3D$$1) { + function Group() { - this.type = 'Group'; + Object3D$$1.call(this); - } + this.type = 'Group'; - Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Group, + if ( Object3D$$1 ) Group.__proto__ = Object3D$$1; + Group.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Group.prototype.constructor = Group; - isGroup: true + return Group; + }(Object3D)); - } ); + Group.prototype.isGroup = true; /** * @author mrdoob / http://mrdoob.com/ @@ -20849,38 +21068,37 @@ * @author tschw */ - function PerspectiveCamera( fov, aspect, near, far ) { + var PerspectiveCamera = (function (Camera$$1) { + function PerspectiveCamera( fov, aspect, near, far ) { - Camera.call( this ); + Camera$$1.call(this); - this.type = 'PerspectiveCamera'; + this.type = 'PerspectiveCamera'; - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; + 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.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.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.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 ), { + this.updateProjectionMatrix(); - constructor: PerspectiveCamera, + } - isPerspectiveCamera: true, + if ( Camera$$1 ) PerspectiveCamera.__proto__ = Camera$$1; + PerspectiveCamera.prototype = Object.create( Camera$$1 && Camera$$1.prototype ); + PerspectiveCamera.prototype.constructor = PerspectiveCamera; - copy: function ( source, recursive ) { + PerspectiveCamera.prototype.copy = function copy ( source, recursive ) { - Camera.prototype.copy.call( this, source, recursive ); + Camera$$1.prototype.copy.call( this, source, recursive ); this.fov = source.fov; this.zoom = source.zoom; @@ -20897,7 +21115,7 @@ return this; - }, + }; /** * Sets the FOV by focal length in respect to the current .filmGauge. @@ -20907,7 +21125,7 @@ * * Values for focal length and film gauge must have the same unit. */ - setFocalLength: function ( focalLength ) { + PerspectiveCamera.prototype.setFocalLength = function setFocalLength ( focalLength ) { // see http://www.bobatkins.com/photography/technical/field_of_view.html var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; @@ -20915,39 +21133,39 @@ this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); this.updateProjectionMatrix(); - }, + }; /** * Calculates the focal length from the current .fov and .filmGauge. */ - getFocalLength: function () { + PerspectiveCamera.prototype.getFocalLength = function getFocalLength () { var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); return 0.5 * this.getFilmHeight() / vExtentSlope; - }, + }; - getEffectiveFOV: function () { + PerspectiveCamera.prototype.getEffectiveFOV = function getEffectiveFOV () { return _Math.RAD2DEG * 2 * Math.atan( Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - }, + }; - getFilmWidth: function () { + PerspectiveCamera.prototype.getFilmWidth = function getFilmWidth () { // film not completely covered in portrait format (aspect < 1) return this.filmGauge * Math.min( this.aspect, 1 ); - }, + }; - getFilmHeight: function () { + PerspectiveCamera.prototype.getFilmHeight = function getFilmHeight () { // 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 @@ -20984,7 +21202,7 @@ * * Note there is no reason monitors have to be the same size or in a grid. */ - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + PerspectiveCamera.prototype.setViewOffset = function setViewOffset ( fullWidth, fullHeight, x, y, width, height ) { this.aspect = fullWidth / fullHeight; @@ -21012,9 +21230,9 @@ this.updateProjectionMatrix(); - }, + }; - clearViewOffset: function () { + PerspectiveCamera.prototype.clearViewOffset = function clearViewOffset () { if ( this.view !== null ) { @@ -21024,9 +21242,9 @@ this.updateProjectionMatrix(); - }, + }; - updateProjectionMatrix: function () { + PerspectiveCamera.prototype.updateProjectionMatrix = function updateProjectionMatrix () { var near = this.near, top = near * Math.tan( @@ -21049,13 +21267,13 @@ } var skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); } this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - }, + }; - toJSON: function ( meta ) { + PerspectiveCamera.prototype.toJSON = function toJSON ( meta ) { var data = Object3D.prototype.toJSON.call( this, meta ); @@ -21068,42 +21286,47 @@ data.object.aspect = this.aspect; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); } data.object.filmGauge = this.filmGauge; data.object.filmOffset = this.filmOffset; return data; - } + }; - } ); + return PerspectiveCamera; + }(Camera)); + + PerspectiveCamera.prototype.isPerspectiveCamera = true; /** * @author mrdoob / http://mrdoob.com/ */ - function ArrayCamera( array ) { + var ArrayCamera = (function (PerspectiveCamera$$1) { + function ArrayCamera( array ) { - PerspectiveCamera.call( this ); + PerspectiveCamera$$1.call(this); - this.cameras = array || []; + this.cameras = array || []; - } - - ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + } - constructor: ArrayCamera, + if ( PerspectiveCamera$$1 ) ArrayCamera.__proto__ = PerspectiveCamera$$1; + ArrayCamera.prototype = Object.create( PerspectiveCamera$$1 && PerspectiveCamera$$1.prototype ); + ArrayCamera.prototype.constructor = ArrayCamera; - isArrayCamera: true + return ArrayCamera; + }(PerspectiveCamera)); - } ); + ArrayCamera.prototype.isArrayCamera = true; /** * @author mrdoob / http://mrdoob.com/ */ - function WebVRManager( renderer ) { + var WebVRManager = function WebVRManager( renderer ) { var scope = this; @@ -21191,7 +21414,7 @@ gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) || gamepad.id.startsWith( 'Spatial Controller' ) ) ) { - if ( j === id ) return gamepad; + if ( j === id ) { return gamepad; } j ++; @@ -21211,16 +21434,16 @@ if ( gamepad !== undefined && gamepad.pose !== undefined ) { - if ( gamepad.pose === null ) return; + if ( gamepad.pose === null ) { return; } // Pose var pose = gamepad.pose; - if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 ); + if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); } - if ( pose.position !== null ) controller.position.fromArray( pose.position ); - if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation ); + if ( pose.position !== null ) { controller.position.fromArray( pose.position ); } + if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); } controller.matrix.compose( controller.position, controller.quaternion, controller.scale ); controller.matrix.premultiply( standingMatrix ); controller.matrix.decompose( controller.position, controller.quaternion, controller.scale ); @@ -21289,7 +21512,7 @@ this.setDevice = function ( value ) { - if ( value !== undefined ) device = value; + if ( value !== undefined ) { device = value; } animation.setContext( value ); @@ -21297,7 +21520,7 @@ this.setPoseTarget = function ( object ) { - if ( object !== undefined ) poseTarget = object; + if ( object !== undefined ) { poseTarget = object; } }; @@ -21355,7 +21578,7 @@ poseObject.updateMatrixWorld(); - if ( device.isPresenting === false ) return camera; + if ( device.isPresenting === false ) { return camera; } // @@ -21450,7 +21673,7 @@ this.submitFrame = function () { - if ( isPresenting() ) device.submitFrame(); + if ( isPresenting() ) { device.submitFrame(); } }; @@ -21464,13 +21687,13 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ */ - function WebXRManager( renderer ) { + var WebXRManager = function WebXRManager( renderer ) { var gl = renderer.context; @@ -21535,8 +21758,8 @@ this.setDevice = function ( value ) { - if ( value !== undefined ) device = value; - if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value ); + if ( value !== undefined ) { device = value; } + if ( value instanceof XRDevice ) { gl.setCompatibleXRDevice( value ); } }; @@ -21545,7 +21768,7 @@ function onSessionEvent( event ) { var controller = controllers[ inputSources.indexOf( event.inputSource ) ]; - if ( controller ) controller.dispatchEvent( { type: event.type } ); + if ( controller ) { controller.dispatchEvent( { type: event.type } ); } } @@ -21727,7 +21950,7 @@ } - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); } } @@ -21753,7 +21976,7 @@ this.submitFrame = function () {}; - } + }; /** * @author supereggbert / http://www.paulbrunt.co.uk/ @@ -21763,7 +21986,7 @@ * @author tschw */ - function WebGLRenderer( parameters ) { + var WebGLRenderer = function WebGLRenderer( parameters ) { console.log( 'THREE.WebGLRenderer', REVISION ); @@ -21806,7 +22029,7 @@ // physically based shading - this.gammaFactor = 2.0; // for backwards compatibility + this.gammaFactor = 2.0;// for backwards compatibility this.gammaInput = false; this.gammaOutput = false; @@ -22039,14 +22262,14 @@ this.forceContextLoss = function () { var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); + if ( extension ) { extension.loseContext(); } }; this.forceContextRestore = function () { var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); + if ( extension ) { extension.restoreContext(); } }; @@ -22058,7 +22281,7 @@ this.setPixelRatio = function ( value ) { - if ( value === undefined ) return; + if ( value === undefined ) { return; } _pixelRatio = value; @@ -22180,9 +22403,9 @@ var bits = 0; - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + if ( color === undefined || color ) { bits |= _gl.COLOR_BUFFER_BIT; } + if ( depth === undefined || depth ) { bits |= _gl.DEPTH_BUFFER_BIT; } + if ( stencil === undefined || stencil ) { bits |= _gl.STENCIL_BUFFER_BIT; } _gl.clear( bits ); @@ -22306,10 +22529,10 @@ 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(); + 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(); @@ -22452,7 +22675,7 @@ var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - if ( drawCount === 0 ) return; + if ( drawCount === 0 ) { return; } // @@ -22488,7 +22711,7 @@ var lineWidth = material.linewidth; - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material state.setLineWidth( lineWidth * getTargetPixelRatio() ); @@ -22570,7 +22793,7 @@ // TODO Attribute may not be available on context restore - if ( attribute === undefined ) continue; + if ( attribute === undefined ) { continue; } var buffer = attribute.buffer; var type = attribute.type; @@ -22716,15 +22939,15 @@ function onAnimationFrame( time ) { - if ( vr.isPresenting() ) return; - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + if ( vr.isPresenting() ) { return; } + if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); } } var animation = new WebGLAnimation(); animation.setAnimationLoop( onAnimationFrame ); - if ( typeof window !== 'undefined' ) animation.setContext( window ); + if ( typeof window !== 'undefined' ) { animation.setContext( window ); } this.setAnimationLoop = function ( callback ) { @@ -22746,7 +22969,7 @@ } - if ( _isContextLost ) return; + if ( _isContextLost ) { return; } // reset caching for this frame @@ -22758,11 +22981,11 @@ // update scene graph - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); } // update camera matrices and frustum - if ( camera.parent === null ) camera.updateMatrixWorld(); + if ( camera.parent === null ) { camera.updateMatrixWorld(); } if ( vr.enabled ) { @@ -22796,7 +23019,7 @@ // - if ( _clippingEnabled ) _clipping.beginShadows(); + if ( _clippingEnabled ) { _clipping.beginShadows(); } var shadowsArray = currentRenderState.state.shadowsArray; @@ -22804,11 +23027,11 @@ currentRenderState.setupLights( camera ); - if ( _clippingEnabled ) _clipping.endShadows(); + if ( _clippingEnabled ) { _clipping.endShadows(); } // - if ( this.info.autoReset ) this.info.reset(); + if ( this.info.autoReset ) { this.info.reset(); } if ( renderTarget === undefined ) { @@ -22831,18 +23054,18 @@ var overrideMaterial = scene.overrideMaterial; - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); } + if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); } } else { // opaque pass (front-to-back order) - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); } // transparent pass (back-to-front order) - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); } } @@ -22934,7 +23157,7 @@ function projectObject( object, camera, sortObjects ) { - if ( object.visible === false ) return; + if ( object.visible === false ) { return; } var visible = object.layers.test( camera.layers ); @@ -23424,8 +23647,8 @@ // 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 + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done } @@ -23625,8 +23848,8 @@ // RectAreaLight Texture // TODO (mrdoob): Find a nicer implementation - if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; - if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; + if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; } + if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; } WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); @@ -23892,7 +24115,7 @@ uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; } } @@ -23900,7 +24123,7 @@ uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); } } @@ -23953,7 +24176,7 @@ uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; } } @@ -23961,7 +24184,7 @@ uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); } } @@ -24027,7 +24250,7 @@ uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; } } @@ -24035,7 +24258,7 @@ uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); } } @@ -24353,21 +24576,21 @@ }; - } + }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ - function FogExp2( color, density ) { + var FogExp2 = function FogExp2( color, density ) { this.name = ''; this.color = new Color( color ); this.density = ( density !== undefined ) ? density : 0.00025; - } + }; FogExp2.prototype.isFogExp2 = true; @@ -24392,7 +24615,7 @@ * @author alteredq / http://alteredqualia.com/ */ - function Fog( color, near, far ) { + var Fog = function Fog( color, near, far ) { this.name = ''; @@ -24401,7 +24624,7 @@ this.near = ( near !== undefined ) ? near : 1; this.far = ( far !== undefined ) ? far : 1000; - } + }; Fog.prototype.isFog = true; @@ -24426,57 +24649,59 @@ * @author mrdoob / http://mrdoob.com/ */ - function Scene() { - - Object3D.call( this ); + var Scene = (function (Object3D$$1) { + function Scene() { - this.type = 'Scene'; + Object3D$$1.call(this); - this.background = null; - this.fog = null; - this.overrideMaterial = null; + this.type = 'Scene'; - this.autoUpdate = true; // checked by the renderer + this.background = null; + this.fog = null; + this.overrideMaterial = null; - } + this.autoUpdate = true; // checked by the renderer - Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Scene, + if ( Object3D$$1 ) Scene.__proto__ = Object3D$$1; + Scene.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Scene.prototype.constructor = Scene; - copy: function ( source, recursive ) { + Scene.prototype.copy = function copy ( source, recursive ) { - Object3D.prototype.copy.call( this, source, recursive ); + Object3D$$1.prototype.copy.call( this, source, recursive ); - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + if ( source.background !== null ) { this.background = source.background.clone(); } + if ( source.fog !== null ) { this.fog = source.fog.clone(); } + if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); } this.autoUpdate = source.autoUpdate; this.matrixAutoUpdate = source.matrixAutoUpdate; return this; - }, + }; - toJSON: function ( meta ) { + Scene.prototype.toJSON = function toJSON ( meta ) { - var data = Object3D.prototype.toJSON.call( this, meta ); + var data = Object3D$$1.prototype.toJSON.call( this, meta ); - if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); } + if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); } return data; - } + }; - } ); + return Scene; + }(Object3D)); /** * @author benaadams / https://twitter.com/ben_a_adams */ - function InterleavedBuffer( array, stride ) { + var InterleavedBuffer = function InterleavedBuffer( array, stride ) { this.array = array; this.stride = stride; @@ -24487,94 +24712,92 @@ this.version = 0; - } - - Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { + }; - set: function ( value ) { + InterleavedBuffer.prototype.onUploadCallback = function onUploadCallback () {}; - if ( value === true ) this.version ++; + InterleavedBuffer.prototype.setArray = function setArray ( array ) { - } + if ( Array.isArray( array ) ) { - } ); + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - Object.assign( InterleavedBuffer.prototype, { + } - isInterleavedBuffer: true, + this.count = array !== undefined ? array.length / this.stride : 0; + this.array = array; - onUploadCallback: function () {}, + return this; - setArray: function ( array ) { + }; - if ( Array.isArray( array ) ) { + InterleavedBuffer.prototype.setDynamic = function setDynamic ( value ) { - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + this.dynamic = value; - } + return this; - this.count = array !== undefined ? array.length / this.stride : 0; - this.array = array; + }; - return this; + InterleavedBuffer.prototype.copy = function copy ( source ) { - }, + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.dynamic = source.dynamic; - setDynamic: function ( value ) { + return this; - this.dynamic = value; + }; - return this; + InterleavedBuffer.prototype.copyAt = function copyAt ( index1, attribute, index2 ) { + var this$1 = this; - }, - copy: function ( source ) { + index1 *= this.stride; + index2 *= attribute.stride; - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.dynamic = source.dynamic; + for ( var i = 0, l = this.stride; i < l; i ++ ) { - return this; + this$1.array[ index1 + i ] = attribute.array[ index2 + i ]; - }, + } - copyAt: function ( index1, attribute, index2 ) { + return this; - index1 *= this.stride; - index2 *= attribute.stride; + }; - for ( var i = 0, l = this.stride; i < l; i ++ ) { + InterleavedBuffer.prototype.set = function set ( value, offset ) { - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + if ( offset === undefined ) { offset = 0; } - } + this.array.set( value, offset ); - return this; + return this; - }, + }; - set: function ( value, offset ) { + InterleavedBuffer.prototype.clone = function clone () { - if ( offset === undefined ) offset = 0; + return new this.constructor().copy( this ); - this.array.set( value, offset ); + }; - return this; + InterleavedBuffer.prototype.onUpload = function onUpload ( callback ) { - }, + this.onUploadCallback = callback; - clone: function () { + return this; - return new this.constructor().copy( this ); + }; - }, + InterleavedBuffer.prototype.isInterleavedBuffer = true; - onUpload: function ( callback ) { + Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - this.onUploadCallback = callback; + set: function ( value ) { - return this; + if ( value === true ) { this.version ++; } } @@ -24584,7 +24807,7 @@ * @author benaadams / https://twitter.com/ben_a_adams */ - function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + var InterleavedBufferAttribute = function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { this.data = interleavedBuffer; this.itemSize = itemSize; @@ -24592,125 +24815,121 @@ this.normalized = normalized === true; - } - - Object.defineProperties( InterleavedBufferAttribute.prototype, { - - count: { + }; - get: function () { + InterleavedBufferAttribute.prototype.setX = function setX ( index, x ) { - return this.data.count; + this.data.array[ index * this.data.stride + this.offset ] = x; - } + return this; - }, + }; - array: { + InterleavedBufferAttribute.prototype.setY = function setY ( index, y ) { - get: function () { + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - return this.data.array; + return this; - } + }; - } + InterleavedBufferAttribute.prototype.setZ = function setZ ( index, z ) { - } ); + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - Object.assign( InterleavedBufferAttribute.prototype, { + return this; - isInterleavedBufferAttribute: true, + }; - setX: function ( index, x ) { + InterleavedBufferAttribute.prototype.setW = function setW ( index, w ) { - this.data.array[ index * this.data.stride + this.offset ] = x; + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - return this; + return this; - }, + }; - setY: function ( index, y ) { + InterleavedBufferAttribute.prototype.getX = function getX ( index ) { - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + return this.data.array[ index * this.data.stride + this.offset ]; - return this; + }; - }, + InterleavedBufferAttribute.prototype.getY = function getY ( index ) { - setZ: function ( index, z ) { + return this.data.array[ index * this.data.stride + this.offset + 1 ]; - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + }; - return this; + InterleavedBufferAttribute.prototype.getZ = function getZ ( index ) { - }, + return this.data.array[ index * this.data.stride + this.offset + 2 ]; - setW: function ( index, w ) { + }; - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + InterleavedBufferAttribute.prototype.getW = function getW ( index ) { - return this; + return this.data.array[ index * this.data.stride + this.offset + 3 ]; - }, + }; - getX: function ( index ) { + InterleavedBufferAttribute.prototype.setXY = function setXY ( index, x, y ) { - return this.data.array[ index * this.data.stride + this.offset ]; + index = index * this.data.stride + this.offset; - }, + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; - getY: function ( index ) { + return this; - return this.data.array[ index * this.data.stride + this.offset + 1 ]; + }; - }, + InterleavedBufferAttribute.prototype.setXYZ = function setXYZ ( index, x, y, z ) { - getZ: function ( index ) { + index = index * this.data.stride + this.offset; - return this.data.array[ index * this.data.stride + this.offset + 2 ]; + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; - }, + return this; - getW: function ( index ) { + }; - return this.data.array[ index * this.data.stride + this.offset + 3 ]; + InterleavedBufferAttribute.prototype.setXYZW = function setXYZW ( index, x, y, z, w ) { - }, + index = index * this.data.stride + this.offset; - setXY: function ( index, x, y ) { + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; - index = index * this.data.stride + this.offset; + return this; - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; + }; - return this; + InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true; - }, + Object.defineProperties( InterleavedBufferAttribute.prototype, { - setXYZ: function ( index, x, y, z ) { + count: { - index = index * this.data.stride + this.offset; + get: function () { - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; + return this.data.count; - return this; + } }, - setXYZW: function ( index, x, y, z, w ) { + array: { - index = index * this.data.stride + this.offset; + get: function () { - 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.data.array; - return this; + } } @@ -24729,26 +24948,34 @@ * } */ - function SpriteMaterial( parameters ) { + var SpriteMaterial = (function (Material$$1) { + function SpriteMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'SpriteMaterial'; + this.type = 'SpriteMaterial'; - this.color = new Color( 0xffffff ); - this.map = null; + this.color = new Color( 0xffffff ); + this.map = null; - this.rotation = 0; + this.rotation = 0; - this.lights = false; - this.transparent = true; + this.lights = false; + this.transparent = true; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) SpriteMaterial.__proto__ = Material$$1; + SpriteMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; + + return SpriteMaterial; + }(Material)); - this.setValues( parameters ); - } - SpriteMaterial.prototype = Object.create( Material.prototype ); - SpriteMaterial.prototype.constructor = SpriteMaterial; SpriteMaterial.prototype.isSpriteMaterial = true; SpriteMaterial.prototype.copy = function ( source ) { @@ -24771,157 +24998,158 @@ var geometry; - function Sprite( material ) { - - Object3D.call( this ); + var Sprite = (function (Object3D$$1) { + function Sprite( material ) { - this.type = 'Sprite'; + Object3D$$1.call(this); - if ( geometry === undefined ) { + this.type = 'Sprite'; - geometry = new BufferGeometry(); - - var float32Array = new Float32Array( [ - - 0.5, - 0.5, 0, 0, 0, - 0.5, - 0.5, 0, 1, 0, - 0.5, 0.5, 0, 1, 1, - - 0.5, 0.5, 0, 0, 1 - ] ); + if ( geometry === undefined ) { - var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + geometry = new BufferGeometry(); - geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); - geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); - geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + var float32Array = new Float32Array( [ + - 0.5, - 0.5, 0, 0, 0, + 0.5, - 0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + - 0.5, 0.5, 0, 0, 1 + ] ); - } + var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); - this.geometry = geometry; - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); - this.center = new Vector2( 0.5, 0.5 ); + } - } + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); - Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + this.center = new Vector2( 0.5, 0.5 ); - constructor: Sprite, + } - isSprite: true, + if ( Object3D$$1 ) Sprite.__proto__ = Object3D$$1; + Sprite.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Sprite.prototype.constructor = Sprite; - raycast: ( function () { + Sprite.prototype.clone = function clone () { - var intersectPoint = new Vector3(); - var worldScale = new Vector3(); - var mvPosition = new Vector3(); + return new this.constructor( this.material ).copy( this ); - var alignedPosition = new Vector2(); - var rotatedPosition = new Vector2(); - var viewWorldMatrix = new Matrix4(); + }; - var vA = new Vector3(); - var vB = new Vector3(); - var vC = new Vector3(); + Sprite.prototype.copy = function copy ( source ) { - function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + Object3D$$1.prototype.copy.call( this, source ); - // compute position in camera space - alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + if ( source.center !== undefined ) { this.center.copy( source.center ); } - // to check if rotation is not zero - if ( sin !== undefined ) { + return this; - rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y ); - rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y ); + }; - } else { + return Sprite; + }(Object3D)); - rotatedPosition.copy( alignedPosition ); + Sprite.prototype.isSprite = true; - } + Sprite.prototype.raycast = function () { + var intersectPoint = new Vector3(); + var worldScale = new Vector3(); + var mvPosition = new Vector3(); - vertexPosition.copy( mvPosition ); - vertexPosition.x += rotatedPosition.x; - vertexPosition.y += rotatedPosition.y; + var alignedPosition = new Vector2(); + var rotatedPosition = new Vector2(); + var viewWorldMatrix = new Matrix4(); - // transform to world space - vertexPosition.applyMatrix4( viewWorldMatrix ); + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); - } + function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - return function raycast( raycaster, intersects ) { + // compute position in camera space + alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - worldScale.setFromMatrixScale( this.matrixWorld ); - viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); - mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + // to check if rotation is not zero + if ( sin !== undefined ) { - var rotation = this.material.rotation; - var sin, cos; - if ( rotation !== 0 ) { + rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y ); + rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y ); - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); + } else { - } + rotatedPosition.copy( alignedPosition ); - var center = this.center; + } - transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - // check first triangle - var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint ); + vertexPosition.copy( mvPosition ); + vertexPosition.x += rotatedPosition.x; + vertexPosition.y += rotatedPosition.y; - if ( intersect === null ) { + // transform to world space + vertexPosition.applyMatrix4( viewWorldMatrix ); - // check second triangle - transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint ); - if ( intersect === null ) { + } - return; + return function raycast( raycaster, intersects ) { - } + worldScale.setFromMatrixScale( this.matrixWorld ); + viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); + mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - } + var rotation = this.material.rotation; + var sin, cos; + if ( rotation !== 0 ) { - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); - if ( distance < raycaster.near || distance > raycaster.far ) return; + } - intersects.push( { + var center = this.center; - distance: distance, - point: intersectPoint.clone(), - face: null, - object: this + transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - } ); + // check first triangle + var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint ); - }; + if ( intersect === null ) { - }() ), + // check second triangle + transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint ); + if ( intersect === null ) { - clone: function () { + return; - return new this.constructor( this.material ).copy( this ); + } - }, + } - copy: function ( source ) { + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - Object3D.prototype.copy.call( this, source ); + if ( distance < raycaster.near || distance > raycaster.far ) { return; } - if ( source.center !== undefined ) this.center.copy( source.center ); + intersects.push( { - return this; + distance: distance, + point: intersectPoint.clone(), + face: null, + object: this - } + } ); + }; - } ); + }(); /** * @author mikael emtinger / http://gomo.se/ @@ -24929,28 +25157,31 @@ * @author mrdoob / http://mrdoob.com/ */ - function LOD() { + var LOD = (function (Object3D$$1) { + function LOD() { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'LOD'; + this.type = 'LOD'; - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); - } + } - LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + if ( Object3D$$1 ) LOD.__proto__ = Object3D$$1; + LOD.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + LOD.prototype.constructor = LOD; - constructor: LOD, + LOD.prototype.copy = function copy ( source ) { + var this$1 = this; - copy: function ( source ) { - Object3D.prototype.copy.call( this, source, false ); + Object3D$$1.prototype.copy.call( this, source, false ); var levels = source.levels; @@ -24958,17 +25189,17 @@ var level = levels[ i ]; - this.addLevel( level.object.clone(), level.distance ); + this$1.addLevel( level.object.clone(), level.distance ); } return this; - }, + }; - addLevel: function ( object, distance ) { + LOD.prototype.addLevel = function addLevel ( object, distance ) { - if ( distance === undefined ) distance = 0; + if ( distance === undefined ) { distance = 0; } distance = Math.abs( distance ); @@ -24988,9 +25219,9 @@ this.add( object ); - }, + }; - getObjectForDistance: function ( distance ) { + LOD.prototype.getObjectForDistance = function getObjectForDistance ( distance ) { var levels = this.levels; @@ -25006,93 +25237,94 @@ return levels[ i - 1 ].object; - }, + }; - raycast: ( function () { + LOD.prototype.toJSON = function toJSON ( meta ) { - var matrixPosition = new Vector3(); + var data = Object3D$$1.prototype.toJSON.call( this, meta ); - return function raycast( raycaster, intersects ) { + data.object.levels = []; - matrixPosition.setFromMatrixPosition( this.matrixWorld ); + var levels = this.levels; - var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + for ( var i = 0, l = levels.length; i < l; i ++ ) { - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + var level = levels[ i ]; - }; + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); - }() ), + } - update: function () { + return data; - var v1 = new Vector3(); - var v2 = new Vector3(); + }; - return function update( camera ) { + return LOD; + }(Object3D)); - var levels = this.levels; + LOD.prototype.raycast = function () { - if ( levels.length > 1 ) { + var matrixPosition = new Vector3(); - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); + return function raycast( raycaster, intersects ) { - var distance = v1.distanceTo( v2 ); + matrixPosition.setFromMatrixPosition( this.matrixWorld ); - levels[ 0 ].object.visible = true; + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); - for ( var i = 1, l = levels.length; i < l; i ++ ) { + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - if ( distance >= levels[ i ].distance ) { + }; - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; + }(); - } else { + LOD.prototype.update = function () { - break; + var v1 = new Vector3(); + var v2 = new Vector3(); - } + return function update( camera ) { - } + var levels = this.levels; - for ( ; i < l; i ++ ) { + if ( levels.length > 1 ) { - levels[ i ].object.visible = false; + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); - } + var distance = v1.distanceTo( v2 ); - } + levels[ 0 ].object.visible = true; - }; + for ( var i = 1, l = levels.length; i < l; i ++ ) { - }(), + if ( distance >= levels[ i ].distance ) { - toJSON: function ( meta ) { + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; - var data = Object3D.prototype.toJSON.call( this, meta ); + } else { - data.object.levels = []; + break; - var levels = this.levels; + } - for ( var i = 0, l = levels.length; i < l; i ++ ) { + } - var level = levels[ i ]; + for ( ; i < l; i ++ ) { - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); + levels[ i ].object.visible = false; - } + } - return data; + } - } + }; - } ); + }(); /** * @author mikael emtinger / http://gomo.se/ @@ -25101,7 +25333,9 @@ * @author ikerr / http://verold.com */ - function Skeleton( bones, boneInverses ) { + var Skeleton = function Skeleton( bones, boneInverses ) { + var this$1 = this; + // copy the bone array @@ -25130,7 +25364,7 @@ for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - this.boneInverses.push( new Matrix4() ); + this$1.boneInverses.push( new Matrix4() ); } @@ -25138,135 +25372,137 @@ } - } + }; - Object.assign( Skeleton.prototype, { + Skeleton.prototype.calculateInverses = function calculateInverses () { + var this$1 = this; - calculateInverses: function () { - this.boneInverses = []; + this.boneInverses = []; - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - var inverse = new Matrix4(); + var inverse = new Matrix4(); - if ( this.bones[ i ] ) { + if ( this$1.bones[ i ] ) { - inverse.getInverse( this.bones[ i ].matrixWorld ); + inverse.getInverse( this$1.bones[ i ].matrixWorld ); - } + } - this.boneInverses.push( inverse ); + this$1.boneInverses.push( inverse ); - } + } - }, + }; - pose: function () { + Skeleton.prototype.pose = function pose () { + var this$1 = this; - var bone, i, il; - // recover the bind-time world matrices + var bone, i, il; - for ( i = 0, il = this.bones.length; i < il; i ++ ) { + // recover the bind-time world matrices - bone = this.bones[ i ]; + for ( i = 0, il = this.bones.length; i < il; i ++ ) { - if ( bone ) { + bone = this$1.bones[ i ]; - bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + if ( bone ) { - } + bone.matrixWorld.getInverse( this$1.boneInverses[ i ] ); } - // compute the local matrices, positions, rotations and scales - - for ( i = 0, il = this.bones.length; i < il; i ++ ) { + } - bone = this.bones[ i ]; + // compute the local matrices, positions, rotations and scales - if ( bone ) { + for ( i = 0, il = this.bones.length; i < il; i ++ ) { - if ( bone.parent && bone.parent.isBone ) { + bone = this$1.bones[ i ]; - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); + if ( bone ) { - } else { + if ( bone.parent && bone.parent.isBone ) { - bone.matrix.copy( bone.matrixWorld ); + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); - } + } else { - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + bone.matrix.copy( bone.matrixWorld ); } - } + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - }, + } - update: ( function () { + } - var offsetMatrix = new Matrix4(); - var identityMatrix = new Matrix4(); + }; - return function update() { + Skeleton.prototype.clone = function clone () { - var bones = this.bones; - var boneInverses = this.boneInverses; - var boneMatrices = this.boneMatrices; - var boneTexture = this.boneTexture; + return new Skeleton( this.bones, this.boneInverses ); - // flatten bone matrices to array + }; - for ( var i = 0, il = bones.length; i < il; i ++ ) { + Skeleton.prototype.getBoneByName = function getBoneByName ( name ) { + var this$1 = this; - // compute the offset between the current and the original transform - var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - offsetMatrix.toArray( boneMatrices, i * 16 ); + var bone = this$1.bones[ i ]; - } + if ( bone.name === name ) { - if ( boneTexture !== undefined ) { + return bone; - boneTexture.needsUpdate = true; + } - } + } - }; + return undefined; - } )(), + }; - clone: function () { + Skeleton.prototype.update = ( function () { - return new Skeleton( this.bones, this.boneInverses ); + var offsetMatrix = new Matrix4(); + var identityMatrix = new Matrix4(); - }, + return function update() { - getBoneByName: function ( name ) { + var bones = this.bones; + var boneInverses = this.boneInverses; + var boneMatrices = this.boneMatrices; + var boneTexture = this.boneTexture; - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + // flatten bone matrices to array - var bone = this.bones[ i ]; + for ( var i = 0, il = bones.length; i < il; i ++ ) { - if ( bone.name === name ) { + // compute the offset between the current and the original transform - return bone; + var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; - } + offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + offsetMatrix.toArray( boneMatrices, i * 16 ); } - return undefined; + if ( boneTexture !== undefined ) { - } + boneTexture.needsUpdate = true; - } ); + } + + }; + + } )(); /** * @author mikael emtinger / http://gomo.se/ @@ -25274,21 +25510,23 @@ * @author ikerr / http://verold.com */ - function Bone() { - - Object3D.call( this ); + var Bone = (function (Object3D$$1) { + function Bone() { - this.type = 'Bone'; + Object3D$$1.call(this); - } + this.type = 'Bone'; - Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Bone, + if ( Object3D$$1 ) Bone.__proto__ = Object3D$$1; + Bone.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Bone.prototype.constructor = Bone; - isBone: true + return Bone; + }(Object3D)); - } ); + Bone.prototype.isBone = true; /** * @author mikael emtinger / http://gomo.se/ @@ -25296,32 +25534,33 @@ * @author ikerr / http://verold.com */ - function SkinnedMesh( geometry, material ) { - - Mesh.call( this, geometry, material ); + var SkinnedMesh = (function (Mesh$$1) { + function SkinnedMesh( geometry, material ) { - this.type = 'SkinnedMesh'; + Mesh$$1.call( this, geometry, material ); - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); + this.type = 'SkinnedMesh'; - var bones = this.initBones(); - var skeleton = new Skeleton( bones ); + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); - this.bind( skeleton, this.matrixWorld ); + var bones = this.initBones(); + var skeleton = new Skeleton( bones ); - this.normalizeSkinWeights(); + this.bind( skeleton, this.matrixWorld ); - } + this.normalizeSkinWeights(); - SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + } - constructor: SkinnedMesh, + if ( Mesh$$1 ) SkinnedMesh.__proto__ = Mesh$$1; + SkinnedMesh.prototype = Object.create( Mesh$$1 && Mesh$$1.prototype ); + SkinnedMesh.prototype.constructor = SkinnedMesh; - isSkinnedMesh: true, + SkinnedMesh.prototype.initBones = function initBones () { + var this$1 = this; - initBones: function () { var bones = [], bone, gbone; var i, il; @@ -25332,7 +25571,7 @@ for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - gbone = this.geometry.bones[ i ]; + gbone = this$1.geometry.bones[ i ]; // create new 'Bone' object @@ -25344,7 +25583,7 @@ bone.name = gbone.name; bone.position.fromArray( gbone.pos ); bone.quaternion.fromArray( gbone.rotq ); - if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + if ( gbone.scl !== undefined ) { bone.scale.fromArray( gbone.scl ); } } @@ -25352,7 +25591,7 @@ for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - gbone = this.geometry.bones[ i ]; + gbone = this$1.geometry.bones[ i ]; if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { @@ -25364,7 +25603,7 @@ // topmost bone, immediate child of the skinned mesh - this.add( bones[ i ] ); + this$1.add( bones[ i ] ); } @@ -25379,9 +25618,9 @@ return bones; - }, + }; - bind: function ( skeleton, bindMatrix ) { + SkinnedMesh.prototype.bind = function bind ( skeleton, bindMatrix ) { this.skeleton = skeleton; @@ -25398,15 +25637,17 @@ this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix ); - }, + }; - pose: function () { + SkinnedMesh.prototype.pose = function pose () { this.skeleton.pose(); - }, + }; + + SkinnedMesh.prototype.normalizeSkinWeights = function normalizeSkinWeights () { + var this$1 = this; - normalizeSkinWeights: function () { var scale, i; @@ -25414,7 +25655,7 @@ for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { - var sw = this.geometry.skinWeights[ i ]; + var sw = this$1.geometry.skinWeights[ i ]; scale = 1.0 / sw.manhattanLength(); @@ -25461,11 +25702,11 @@ } - }, + }; - updateMatrixWorld: function ( force ) { + SkinnedMesh.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) { - Mesh.prototype.updateMatrixWorld.call( this, force ); + Mesh$$1.prototype.updateMatrixWorld.call( this, force ); if ( this.bindMode === 'attached' ) { @@ -25481,15 +25722,18 @@ } - }, + }; - clone: function () { + SkinnedMesh.prototype.clone = function clone () { return new this.constructor( this.geometry, this.material ).copy( this ); - } + }; - } ); + return SkinnedMesh; + }(Mesh)); + + SkinnedMesh.prototype.isSkinnedMesh = true; /** * @author mrdoob / http://mrdoob.com/ @@ -25505,26 +25749,34 @@ * } */ - function LineBasicMaterial( parameters ) { + var LineBasicMaterial = (function (Material$$1) { + function LineBasicMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'LineBasicMaterial'; + this.type = 'LineBasicMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; - this.lights = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) LineBasicMaterial.__proto__ = Material$$1; + LineBasicMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; + + return LineBasicMaterial; + }(Material)); - this.setValues( parameters ); - } - LineBasicMaterial.prototype = Object.create( Material.prototype ); - LineBasicMaterial.prototype.constructor = LineBasicMaterial; LineBasicMaterial.prototype.isLineBasicMaterial = true; @@ -25546,225 +25798,203 @@ * @author mrdoob / http://mrdoob.com/ */ - function Line( geometry, material, mode ) { + var Line = (function (Object3D$$1) { + function Line( geometry, material, mode ) { - if ( mode === 1 ) { + if ( mode === 1 ) { - console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' ); + 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( { color: Math.random() * 0xffffff } ); - - } - - Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Line, - - isLine: true, + } - computeLineDistances: ( function () { + Object3D$$1.call(this); - var start = new Vector3(); - var end = new Vector3(); + this.type = 'Line'; - return function computeLineDistances() { + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); - var geometry = this.geometry; + } - if ( geometry.isBufferGeometry ) { + if ( Object3D$$1 ) Line.__proto__ = Object3D$$1; + Line.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Line.prototype.constructor = Line; - // we assume non-indexed geometry + Line.prototype.clone = function clone () { - if ( geometry.index === null ) { + return new this.constructor( this.geometry, this.material ).copy( this ); - var positionAttribute = geometry.attributes.position; - var lineDistances = [ 0 ]; + }; - for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { + return Line; + }(Object3D)); - start.fromBufferAttribute( positionAttribute, i - 1 ); - end.fromBufferAttribute( positionAttribute, i ); + Line.prototype.isLine = true; - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += start.distanceTo( end ); + Line.prototype.computeLineDistances = function () { - } + var start = new Vector3(); + var end = new Vector3(); - geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + return function computeLineDistances() { - } else { + var geometry = this.geometry; - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + if ( geometry.isBufferGeometry ) { - } + // we assume non-indexed geometry - } else if ( geometry.isGeometry ) { + if ( geometry.index === null ) { - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; + var positionAttribute = geometry.attributes.position; + var lineDistances = [ 0 ]; - lineDistances[ 0 ] = 0; + for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { - for ( var i = 1, l = vertices.length; i < l; i ++ ) { + start.fromBufferAttribute( positionAttribute, i - 1 ); + end.fromBufferAttribute( positionAttribute, i ); lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); + lineDistances[ i ] += start.distanceTo( end ); } - } - - return this; - - }; + geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - }() ), + } else { - raycast: ( function () { + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + } - return function raycast( raycaster, intersects ) { + } else if ( geometry.isGeometry ) { - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; + lineDistances[ 0 ] = 0; - // Checking boundingSphere distance to ray + for ( var i = 1, l = vertices.length; i < l; i ++ ) { - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + } - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + } - // + return this; - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + }; - var vStart = new Vector3(); - var vEnd = new Vector3(); - var interSegment = new Vector3(); - var interRay = new Vector3(); - var step = ( this && this.isLineSegments ) ? 2 : 1; + }(); - if ( geometry.isBufferGeometry ) { + Line.prototype.raycast = function () { - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - if ( index !== null ) { + return function raycast( raycaster, intersects ) { + var this$1 = this; - var indices = index.array; - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; - var a = indices[ i ]; - var b = indices[ i + 1 ]; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); + // Checking boundingSphere distance to ray - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); } - if ( distSq > precisionSq ) continue; + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + if ( raycaster.ray.intersectsSphere( sphere ) === false ) { return; } - var distance = raycaster.ray.origin.distanceTo( interRay ); + // - if ( distance < raycaster.near || distance > raycaster.far ) continue; + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - intersects.push( { + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = ( this && this.isLineSegments ) ? 2 : 1; - 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 + if ( geometry.isBufferGeometry ) { - } ); + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - } + if ( index !== null ) { - } else { + var indices = index.array; - for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); + var a = indices[ i ]; + var b = indices[ i + 1 ]; - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); - if ( distSq > precisionSq ) continue; + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + if ( distSq > precisionSq ) { continue; } - var distance = raycaster.ray.origin.distanceTo( interRay ); + interRay.applyMatrix4( this$1.matrixWorld ); //Move back to world space for distance calculation - if ( distance < raycaster.near || distance > raycaster.far ) continue; + var distance = raycaster.ray.origin.distanceTo( interRay ); - intersects.push( { + if ( distance < raycaster.near || distance > raycaster.far ) { continue; } - 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 + 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$1.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this$1 - } + } ); } - } else if ( geometry.isGeometry ) { + } else { - var vertices = geometry.vertices; - var nbVertices = vertices.length; + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - for ( var i = 0; i < nbVertices - 1; i += step ) { + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); - var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - if ( distSq > precisionSq ) continue; + if ( distSq > precisionSq ) { continue; } - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + interRay.applyMatrix4( this$1.matrixWorld ); //Move back to world space for distance calculation var distance = raycaster.ray.origin.distanceTo( interRay ); - if ( distance < raycaster.near || distance > raycaster.far ) continue; + 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 ), + point: interSegment.clone().applyMatrix4( this$1.matrixWorld ), index: i, face: null, faceIndex: null, - object: this + object: this$1 } ); @@ -25772,116 +26002,146 @@ } - }; - - }() ), + } else if ( geometry.isGeometry ) { - clone: function () { + var vertices = geometry.vertices; + var nbVertices = vertices.length; - return new this.constructor( this.geometry, this.material ).copy( this ); + for ( var i = 0; i < nbVertices - 1; i += step ) { - } + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); - } ); + if ( distSq > precisionSq ) { continue; } - /** - * @author mrdoob / http://mrdoob.com/ - */ + interRay.applyMatrix4( this$1.matrixWorld ); //Move back to world space for distance calculation - function LineSegments( geometry, material ) { + var distance = raycaster.ray.origin.distanceTo( interRay ); - Line.call( this, geometry, material ); + if ( distance < raycaster.near || distance > raycaster.far ) { continue; } - this.type = 'LineSegments'; + 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$1.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this$1 - LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + } ); - constructor: LineSegments, + } - isLineSegments: true, + } - computeLineDistances: ( function () { + }; - var start = new Vector3(); - var end = new Vector3(); + }(); - return function computeLineDistances() { + /** + * @author mrdoob / http://mrdoob.com/ + */ - var geometry = this.geometry; + var LineSegments = (function (Line$$1) { + function LineSegments( geometry, material ) { - if ( geometry.isBufferGeometry ) { + Line$$1.call( this, geometry, material ); - // we assume non-indexed geometry + this.type = 'LineSegments'; - if ( geometry.index === null ) { + } - var positionAttribute = geometry.attributes.position; - var lineDistances = []; + if ( Line$$1 ) LineSegments.__proto__ = Line$$1; + LineSegments.prototype = Object.create( Line$$1 && Line$$1.prototype ); + LineSegments.prototype.constructor = LineSegments; - for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { + return LineSegments; + }(Line)); - start.fromBufferAttribute( positionAttribute, i ); - end.fromBufferAttribute( positionAttribute, i + 1 ); + LineSegments.prototype.isLineSegments = true; - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + LineSegments.prototype.computeLineDistances = function () { - } + var start = new Vector3(); + var end = new Vector3(); - geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + return function computeLineDistances() { - } else { + var geometry = this.geometry; - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + if ( geometry.isBufferGeometry ) { - } + // we assume non-indexed geometry - } else if ( geometry.isGeometry ) { + if ( geometry.index === null ) { - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; + var positionAttribute = geometry.attributes.position; + var lineDistances = []; - for ( var i = 0, l = vertices.length; i < l; i += 2 ) { + for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { - start.copy( vertices[ i ] ); - end.copy( vertices[ i + 1 ] ); + start.fromBufferAttribute( positionAttribute, i ); + end.fromBufferAttribute( positionAttribute, i + 1 ); lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); } + geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + } - return this; + } else if ( geometry.isGeometry ) { - }; + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; - }() ) + for ( var i = 0, l = vertices.length; i < l; i += 2 ) { - } ); + start.copy( vertices[ i ] ); + end.copy( vertices[ i + 1 ] ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + + } + + } + + return this; + + }; + + }(); /** * @author mgreter / http://github.com/mgreter */ - function LineLoop( geometry, material ) { + var LineLoop = (function (Line$$1) { + function LineLoop( geometry, material ) { - Line.call( this, geometry, material ); + Line$$1.call( this, geometry, material ); - this.type = 'LineLoop'; + this.type = 'LineLoop'; - } - - LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + } - constructor: LineLoop, + if ( Line$$1 ) LineLoop.__proto__ = Line$$1; + LineLoop.prototype = Object.create( Line$$1 && Line$$1.prototype ); + LineLoop.prototype.constructor = LineLoop; - isLineLoop: true, + return LineLoop; + }(Line)); - } ); + LineLoop.prototype.isLineLoop = true; /** * @author mrdoob / http://mrdoob.com/ @@ -25899,29 +26159,37 @@ * } */ - function PointsMaterial( parameters ) { + var PointsMaterial = (function (Material$$1) { + function PointsMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'PointsMaterial'; + this.type = 'PointsMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.map = null; + this.map = null; - this.size = 1; - this.sizeAttenuation = true; + this.size = 1; + this.sizeAttenuation = true; - this.morphTargets = false; + this.morphTargets = false; - this.lights = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) PointsMaterial.__proto__ = Material$$1; + PointsMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; + + return PointsMaterial; + }(Material)); - this.setValues( parameters ); - } - PointsMaterial.prototype = Object.create( Material.prototype ); - PointsMaterial.prototype.constructor = PointsMaterial; PointsMaterial.prototype.isPointsMaterial = true; @@ -25946,159 +26214,160 @@ * @author alteredq / http://alteredqualia.com/ */ - function Points( geometry, material ) { + var Points = (function (Object3D$$1) { + function Points( geometry, material ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Points'; + this.type = 'Points'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); - } + } - Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + if ( Object3D$$1 ) Points.__proto__ = Object3D$$1; + Points.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Points.prototype.constructor = Points; - constructor: Points, + Points.prototype.clone = function clone () { - isPoints: true, + return new this.constructor( this.geometry, this.material ).copy( this ); - raycast: ( function () { + }; - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + return Points; + }(Object3D)); - return function raycast( raycaster, intersects ) { + Points.prototype.isPoints = true; - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; + Points.prototype.raycast = function () { - // Checking boundingSphere distance to ray + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + return function raycast( raycaster, intersects ) { - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - sphere.radius += threshold; + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + // Checking boundingSphere distance to ray - // + if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); } - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + sphere.radius += threshold; - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - var position = new Vector3(); - var intersectPoint = new Vector3(); + if ( raycaster.ray.intersectsSphere( sphere ) === false ) { return; } - function testPoint( point, index ) { + // - var rayPointDistanceSq = ray.distanceSqToPoint( point ); + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - if ( rayPointDistanceSq < localThresholdSq ) { + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); + var intersectPoint = new Vector3(); - ray.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); + function testPoint( point, index ) { - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + var rayPointDistanceSq = ray.distanceSqToPoint( point ); - if ( distance < raycaster.near || distance > raycaster.far ) return; + if ( rayPointDistanceSq < localThresholdSq ) { - intersects.push( { + ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint.clone(), - index: index, - face: null, - object: object + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - } ); + if ( distance < raycaster.near || distance > raycaster.far ) { return; } - } + intersects.push( { - } - - if ( geometry.isBufferGeometry ) { + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object - 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 ]; + if ( geometry.isBufferGeometry ) { - position.fromArray( positions, a * 3 ); + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - testPoint( position, a ); + if ( index !== null ) { - } + var indices = index.array; - } else { + for ( var i = 0, il = indices.length; i < il; i ++ ) { - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + var a = indices[ i ]; - position.fromArray( positions, i * 3 ); + position.fromArray( positions, a * 3 ); - testPoint( position, i ); - - } + testPoint( position, a ); } } else { - var vertices = geometry.vertices; + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - for ( var i = 0, l = vertices.length; i < l; i ++ ) { + position.fromArray( positions, i * 3 ); - testPoint( vertices[ i ], i ); + testPoint( position, i ); } } - }; + } else { - }() ), + var vertices = geometry.vertices; - clone: function () { + for ( var i = 0, l = vertices.length; i < l; i ++ ) { - return new this.constructor( this.geometry, this.material ).copy( this ); + testPoint( vertices[ i ], i ); - } + } - } ); + } + + }; + + }(); /** * @author mrdoob / http://mrdoob.com/ */ - function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + var VideoTexture = (function (Texture$$1) { + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture$$1.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.generateMipmaps = false; + this.generateMipmaps = false; - } - - VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { - - constructor: VideoTexture, + } - isVideoTexture: true, + if ( Texture$$1 ) VideoTexture.__proto__ = Texture$$1; + VideoTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + VideoTexture.prototype.constructor = VideoTexture; - update: function () { + VideoTexture.prototype.update = function update () { var video = this.image; @@ -26108,35 +26377,46 @@ } - } + }; - } ); + return VideoTexture; + }(Texture)); + + VideoTexture.prototype.isVideoTexture = true; /** * @author alteredq / http://alteredqualia.com/ */ - function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + var CompressedTexture = (function (Texture$$1) { + 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 ); + Texture$$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) - this.flipY = false; + this.flipY = false; - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + + if ( Texture$$1 ) CompressedTexture.__proto__ = Texture$$1; + CompressedTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + CompressedTexture.prototype.constructor = CompressedTexture; + + return CompressedTexture; + }(Texture)); - this.generateMipmaps = false; - } - CompressedTexture.prototype = Object.create( Texture.prototype ); - CompressedTexture.prototype.constructor = CompressedTexture; CompressedTexture.prototype.isCompressedTexture = true; @@ -26144,16 +26424,24 @@ * @author mrdoob / http://mrdoob.com/ */ - function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + var CanvasTexture = (function (Texture$$1) { + function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture$$1.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + + } + + if ( Texture$$1 ) CanvasTexture.__proto__ = Texture$$1; + CanvasTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + CanvasTexture.prototype.constructor = CanvasTexture; + + return CanvasTexture; + }(Texture)); - this.needsUpdate = true; - } - CanvasTexture.prototype = Object.create( Texture.prototype ); - CanvasTexture.prototype.constructor = CanvasTexture; CanvasTexture.prototype.isCanvasTexture = true; /** @@ -26161,33 +26449,41 @@ * @author atix / arthursilber.de */ - function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + var DepthTexture = (function (Texture$$1) { + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { - format = format !== undefined ? format : DepthFormat; + format = format !== undefined ? format : DepthFormat; - if ( format !== DepthFormat && format !== DepthStencilFormat ) { + if ( format !== DepthFormat && format !== DepthStencilFormat ) { - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.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; + 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 ); + Texture$$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.image = { width: width, height: height }; + this.image = { width: width, height: height }; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + } + + if ( Texture$$1 ) DepthTexture.__proto__ = Texture$$1; + DepthTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + + return DepthTexture; + }(Texture)); - this.flipY = false; - this.generateMipmaps = false; - } - DepthTexture.prototype = Object.create( Texture.prototype ); - DepthTexture.prototype.constructor = DepthTexture; DepthTexture.prototype.isDepthTexture = true; /** @@ -26195,113 +26491,116 @@ * @author Mugen87 / https://github.com/Mugen87 */ - function WireframeGeometry( geometry ) { + var WireframeGeometry = (function (BufferGeometry$$1) { + function WireframeGeometry( geometry ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'WireframeGeometry'; + this.type = 'WireframeGeometry'; - // buffer + // buffer - var vertices = []; + var vertices = []; - // helper variables + // helper variables - var i, j, l, o, ol; - var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; - var vertex; + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; - // different logic for Geometry and BufferGeometry + // different logic for Geometry and BufferGeometry - if ( geometry && geometry.isGeometry ) { + if ( geometry && geometry.isGeometry ) { - // create a data structure that contains all edges without duplicates + // create a data structure that contains all edges without duplicates - var faces = geometry.faces; + var faces = geometry.faces; - for ( i = 0, l = faces.length; i < l; i ++ ) { + for ( i = 0, l = faces.length; i < l; i ++ ) { - var face = faces[ i ]; + var face = faces[ i ]; - for ( j = 0; j < 3; j ++ ) { + for ( j = 0; j < 3; j ++ ) { - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); - key = edge[ 0 ] + ',' + edge[ 1 ]; + key = edge[ 0 ] + ',' + edge[ 1 ]; - if ( edges[ key ] === undefined ) { + if ( edges[ key ] === undefined ) { - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } } } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + e = edges[ key ]; - e = edges[ key ]; + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - 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 ); - vertex = geometry.vertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + } else if ( geometry && geometry.isBufferGeometry ) { - } else if ( geometry && geometry.isBufferGeometry ) { + var position, indices, groups; + var group, start, count; + var index1, index2; - var position, indices, groups; - var group, start, count; - var index1, index2; + vertex = new Vector3(); - vertex = new Vector3(); + if ( geometry.index !== null ) { - if ( geometry.index !== null ) { + // indexed BufferGeometry - // indexed BufferGeometry + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; - position = geometry.attributes.position; - indices = geometry.index; - groups = geometry.groups; + if ( groups.length === 0 ) { - if ( groups.length === 0 ) { + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + } - } + // create a data structure that contains all eges without duplicates - // create a data structure that contains all eges without duplicates + for ( o = 0, ol = groups.length; o < ol; ++ o ) { - for ( o = 0, ol = groups.length; o < ol; ++ o ) { + group = groups[ o ]; - group = groups[ o ]; + start = group.start; + count = group.count; - start = group.start; - count = group.count; + for ( i = start, l = ( start + count ); i < l; i += 3 ) { - for ( i = start, l = ( start + count ); i < l; i += 3 ) { + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); - edge1 = indices.getX( i + j ); - edge2 = indices.getX( i + ( j + 1 ) % 3 ); - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); + key = edge[ 0 ] + ',' + edge[ 1 ]; - key = edge[ 0 ] + ',' + edge[ 1 ]; + if ( edges[ key ] === undefined ) { - if ( edges[ key ] === undefined ) { + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + } } @@ -26309,42 +26608,42 @@ } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + e = edges[ key ]; - e = edges[ key ]; + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.fromBufferAttribute( position, e.index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.fromBufferAttribute( position, e.index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + } else { - } else { + // non-indexed BufferGeometry - // non-indexed BufferGeometry + position = geometry.attributes.position; - position = geometry.attributes.position; + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - index1 = 3 * i + j; - vertex.fromBufferAttribute( position, index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - index2 = 3 * i + ( ( j + 1 ) % 3 ); - vertex.fromBufferAttribute( position, index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } } @@ -26352,16 +26651,18 @@ } - } + // build geometry - // build geometry + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } - } + if ( BufferGeometry$$1 ) WireframeGeometry.__proto__ = BufferGeometry$$1; + WireframeGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + WireframeGeometry.prototype.constructor = WireframeGeometry; - WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); - WireframeGeometry.prototype.constructor = WireframeGeometry; + return WireframeGeometry; + }(BufferGeometry)); /** * @author zz85 / https://github.com/zz85 @@ -26373,151 +26674,164 @@ // ParametricGeometry - function ParametricGeometry( func, slices, stacks ) { + var ParametricGeometry = (function (Geometry$$1) { + function ParametricGeometry( func, slices, stacks ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'ParametricGeometry'; + this.type = 'ParametricGeometry'; - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) ParametricGeometry.__proto__ = Geometry$$1; + ParametricGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + ParametricGeometry.prototype.constructor = ParametricGeometry; + + return ParametricGeometry; + }(Geometry)); - this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); - this.mergeVertices(); - } - ParametricGeometry.prototype = Object.create( Geometry.prototype ); - ParametricGeometry.prototype.constructor = ParametricGeometry; // ParametricBufferGeometry - function ParametricBufferGeometry( func, slices, stacks ) { + var ParametricBufferGeometry = (function (BufferGeometry$$1) { + function ParametricBufferGeometry( func, slices, stacks ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'ParametricBufferGeometry'; + this.type = 'ParametricBufferGeometry'; - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var EPS = 0.00001; + var EPS = 0.00001; - var normal = new Vector3(); + var normal = new Vector3(); - var p0 = new Vector3(), p1 = new Vector3(); - var pu = new Vector3(), pv = new Vector3(); + var p0 = new Vector3(), p1 = new Vector3(); + var pu = new Vector3(), pv = new Vector3(); - var i, j; + var i, j; - if ( func.length < 3 ) { + if ( func.length < 3 ) { - console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); + console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); - } + } - // generate vertices, normals and uvs + // generate vertices, normals and uvs - var sliceCount = slices + 1; + var sliceCount = slices + 1; - for ( i = 0; i <= stacks; i ++ ) { + for ( i = 0; i <= stacks; i ++ ) { - var v = i / stacks; + var v = i / stacks; - for ( j = 0; j <= slices; j ++ ) { + for ( j = 0; j <= slices; j ++ ) { - var u = j / slices; + var u = j / slices; - // vertex + // vertex - func( u, v, p0 ); - vertices.push( p0.x, p0.y, p0.z ); + func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); - // normal + // normal - // approximate tangent vectors via finite differences + // approximate tangent vectors via finite differences - if ( u - EPS >= 0 ) { + if ( u - EPS >= 0 ) { - func( u - EPS, v, p1 ); - pu.subVectors( p0, p1 ); + func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); - } else { + } else { - func( u + EPS, v, p1 ); - pu.subVectors( p1, p0 ); + func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); - } + } - if ( v - EPS >= 0 ) { + if ( v - EPS >= 0 ) { - func( u, v - EPS, p1 ); - pv.subVectors( p0, p1 ); + func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); - } else { + } else { - func( u, v + EPS, p1 ); - pv.subVectors( p1, p0 ); + func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); - } + } - // cross product of tangent vectors returns surface normal + // cross product of tangent vectors returns surface normal - normal.crossVectors( pu, pv ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv + + uvs.push( u, v ); - uvs.push( u, v ); + } } - } + // generate indices - // generate indices + for ( i = 0; i < stacks; i ++ ) { - for ( i = 0; i < stacks; i ++ ) { + for ( j = 0; j < slices; j ++ ) { - for ( j = 0; j < slices; j ++ ) { + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; - var a = i * sliceCount + j; - var b = i * sliceCount + j + 1; - var c = ( i + 1 ) * sliceCount + j + 1; - var d = ( i + 1 ) * sliceCount + j; + // faces one and two - // faces one and two + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } - } + if ( BufferGeometry$$1 ) ParametricBufferGeometry.__proto__ = BufferGeometry$$1; + ParametricBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; - ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + return ParametricBufferGeometry; + }(BufferGeometry)); /** * @author clockworkgeek / https://github.com/clockworkgeek @@ -26528,160 +26842,171 @@ // PolyhedronGeometry - function PolyhedronGeometry( vertices, indices, radius, detail ) { + var PolyhedronGeometry = (function (Geometry$$1) { + function PolyhedronGeometry( vertices, indices, radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'PolyhedronGeometry'; + this.type = 'PolyhedronGeometry'; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) PolyhedronGeometry.__proto__ = Geometry$$1; + PolyhedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + + return PolyhedronGeometry; + }(Geometry)); - this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); - this.mergeVertices(); - } - PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); - PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; // PolyhedronBufferGeometry - function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { + var PolyhedronBufferGeometry = (function (BufferGeometry$$1) { + function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'PolyhedronBufferGeometry'; + this.type = 'PolyhedronBufferGeometry'; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; - radius = radius || 1; - detail = detail || 0; + radius = radius || 1; + detail = detail || 0; - // default buffer data + // default buffer data - var vertexBuffer = []; - var uvBuffer = []; + var vertexBuffer = []; + var uvBuffer = []; - // the subdivision creates the vertex buffer data + // the subdivision creates the vertex buffer data - subdivide( detail ); + subdivide( detail ); - // all vertices should lie on a conceptual sphere with a given radius + // all vertices should lie on a conceptual sphere with a given radius - appplyRadius( radius ); + appplyRadius( radius ); - // finally, create the uv data + // finally, create the uv data - generateUVs(); + generateUVs(); - // build non-indexed geometry + // build non-indexed geometry - this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - if ( detail === 0 ) { + if ( detail === 0 ) { - this.computeVertexNormals(); // flat normals + this.computeVertexNormals(); // flat normals - } else { + } else { - this.normalizeNormals(); // smooth normals + this.normalizeNormals(); // smooth normals - } + } - // helper functions + // helper functions - function subdivide( detail ) { + function subdivide( detail ) { - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); + 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 + // iterate over all faces and apply a subdivison with the given detail value - for ( var i = 0; i < indices.length; i += 3 ) { + for ( var i = 0; i < indices.length; i += 3 ) { - // get the vertices of the face + // get the vertices of the face - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); - // perform subdivision + // perform subdivision - subdivideFace( a, b, c, detail ); + subdivideFace( a, b, c, detail ); + + } } - } + function subdivideFace( a, b, c, detail ) { - function subdivideFace( a, b, c, detail ) { + var cols = Math.pow( 2, detail ); - var cols = Math.pow( 2, detail ); + // we use this multidimensional array as a data structure for creating the subdivision - // we use this multidimensional array as a data structure for creating the subdivision + var v = []; - var v = []; + var i, j; - var i, j; + // construct all of the vertices for this subdivision - // construct all of the vertices for this subdivision + for ( i = 0; i <= cols; i ++ ) { - for ( i = 0; i <= cols; i ++ ) { + v[ i ] = []; - v[ i ] = []; + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); - var aj = a.clone().lerp( c, i / cols ); - var bj = b.clone().lerp( c, i / cols ); + var rows = cols - i; - var rows = cols - i; + for ( j = 0; j <= rows; j ++ ) { - for ( j = 0; j <= rows; j ++ ) { + if ( j === 0 && i === cols ) { - if ( j === 0 && i === cols ) { + v[ i ][ j ] = aj; - v[ i ][ j ] = aj; + } else { - } else { + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + } } } - } + // construct all of the faces - // construct all of the faces + for ( i = 0; i < cols; i ++ ) { - for ( i = 0; i < cols; i ++ ) { + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + var k = Math.floor( j / 2 ); - var k = Math.floor( j / 2 ); + if ( j % 2 === 0 ) { - if ( j % 2 === 0 ) { + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); + } else { - } else { + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); + } } @@ -26689,168 +27014,170 @@ } - } + function appplyRadius( radius ) { - function appplyRadius( radius ) { + var vertex = new Vector3(); - var vertex = new Vector3(); + // iterate over the entire buffer and apply the radius to each vertex - // iterate over the entire buffer and apply the radius to each vertex + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - 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.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; + vertex.normalize().multiplyScalar( radius ); - vertex.normalize().multiplyScalar( radius ); + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; + } } - } + function generateUVs() { - function generateUVs() { + var vertex = new Vector3(); - var vertex = new Vector3(); + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - 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.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 ); - var u = azimuth( vertex ) / 2 / Math.PI + 0.5; - var v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); + } - } + correctUVs(); - correctUVs(); + correctSeam(); - correctSeam(); + } - } + function correctSeam() { - function correctSeam() { + // handle case when face straddles the seam, see #3269 - // handle case when face straddles the seam, see #3269 + for ( var i = 0; i < uvBuffer.length; i += 6 ) { - for ( var i = 0; i < uvBuffer.length; i += 6 ) { + // uv data of a single face - // uv data of a single face + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; - 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 ); - var max = Math.max( x0, x1, x2 ); - var min = Math.min( x0, x1, x2 ); + // 0.9 is somewhat arbitrary - // 0.9 is somewhat arbitrary + if ( max > 0.9 && min < 0.1 ) { - 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; } - 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 ) { - function pushVertex( vertex ) { + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + } - } + function getVertexByIndex( index, vertex ) { - function getVertexByIndex( index, vertex ) { + var stride = index * 3; - var stride = index * 3; + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; + } - } + function correctUVs() { - function correctUVs() { + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); + var centroid = new Vector3(); - var centroid = new Vector3(); + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - 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 ) { - 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 ] ); - 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 ] ); - 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 ); - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + var azi = azimuth( centroid ); - var azi = azimuth( centroid ); + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); + } } - } + function correctUV( uv, stride, vector, azimuth ) { - function correctUV( uv, stride, vector, azimuth ) { + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + uvBuffer[ stride ] = uv.x - 1; - uvBuffer[ stride ] = uv.x - 1; + } - } + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + } } - } + // Angle around the Y axis, counter-clockwise when looking from above. - // Angle around the Y axis, counter-clockwise when looking from above. + function azimuth( vector ) { - function azimuth( vector ) { + return Math.atan2( vector.z, - vector.x ); - return Math.atan2( vector.z, - vector.x ); + } - } + // Angle above the XZ plane. - // Angle above the XZ plane. + function inclination( vector ) { - function inclination( vector ) { + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + } } - } + if ( BufferGeometry$$1 ) PolyhedronBufferGeometry.__proto__ = BufferGeometry$$1; + PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; - PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + return PolyhedronBufferGeometry; + }(BufferGeometry)); /** * @author timothypratley / https://github.com/timothypratley @@ -26859,50 +27186,63 @@ // TetrahedronGeometry - function TetrahedronGeometry( radius, detail ) { + var TetrahedronGeometry = (function (Geometry$$1) { + function TetrahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TetrahedronGeometry'; + this.type = 'TetrahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TetrahedronGeometry.__proto__ = Geometry$$1; + TetrahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + + return TetrahedronGeometry; + }(Geometry)); - this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - } - TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); - TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; // TetrahedronBufferGeometry - function TetrahedronBufferGeometry( radius, detail ) { + var TetrahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + function TetrahedronBufferGeometry( radius, detail ) { - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; + 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 - ]; + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'TetrahedronBufferGeometry'; + this.type = 'TetrahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; - } + } + + if ( PolyhedronBufferGeometry$$1 ) TetrahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; - TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + return TetrahedronBufferGeometry; + }(PolyhedronBufferGeometry)); /** * @author timothypratley / https://github.com/timothypratley @@ -26911,53 +27251,66 @@ // OctahedronGeometry - function OctahedronGeometry( radius, detail ) { + var OctahedronGeometry = (function (Geometry$$1) { + function OctahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'OctahedronGeometry'; + this.type = 'OctahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) OctahedronGeometry.__proto__ = Geometry$$1; + OctahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + OctahedronGeometry.prototype.constructor = OctahedronGeometry; + + return OctahedronGeometry; + }(Geometry)); - this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - } - OctahedronGeometry.prototype = Object.create( Geometry.prototype ); - OctahedronGeometry.prototype.constructor = OctahedronGeometry; // OctahedronBufferGeometry - function OctahedronBufferGeometry( radius, detail ) { + var OctahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + 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 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 - ]; + 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 ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'OctahedronBufferGeometry'; + this.type = 'OctahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; - } + } - OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + if ( PolyhedronBufferGeometry$$1 ) OctahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + + return OctahedronBufferGeometry; + }(PolyhedronBufferGeometry)); /** * @author timothypratley / https://github.com/timothypratley @@ -26966,57 +27319,70 @@ // IcosahedronGeometry - function IcosahedronGeometry( radius, detail ) { + var IcosahedronGeometry = (function (Geometry$$1) { + function IcosahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'IcosahedronGeometry'; + this.type = 'IcosahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) IcosahedronGeometry.__proto__ = Geometry$$1; + IcosahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + + return IcosahedronGeometry; + }(Geometry)); - this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - } - IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); - IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; // IcosahedronBufferGeometry - function IcosahedronBufferGeometry( radius, detail ) { + var IcosahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + function IcosahedronBufferGeometry( radius, detail ) { - var t = ( 1 + Math.sqrt( 5 ) ) / 2; + 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 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 - ]; + 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 ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'IcosahedronBufferGeometry'; + this.type = 'IcosahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; - } + } + + if ( PolyhedronBufferGeometry$$1 ) IcosahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; - IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + return IcosahedronBufferGeometry; + }(PolyhedronBufferGeometry)); /** * @author Abe Pazos / https://hamoid.com @@ -27025,81 +27391,94 @@ // DodecahedronGeometry - function DodecahedronGeometry( radius, detail ) { + var DodecahedronGeometry = (function (Geometry$$1) { + function DodecahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'DodecahedronGeometry'; + this.type = 'DodecahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) DodecahedronGeometry.__proto__ = Geometry$$1; + DodecahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + + return DodecahedronGeometry; + }(Geometry)); - this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - } - DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); - DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; // DodecahedronBufferGeometry - function DodecahedronBufferGeometry( radius, detail ) { + var DodecahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + function DodecahedronBufferGeometry( radius, detail ) { - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; - var vertices = [ + 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, + // (±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, + // (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, + // (±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 - ]; + // (±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 - ]; + 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 ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'DodecahedronBufferGeometry'; + this.type = 'DodecahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; - } + } - DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + if ( PolyhedronBufferGeometry$$1 ) DodecahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + + return DodecahedronBufferGeometry; + }(PolyhedronBufferGeometry)); /** * @author oosmoxiecode / https://github.com/oosmoxiecode @@ -27113,197 +27492,208 @@ // TubeGeometry - function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { + var TubeGeometry = (function (Geometry$$1) { + function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TubeGeometry'; + this.type = 'TubeGeometry'; - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; - if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); + if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); } - var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); + var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); - // expose internals + // expose internals - this.tangents = bufferGeometry.tangents; - this.normals = bufferGeometry.normals; - this.binormals = bufferGeometry.binormals; + this.tangents = bufferGeometry.tangents; + this.normals = bufferGeometry.normals; + this.binormals = bufferGeometry.binormals; - // create geometry + // create geometry + + this.fromBufferGeometry( bufferGeometry ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TubeGeometry.__proto__ = Geometry$$1; + TubeGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TubeGeometry.prototype.constructor = TubeGeometry; + + return TubeGeometry; + }(Geometry)); - this.fromBufferGeometry( bufferGeometry ); - this.mergeVertices(); - } - TubeGeometry.prototype = Object.create( Geometry.prototype ); - TubeGeometry.prototype.constructor = TubeGeometry; // TubeBufferGeometry - function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { + var TubeBufferGeometry = (function (BufferGeometry$$1) { + function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'TubeBufferGeometry'; + this.type = 'TubeBufferGeometry'; - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; - tubularSegments = tubularSegments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; + tubularSegments = tubularSegments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; - var frames = path.computeFrenetFrames( tubularSegments, closed ); + var frames = path.computeFrenetFrames( tubularSegments, closed ); - // expose internals + // expose internals - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; - // helper variables + // helper variables - var vertex = new Vector3(); - var normal = new Vector3(); - var uv = new Vector2(); - var P = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); + var P = new Vector3(); - var i, j; + var i, j; - // buffer + // buffer - var vertices = []; - var normals = []; - var uvs = []; - var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; - // create buffer data + // create buffer data - generateBufferData(); + generateBufferData(); - // build geometry + // build geometry - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - // functions + // functions - function generateBufferData() { + function generateBufferData() { - for ( i = 0; i < tubularSegments; i ++ ) { + for ( i = 0; i < tubularSegments; i ++ ) { - generateSegment( 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) + // 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 ); + generateSegment( ( closed === false ) ? tubularSegments : 0 ); - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries - generateUVs(); + generateUVs(); - // finally create faces + // finally create faces - generateIndices(); + generateIndices(); - } + } - function generateSegment( i ) { + function generateSegment( i ) { - // we use getPointAt to sample evenly distributed points from the given path + // we use getPointAt to sample evenly distributed points from the given path - P = path.getPointAt( i / tubularSegments, P ); + P = path.getPointAt( i / tubularSegments, P ); - // retrieve corresponding normal and binormal + // retrieve corresponding normal and binormal - var N = frames.normals[ i ]; - var B = frames.binormals[ i ]; + var N = frames.normals[ i ]; + var B = frames.binormals[ i ]; - // generate normals and vertices for the current segment + // generate normals and vertices for the current segment - for ( j = 0; j <= radialSegments; j ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - var v = j / radialSegments * Math.PI * 2; + var v = j / radialSegments * Math.PI * 2; - var sin = Math.sin( v ); - var cos = - Math.cos( v ); + var sin = Math.sin( v ); + var cos = - Math.cos( v ); - // normal + // 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(); + 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 ); + normals.push( normal.x, normal.y, normal.z ); - // vertex + // vertex - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } } - } + function generateIndices() { - function generateIndices() { + for ( j = 1; j <= tubularSegments; j ++ ) { - for ( j = 1; j <= tubularSegments; j ++ ) { + for ( i = 1; i <= radialSegments; i ++ ) { - for ( i = 1; i <= radialSegments; i ++ ) { + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - 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 - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } } - } + function generateUVs() { - function generateUVs() { + for ( i = 0; i <= tubularSegments; i ++ ) { - for ( i = 0; i <= tubularSegments; i ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - for ( j = 0; j <= radialSegments; j ++ ) { + uv.x = i / tubularSegments; + uv.y = j / radialSegments; - uv.x = i / tubularSegments; - uv.y = j / radialSegments; + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } } @@ -27311,10 +27701,12 @@ } - } + if ( BufferGeometry$$1 ) TubeBufferGeometry.__proto__ = BufferGeometry$$1; + TubeBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; - TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + return TubeBufferGeometry; + }(BufferGeometry)); /** * @author oosmoxiecode @@ -27325,183 +27717,196 @@ // TorusKnotGeometry - function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + var TorusKnotGeometry = (function (Geometry$$1) { + function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TorusKnotGeometry'; + this.type = 'TorusKnotGeometry'; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; - if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); } + + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TorusKnotGeometry.__proto__ = Geometry$$1; + TorusKnotGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + + return TorusKnotGeometry; + }(Geometry)); - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); - } - TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); - TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; // TorusKnotBufferGeometry - function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + var TorusKnotBufferGeometry = (function (BufferGeometry$$1) { + function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'TorusKnotBufferGeometry'; + this.type = 'TorusKnotBufferGeometry'; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + 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; + radius = radius || 1; + tube = tube || 0.4; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var i, j; + var i, j; - var vertex = new Vector3(); - var normal = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - var P1 = new Vector3(); - var P2 = new Vector3(); + var P1 = new Vector3(); + var P2 = new Vector3(); - var B = new Vector3(); - var T = new Vector3(); - var N = new Vector3(); + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( i = 0; i <= tubularSegments; ++ i ) { + for ( i = 0; i <= tubularSegments; ++ i ) { - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + // 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; + 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 + // 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 ); + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - // calculate orthonormal basis + // calculate orthonormal basis - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); + 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 + // normalize B, N. T can be ignored, we don't use it - B.normalize(); - N.normalize(); + B.normalize(); + N.normalize(); - for ( j = 0; j <= radialSegments; ++ j ) { + for ( j = 0; j <= radialSegments; ++ j ) { - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + // 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 ); + 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 + // 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 ); + 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 ); + 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 (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - normal.subVectors( vertex, P1 ).normalize(); + normal.subVectors( vertex, P1 ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } } - } + // generate indices - // generate indices + for ( j = 1; j <= tubularSegments; j ++ ) { - for ( j = 1; j <= tubularSegments; j ++ ) { + for ( i = 1; i <= radialSegments; i ++ ) { - for ( i = 1; i <= radialSegments; i ++ ) { + // indices - // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - 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 - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // this function calculates the current position on the torus curve - // this function calculates the current position on the torus curve + function calculatePositionOnCurve( u, p, q, radius, position ) { - 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 ); - 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; - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; + } } - } + if ( BufferGeometry$$1 ) TorusKnotBufferGeometry.__proto__ = BufferGeometry$$1; + TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; - TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + return TorusKnotBufferGeometry; + }(BufferGeometry)); /** * @author oosmoxiecode @@ -27511,132 +27916,145 @@ // TorusGeometry - function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + var TorusGeometry = (function (Geometry$$1) { + function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TorusGeometry'; + this.type = 'TorusGeometry'; - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TorusGeometry.__proto__ = Geometry$$1; + TorusGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TorusGeometry.prototype.constructor = TorusGeometry; + + return TorusGeometry; + }(Geometry)); - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - this.mergeVertices(); - } - TorusGeometry.prototype = Object.create( Geometry.prototype ); - TorusGeometry.prototype.constructor = TorusGeometry; // TorusBufferGeometry - function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + var TorusBufferGeometry = (function (BufferGeometry$$1) { + function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'TorusBufferGeometry'; + this.type = 'TorusBufferGeometry'; - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + 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; + radius = radius || 1; + tube = tube || 0.4; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var center = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - var j, i; + var j, i; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( j = 0; j <= radialSegments; j ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - for ( i = 0; i <= tubularSegments; i ++ ) { + for ( i = 0; i <= tubularSegments; i ++ ) { - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; - // vertex + // 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 ); + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); + 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 ); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + } } - } + // generate indices - // generate indices + for ( j = 1; j <= radialSegments; j ++ ) { - for ( j = 1; j <= radialSegments; j ++ ) { + for ( i = 1; i <= tubularSegments; i ++ ) { - for ( i = 1; i <= tubularSegments; i ++ ) { + // indices - // indices + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; - var a = ( tubularSegments + 1 ) * j + i - 1; - var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - var d = ( tubularSegments + 1 ) * j + i; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } - } + if ( BufferGeometry$$1 ) TorusBufferGeometry.__proto__ = BufferGeometry$$1; + TorusBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; - TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + return TorusBufferGeometry; + }(BufferGeometry)); /** * @author Mugen87 / https://github.com/Mugen87 @@ -27654,11 +28072,11 @@ outerNode = linkedList( data, 0, outerLen, dim, true ), triangles = []; - if ( ! outerNode ) return triangles; + if ( ! outerNode ) { return triangles; } var minX, minY, maxX, maxY, x, y, invSize; - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + 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 @@ -27671,10 +28089,10 @@ 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; + if ( x < minX ) { minX = x; } + if ( y < minY ) { minY = y; } + if ( x > maxX ) { maxX = x; } + if ( y > maxY ) { maxY = y; } } @@ -27701,11 +28119,11 @@ if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + 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 ); + for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); } } @@ -27724,8 +28142,8 @@ function filterPoints( start, end ) { - if ( ! start ) return start; - if ( ! end ) end = start; + if ( ! start ) { return start; } + if ( ! end ) { end = start; } var p = start, again; @@ -27737,7 +28155,7 @@ removeNode( p ); p = end = p.prev; - if ( p === p.next ) break; + if ( p === p.next ) { break; } again = true; } else { @@ -27756,11 +28174,11 @@ function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { - if ( ! ear ) return; + if ( ! ear ) { return; } // interlink polygon nodes in z-order - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); } var stop = ear, prev, next; @@ -27831,7 +28249,7 @@ b = ear, c = ear.next; - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + 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; @@ -27858,7 +28276,7 @@ b = ear, c = ear.next; - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear // triangle bbox; min & max are calculated like this for speed @@ -27880,7 +28298,7 @@ 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; + area( p.prev, p, p.next ) >= 0 ) { return false; } p = p.nextZ; } @@ -27893,7 +28311,7 @@ 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; + area( p.prev, p, p.next ) >= 0 ) { return false; } p = p.prevZ; @@ -27990,7 +28408,7 @@ 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; + if ( list === list.next ) { list.steiner = true; } queue.push( getLeftmost( list ) ); } @@ -28057,8 +28475,8 @@ if ( x === hx ) { - if ( hy === p.y ) return p; - if ( hy === p.next.y ) return p.next; + if ( hy === p.y ) { return p; } + if ( hy === p.next.y ) { return p.next; } } @@ -28072,9 +28490,9 @@ } while ( p !== outerNode ); - if ( ! m ) return null; + if ( ! m ) { return null; } - if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint + if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower 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; @@ -28120,7 +28538,7 @@ do { - if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + 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; @@ -28158,7 +28576,7 @@ pSize ++; q = q.nextZ; - if ( ! q ) break; + if ( ! q ) { break; } } @@ -28180,8 +28598,8 @@ } - if ( tail ) tail.nextZ = e; - else list = e; + if ( tail ) { tail.nextZ = e; } + else { list = e; } e.prevZ = tail; tail = e; @@ -28232,7 +28650,7 @@ do { - if ( p.x < leftmost.x ) leftmost = p; + if ( p.x < leftmost.x ) { leftmost = p; } p = p.next; } while ( p !== start ); @@ -28281,7 +28699,7 @@ function intersects( p1, q1, p2, q2 ) { if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || - ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; } return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; @@ -28402,12 +28820,12 @@ 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; + if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; } + if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; } } - function Node( i, x, y ) { + var Node = function Node( i, x, y ) { // vertice index in coordinates array this.i = i; @@ -28430,7 +28848,7 @@ // indicates whether this is a steiner point this.steiner = false; - } + }; function signedArea( data, start, end, dim ) { @@ -28565,24 +28983,32 @@ // ExtrudeGeometry - function ExtrudeGeometry( shapes, options ) { + var ExtrudeGeometry = (function (Geometry$$1) { + function ExtrudeGeometry( shapes, options ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'ExtrudeGeometry'; + this.type = 'ExtrudeGeometry'; - this.parameters = { - shapes: shapes, - options: options - }; + this.parameters = { + shapes: shapes, + options: options + }; + + this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) ExtrudeGeometry.__proto__ = Geometry$$1; + ExtrudeGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + + return ExtrudeGeometry; + }(Geometry)); - this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); - this.mergeVertices(); - } - ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); - ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; ExtrudeGeometry.prototype.toJSON = function () { @@ -28597,464 +29023,467 @@ // ExtrudeBufferGeometry - function ExtrudeBufferGeometry( shapes, options ) { + var ExtrudeBufferGeometry = (function (BufferGeometry$$1) { + function ExtrudeBufferGeometry( shapes, options ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'ExtrudeBufferGeometry'; + this.type = 'ExtrudeBufferGeometry'; - this.parameters = { - shapes: shapes, - options: options - }; + this.parameters = { + shapes: shapes, + options: options + }; - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - var scope = this; + var scope = this; - var verticesArray = []; - var uvArray = []; + var verticesArray = []; + var uvArray = []; - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + for ( var i = 0, l = shapes.length; i < l; i ++ ) { - var shape = shapes[ i ]; - addShape( shape ); + var shape = shapes[ i ]; + addShape( shape ); - } + } - // build geometry + // build geometry - this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - this.computeVertexNormals(); + this.computeVertexNormals(); - // functions + // functions - function addShape( shape ) { + function addShape( shape ) { - var placeholder = []; + var placeholder = []; - // options + // 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 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 bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + 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 bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - var extrudePath = options.extrudePath; + var extrudePath = options.extrudePath; - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; - // deprecated options + // deprecated options - if ( options.amount !== undefined ) { + if ( options.amount !== undefined ) { - console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); - depth = options.amount; + console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); + depth = options.amount; - } + } - // + // - var extrudePts, extrudeByPath = false; - var splineTube, binormal, normal, position2; + var extrudePts, extrudeByPath = false; + var splineTube, binormal, normal, position2; - if ( extrudePath ) { + if ( extrudePath ) { - extrudePts = extrudePath.getSpacedPoints( steps ); + extrudePts = extrudePath.getSpacedPoints( steps ); - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion - // SETUP TNB variables + // SETUP TNB variables - // TODO1 - have a .isClosed in spline? + // TODO1 - have a .isClosed in spline? - splineTube = extrudePath.computeFrenetFrames( steps, false ); + splineTube = extrudePath.computeFrenetFrames( steps, false ); - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); - } + } - // Safeguards if bevels are not enabled + // Safeguards if bevels are not enabled - if ( ! bevelEnabled ) { + if ( ! bevelEnabled ) { - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; - } + } - // Variables initialization + // Variables initialization - var ahole, h, hl; // looping of holes + var ahole, h, hl; // looping of holes - var shapePoints = shape.extractPoints( curveSegments ); + var shapePoints = shape.extractPoints( curveSegments ); - var vertices = shapePoints.shape; - var holes = shapePoints.holes; + var vertices = shapePoints.shape; + var holes = shapePoints.holes; - var reverse = ! ShapeUtils.isClockWise( vertices ); + var reverse = ! ShapeUtils.isClockWise( vertices ); - if ( reverse ) { + if ( reverse ) { - vertices = vertices.reverse(); + vertices = vertices.reverse(); - // Maybe we should also check if holes are in the opposite direction, just to be safe ... + // Maybe we should also check if holes are in the opposite direction, just to be safe ... - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - ahole = holes[ h ]; + ahole = holes[ h ]; - if ( ShapeUtils.isClockWise( ahole ) ) { + if ( ShapeUtils.isClockWise( ahole ) ) { - holes[ h ] = ahole.reverse(); + holes[ h ] = ahole.reverse(); + + } } } - } + var faces = ShapeUtils.triangulateShape( vertices, holes ); - var faces = ShapeUtils.triangulateShape( vertices, holes ); + /* Vertices */ - /* Vertices */ + var contour = vertices; // vertices has all points but contour has only points of circumference - var contour = vertices; // vertices has all points but contour has only points of circumference + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; - ahole = holes[ h ]; + vertices = vertices.concat( ahole ); - vertices = vertices.concat( ahole ); + } - } + function scalePt2( pt, vec, size ) { - function scalePt2( pt, vec, size ) { + if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); } - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + return vec.clone().multiplyScalar( size ).add( pt ); - return vec.clone().multiplyScalar( size ).add( pt ); + } - } + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length; + // Find directions for point movement - // Find directions for point movement + function getBevelVec( inPt, inPrev, inNext ) { - 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. - // 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 - 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 - // 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_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 ); - 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 ); - // check for collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + if ( Math.abs( collinear0 ) > Number.EPSILON ) { - if ( Math.abs( collinear0 ) > Number.EPSILON ) { + // not collinear - // not collinear + // length of vectors for normalizing - // 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 ); - 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 - // 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 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 ); - 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 - // 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 ); - 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 - // 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 ); - 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 ) { - // 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 ); - return new Vector2( v_trans_x, v_trans_y ); + } else { - } else { + shrink_by = Math.sqrt( v_trans_lensq / 2 ); - shrink_by = Math.sqrt( v_trans_lensq / 2 ); + } - } + } else { - } else { + // handle special case of collinear edges - // handle special case of collinear edges + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { + if ( v_next_x > Number.EPSILON ) { - if ( v_next_x > Number.EPSILON ) { + direction_eq = true; - direction_eq = true; + } - } + } else { - } else { + if ( v_prev_x < - Number.EPSILON ) { - if ( v_prev_x < - Number.EPSILON ) { + if ( v_next_x < - Number.EPSILON ) { - if ( v_next_x < - Number.EPSILON ) { + direction_eq = true; - direction_eq = true; + } - } + } else { - } else { + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + direction_eq = true; - direction_eq = true; + } } } - } + if ( direction_eq ) { - 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 ); - // 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 { - } 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 ); - // 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 ); + } - 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 ++ ) { - var contourMovements = []; + if ( j === il ) { j = 0; } + if ( k === il ) { k = 0; } - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) - if ( j === il ) j = 0; - if ( k === il ) k = 0; + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) + } - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); - } + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - var holesMovements = [], - oneHoleMovements, verticesMovements = contourMovements.concat(); + ahole = holes[ h ]; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + oneHoleMovements = []; - ahole = holes[ h ]; + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - oneHoleMovements = []; + if ( j === il ) { j = 0; } + if ( k === il ) { k = 0; } - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - if ( j === il ) j = 0; - if ( k === il ) k = 0; + } - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); } - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - } + // Loop bevelSegments, 1 for the front, 1 for the back + for ( b = 0; b < bevelSegments; b ++ ) { - // Loop bevelSegments, 1 for the front, 1 for the back + //for ( b = bevelSegments; b > 0; b -- ) { - for ( b = 0; b < bevelSegments; b ++ ) { + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - //for ( b = bevelSegments; b > 0; b -- ) { + // contract shape - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + for ( i = 0, il = contour.length; i < il; i ++ ) { - // contract shape + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - for ( i = 0, il = contour.length; i < il; i ++ ) { + v( vert.x, vert.y, - z ); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + } - v( vert.x, vert.y, - z ); + // expand holes - } + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - // expand holes + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + for ( i = 0, il = ahole.length; i < il; i ++ ) { - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + v( vert.x, vert.y, - z ); - v( vert.x, vert.y, - z ); + } } } - } + bs = bevelSize; - bs = bevelSize; + // Back facing vertices - // Back facing vertices + for ( i = 0; i < vlen; i ++ ) { - for ( i = 0; i < vlen; i ++ ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, 0 ); - v( vert.x, vert.y, 0 ); + } else { - } else { + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + v( position2.x, position2.y, position2.z ); - v( position2.x, position2.y, position2.z ); + } } - } + // Add stepped vertices... + // Including front facing vertices - // Add stepped vertices... - // Including front facing vertices + var s; - var s; + for ( s = 1; s <= steps; s ++ ) { - for ( s = 1; s <= steps; s ++ ) { + for ( i = 0; i < vlen; i ++ ) { - for ( i = 0; i < vlen; i ++ ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, depth / steps * s ); - v( vert.x, vert.y, depth / steps * s ); + } else { - } else { + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + v( position2.x, position2.y, position2.z ); - v( position2.x, position2.y, position2.z ); + } } } - } + // Add bevel segments planes - // Add bevel segments planes + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + // contract shape - // contract shape + for ( i = 0, il = contour.length; i < il; i ++ ) { - for ( i = 0, il = contour.length; i < il; i ++ ) { + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); + } - } + // expand holes - // expand holes + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + for ( i = 0, il = ahole.length; i < il; i ++ ) { - for ( i = 0, il = ahole.length; i < il; i ++ ) { + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, depth + z ); - v( vert.x, vert.y, depth + z ); + } else { - } else { + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + } } @@ -29062,206 +29491,211 @@ } - } + /* Faces */ - /* Faces */ + // Top and bottom faces - // Top and bottom faces + buildLidFaces(); - buildLidFaces(); + // Sides faces - // Sides faces + buildSideFaces(); - buildSideFaces(); + ///// Internal functions - ///// Internal functions + function buildLidFaces() { - function buildLidFaces() { + var start = verticesArray.length / 3; - var start = verticesArray.length / 3; + if ( bevelEnabled ) { - if ( bevelEnabled ) { + var layer = 0; // steps + 1 + var offset = vlen * layer; - var layer = 0; // steps + 1 - var offset = vlen * layer; + // Bottom faces - // Bottom faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + } - } + layer = steps + bevelSegments * 2; + offset = vlen * layer; - layer = steps + bevelSegments * 2; - offset = vlen * layer; + // Top faces - // Top faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + } - } + } else { - } else { + // Bottom faces - // Bottom faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + } - } + // Top faces - // Top faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + } } - } + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + } - } + // Create faces for the z-sides of the shape - // Create faces for the z-sides of the shape + function buildSideFaces() { - function buildSideFaces() { + var start = verticesArray.length / 3; + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; - var start = verticesArray.length / 3; - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); + //, true + layeroffset += ahole.length; - //, true - layeroffset += ahole.length; + } - } + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + } - } + function sidewalls( contour, layeroffset ) { - function sidewalls( contour, layeroffset ) { + var j, k; + i = contour.length; - var j, k; - i = contour.length; + while ( -- i >= 0 ) { - while ( -- i >= 0 ) { + j = i; + k = i - 1; + if ( k < 0 ) { k = contour.length - 1; } - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; + //console.log('b', i,j, i-1, k,vertices.length); - //console.log('b', i,j, i-1, k,vertices.length); + var s = 0, + sl = steps + bevelSegments * 2; - var s = 0, - sl = steps + bevelSegments * 2; + for ( s = 0; s < sl; s ++ ) { - for ( s = 0; s < sl; s ++ ) { + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); - 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; - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; + f4( a, b, c, d ); - f4( a, b, c, d ); + } } } - } + function v( x, y, z ) { - function v( x, y, z ) { + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); + } - } + function f3( a, b, c ) { - function f3( a, b, c ) { + addVertex( a ); + addVertex( b ); + addVertex( c ); - addVertex( a ); - addVertex( b ); - addVertex( c ); + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - 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 ] ); - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); + } - } + function f4( a, b, c, d ) { - function f4( a, b, c, d ) { + addVertex( a ); + addVertex( b ); + addVertex( d ); - addVertex( a ); - addVertex( b ); - addVertex( d ); + addVertex( b ); + addVertex( c ); + 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 ); - 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[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); + } - } + function addVertex( index ) { - function addVertex( index ) { + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); + } - } + function addUV( vector2 ) { - function addUV( vector2 ) { + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); + } } } - } + if ( BufferGeometry$$1 ) ExtrudeBufferGeometry.__proto__ = BufferGeometry$$1; + ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + + return ExtrudeBufferGeometry; + }(BufferGeometry)); + + - ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; ExtrudeBufferGeometry.prototype.toJSON = function () { @@ -29357,7 +29791,7 @@ // - if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); } return data; @@ -29384,60 +29818,73 @@ // TextGeometry - function TextGeometry( text, parameters ) { + var TextGeometry = (function (Geometry$$1) { + function TextGeometry( text, parameters ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TextGeometry'; + this.type = 'TextGeometry'; - this.parameters = { - text: text, - parameters: parameters - }; + this.parameters = { + text: text, + parameters: parameters + }; + + this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TextGeometry.__proto__ = Geometry$$1; + TextGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TextGeometry.prototype.constructor = TextGeometry; + + return TextGeometry; + }(Geometry)); - this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); - this.mergeVertices(); - } - TextGeometry.prototype = Object.create( Geometry.prototype ); - TextGeometry.prototype.constructor = TextGeometry; // TextBufferGeometry - function TextBufferGeometry( text, parameters ) { + var TextBufferGeometry = (function (ExtrudeBufferGeometry$$1) { + function TextBufferGeometry( text, parameters ) { - parameters = parameters || {}; + parameters = parameters || {}; - var font = parameters.font; + var font = parameters.font; - if ( ! ( font && font.isFont ) ) { + if ( ! ( font && font.isFont ) ) { - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); - } + } - var shapes = font.generateShapes( text, parameters.size ); + var shapes = font.generateShapes( text, parameters.size ); - // translate parameters to ExtrudeGeometry API + // translate parameters to ExtrudeGeometry API - parameters.depth = parameters.height !== undefined ? parameters.height : 50; + parameters.depth = parameters.height !== undefined ? parameters.height : 50; - // defaults + // defaults - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + 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 ); + ExtrudeBufferGeometry$$1.call( this, shapes, parameters ); - this.type = 'TextBufferGeometry'; + this.type = 'TextBufferGeometry'; - } + } + + if ( ExtrudeBufferGeometry$$1 ) TextBufferGeometry.__proto__ = ExtrudeBufferGeometry$$1; + TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry$$1 && ExtrudeBufferGeometry$$1.prototype ); + TextBufferGeometry.prototype.constructor = TextBufferGeometry; - TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); - TextBufferGeometry.prototype.constructor = TextBufferGeometry; + return TextBufferGeometry; + }(ExtrudeBufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -29447,142 +29894,155 @@ // SphereGeometry - function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + var SphereGeometry = (function (Geometry$$1) { + function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'SphereGeometry'; + this.type = 'SphereGeometry'; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) SphereGeometry.__proto__ = Geometry$$1; + SphereGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + SphereGeometry.prototype.constructor = SphereGeometry; + + return SphereGeometry; + }(Geometry)); - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - this.mergeVertices(); - } - SphereGeometry.prototype = Object.create( Geometry.prototype ); - SphereGeometry.prototype.constructor = SphereGeometry; // SphereBufferGeometry - function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + var SphereBufferGeometry = (function (BufferGeometry$$1) { + function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'SphereBufferGeometry'; + this.type = 'SphereBufferGeometry'; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - radius = radius || 1; + radius = radius || 1; - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + 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; + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - var thetaEnd = thetaStart + thetaLength; + var thetaEnd = thetaStart + thetaLength; - var ix, iy; + var ix, iy; - var index = 0; - var grid = []; + var index = 0; + var grid = []; - var vertex = new Vector3(); - var normal = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( iy = 0; iy <= heightSegments; iy ++ ) { + for ( iy = 0; iy <= heightSegments; iy ++ ) { - var verticesRow = []; + var verticesRow = []; - var v = iy / heightSegments; + var v = iy / heightSegments; - for ( ix = 0; ix <= widthSegments; ix ++ ) { + for ( ix = 0; ix <= widthSegments; ix ++ ) { - var u = ix / widthSegments; + var u = ix / widthSegments; - // vertex + // 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 ); + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - normal.set( vertex.x, vertex.y, vertex.z ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normal.set( vertex.x, vertex.y, vertex.z ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv - uvs.push( u, 1 - v ); + uvs.push( u, 1 - v ); - verticesRow.push( index ++ ); + verticesRow.push( index ++ ); - } + } - grid.push( verticesRow ); + grid.push( verticesRow ); - } + } - // indices + // indices + + for ( iy = 0; iy < heightSegments; iy ++ ) { - for ( iy = 0; iy < heightSegments; iy ++ ) { + for ( ix = 0; ix < widthSegments; ix ++ ) { - for ( ix = 0; ix < widthSegments; ix ++ ) { + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var d = grid[ iy + 1 ][ ix + 1 ]; - var a = grid[ iy ][ ix + 1 ]; - var b = grid[ iy ][ ix ]; - var c = grid[ iy + 1 ][ ix ]; - var d = grid[ iy + 1 ][ ix + 1 ]; + if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); } + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); } - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } - } + if ( BufferGeometry$$1 ) SphereBufferGeometry.__proto__ = BufferGeometry$$1; + SphereBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; - SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + return SphereBufferGeometry; + }(BufferGeometry)); /** * @author Kaleb Murphy @@ -29591,142 +30051,155 @@ // RingGeometry - function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + var RingGeometry = (function (Geometry$$1) { + function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'RingGeometry'; + this.type = 'RingGeometry'; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) RingGeometry.__proto__ = Geometry$$1; + RingGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + RingGeometry.prototype.constructor = RingGeometry; + + return RingGeometry; + }(Geometry)); - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - this.mergeVertices(); - } - RingGeometry.prototype = Object.create( Geometry.prototype ); - RingGeometry.prototype.constructor = RingGeometry; // RingBufferGeometry - function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + var RingBufferGeometry = (function (BufferGeometry$$1) { + function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'RingBufferGeometry'; + this.type = 'RingBufferGeometry'; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - innerRadius = innerRadius || 0.5; - outerRadius = outerRadius || 1; + innerRadius = innerRadius || 0.5; + outerRadius = outerRadius || 1; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + 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; + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // some helper variables + // some helper variables - var segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new Vector3(); - var uv = new Vector2(); - var j, i; + var segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( j = 0; j <= phiSegments; j ++ ) { + for ( j = 0; j <= phiSegments; j ++ ) { - for ( i = 0; i <= thetaSegments; i ++ ) { + for ( i = 0; i <= thetaSegments; i ++ ) { - // values are generate from the inside of the ring to the outside + // values are generate from the inside of the ring to the outside - segment = thetaStart + i / thetaSegments * thetaLength; + segment = thetaStart + i / thetaSegments * thetaLength; - // vertex + // vertex - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); - vertices.push( vertex.x, vertex.y, vertex.z ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - normals.push( 0, 0, 1 ); + normals.push( 0, 0, 1 ); - // uv + // uv - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; - uvs.push( uv.x, uv.y ); + uvs.push( uv.x, uv.y ); - } + } - // increase the radius for next row of vertices + // increase the radius for next row of vertices - radius += radiusStep; + radius += radiusStep; - } + } - // indices + // indices - for ( j = 0; j < phiSegments; j ++ ) { + for ( j = 0; j < phiSegments; j ++ ) { - var thetaSegmentLevel = j * ( thetaSegments + 1 ); + var thetaSegmentLevel = j * ( thetaSegments + 1 ); - for ( i = 0; i < thetaSegments; i ++ ) { + for ( i = 0; i < thetaSegments; i ++ ) { - segment = i + thetaSegmentLevel; + segment = i + thetaSegmentLevel; - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; - // faces + // faces - indices.push( a, b, d ); - indices.push( b, c, d ); + indices.push( a, b, d ); + indices.push( b, c, d ); + + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } - } + if ( BufferGeometry$$1 ) RingBufferGeometry.__proto__ = BufferGeometry$$1; + RingBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + RingBufferGeometry.prototype.constructor = RingBufferGeometry; - RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - RingBufferGeometry.prototype.constructor = RingBufferGeometry; + return RingBufferGeometry; + }(BufferGeometry)); /** * @author zz85 / https://github.com/zz85 @@ -29736,174 +30209,187 @@ // LatheGeometry - function LatheGeometry( points, segments, phiStart, phiLength ) { + var LatheGeometry = (function (Geometry$$1) { + function LatheGeometry( points, segments, phiStart, phiLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'LatheGeometry'; + this.type = 'LatheGeometry'; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) LatheGeometry.__proto__ = Geometry$$1; + LatheGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + LatheGeometry.prototype.constructor = LatheGeometry; + + return LatheGeometry; + }(Geometry)); - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); - } - LatheGeometry.prototype = Object.create( Geometry.prototype ); - LatheGeometry.prototype.constructor = LatheGeometry; // LatheBufferGeometry - function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + var LatheBufferGeometry = (function (BufferGeometry$$1) { + function LatheBufferGeometry( points, segments, phiStart, phiLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'LatheBufferGeometry'; + this.type = 'LatheBufferGeometry'; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; - // clamp phiLength so it's in range of [ 0, 2PI ] + // clamp phiLength so it's in range of [ 0, 2PI ] - phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); + phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); - // buffers + // buffers - var indices = []; - var vertices = []; - var uvs = []; + var indices = []; + var vertices = []; + var uvs = []; - // helper variables + // helper variables - var base; - var inverseSegments = 1.0 / segments; - var vertex = new Vector3(); - var uv = new Vector2(); - var i, j; + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; - // generate vertices and uvs + // generate vertices and uvs - for ( i = 0; i <= segments; i ++ ) { + for ( i = 0; i <= segments; i ++ ) { - var phi = phiStart + i * inverseSegments * phiLength; + var phi = phiStart + i * inverseSegments * phiLength; - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { - // vertex + // vertex - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // uv + // uv - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } } - } + // indices - // indices + for ( i = 0; i < segments; i ++ ) { - for ( i = 0; i < segments; i ++ ) { + for ( j = 0; j < ( points.length - 1 ); j ++ ) { - for ( j = 0; j < ( points.length - 1 ); j ++ ) { + base = j + i * points.length; - base = j + i * points.length; + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // generate normals - // generate normals + this.computeVertexNormals(); - 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 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 ) { - if ( phiLength === Math.PI * 2 ) { + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); - 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 - // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; - base = segments * points.length * 3; + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { - for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + // select the normal of the vertex in the first line - // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; + // select the normal of the vertex in the last line - // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; + // average normals - // average normals + n.addVectors( n1, n2 ).normalize(); - n.addVectors( n1, n2 ).normalize(); + // assign the new values to both normals - // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + } } } - } + if ( BufferGeometry$$1 ) LatheBufferGeometry.__proto__ = BufferGeometry$$1; + LatheBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; - LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + return LatheBufferGeometry; + }(BufferGeometry)); /** * @author jonobr1 / http://jonobr1.com @@ -29912,32 +30398,40 @@ // ShapeGeometry - function ShapeGeometry( shapes, curveSegments ) { + var ShapeGeometry = (function (Geometry$$1) { + function ShapeGeometry( shapes, curveSegments ) { + + Geometry$$1.call(this); + + this.type = 'ShapeGeometry'; - Geometry.call( this ); + if ( typeof curveSegments === 'object' ) { - this.type = 'ShapeGeometry'; + console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); - if ( typeof curveSegments === 'object' ) { + curveSegments = curveSegments.curveSegments; - console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + } + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; - curveSegments = curveSegments.curveSegments; + this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); + this.mergeVertices(); } - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + if ( Geometry$$1 ) ShapeGeometry.__proto__ = Geometry$$1; + ShapeGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + ShapeGeometry.prototype.constructor = ShapeGeometry; + + return ShapeGeometry; + }(Geometry)); - this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); - this.mergeVertices(); - } - ShapeGeometry.prototype = Object.create( Geometry.prototype ); - ShapeGeometry.prototype.constructor = ShapeGeometry; ShapeGeometry.prototype.toJSON = function () { @@ -29951,138 +30445,148 @@ // ShapeBufferGeometry - function ShapeBufferGeometry( shapes, curveSegments ) { + var ShapeBufferGeometry = (function (BufferGeometry$$1) { + function ShapeBufferGeometry( shapes, curveSegments ) { + var this$1 = this; - BufferGeometry.call( this ); - this.type = 'ShapeBufferGeometry'; + BufferGeometry$$1.call(this); - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + this.type = 'ShapeBufferGeometry'; - curveSegments = curveSegments || 12; + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; - // buffers + curveSegments = curveSegments || 12; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables - // helper variables + var groupStart = 0; + var groupCount = 0; - var groupStart = 0; - var groupCount = 0; + // allow single and array values for "shapes" parameter - // allow single and array values for "shapes" parameter + if ( Array.isArray( shapes ) === false ) { - if ( Array.isArray( shapes ) === false ) { + addShape( shapes ); - addShape( shapes ); + } else { - } else { + for ( var i = 0; i < shapes.length; i ++ ) { - for ( var i = 0; i < shapes.length; i ++ ) { + addShape( shapes[ i ] ); - addShape( shapes[ i ] ); + this$1.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + groupStart += groupCount; + groupCount = 0; - groupStart += groupCount; - groupCount = 0; + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // helper functions - // helper functions + function addShape( shape ) { - function addShape( shape ) { + var i, l, shapeHole; - var i, l, shapeHole; + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); - var indexOffset = vertices.length / 3; - var points = shape.extractPoints( curveSegments ); + var shapeVertices = points.shape; + var shapeHoles = points.holes; - var shapeVertices = points.shape; - var shapeHoles = points.holes; + // check direction of vertices - // check direction of vertices + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + shapeVertices = shapeVertices.reverse(); - shapeVertices = shapeVertices.reverse(); + // also check if holes are in the opposite direction - // also check if holes are in the opposite direction + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + shapeHole = shapeHoles[ i ]; - shapeHole = shapeHoles[ i ]; + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + shapeHoles[ i ] = shapeHole.reverse(); - shapeHoles[ i ] = shapeHole.reverse(); + } } } - } + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + // join vertices of inner and outer paths to a single array - // join vertices of inner and outer paths to a single array + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); - shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); + } - } + // vertices, normals, uvs - // vertices, normals, uvs + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { - for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + var vertex = shapeVertices[ i ]; - var vertex = shapeVertices[ i ]; + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs + } - } + // incides - // incides + for ( i = 0, l = faces.length; i < l; i ++ ) { - for ( i = 0, l = faces.length; i < l; i ++ ) { + var face = faces[ i ]; - var face = faces[ i ]; + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; - var a = face[ 0 ] + indexOffset; - var b = face[ 1 ] + indexOffset; - var c = face[ 2 ] + indexOffset; + indices.push( a, b, c ); + groupCount += 3; - indices.push( a, b, c ); - groupCount += 3; + } } } - } + if ( BufferGeometry$$1 ) ShapeBufferGeometry.__proto__ = BufferGeometry$$1; + ShapeBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + + return ShapeBufferGeometry; + }(BufferGeometry)); + + - ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; ShapeBufferGeometry.prototype.toJSON = function () { @@ -30125,106 +30629,111 @@ * @author Mugen87 / https://github.com/Mugen87 */ - function EdgesGeometry( geometry, thresholdAngle ) { + var EdgesGeometry = (function (BufferGeometry$$1) { + function EdgesGeometry( geometry, thresholdAngle ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'EdgesGeometry'; + this.type = 'EdgesGeometry'; - this.parameters = { - thresholdAngle: thresholdAngle - }; + this.parameters = { + thresholdAngle: thresholdAngle + }; - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - // buffer + // buffer - var vertices = []; + var vertices = []; - // helper variables + // helper variables - var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); - var edge = [ 0, 0 ], edges = {}, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; + var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; - // prepare source geometry + // prepare source geometry - var geometry2; + var geometry2; - if ( geometry.isBufferGeometry ) { + if ( geometry.isBufferGeometry ) { - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); - } else { + } else { - geometry2 = geometry.clone(); + geometry2 = geometry.clone(); - } + } - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); - var sourceVertices = geometry2.vertices; - var faces = geometry2.faces; + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; - // now create a data structure where each entry represents an edge with its adjoining 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 ++ ) { + for ( var i = 0, l = faces.length; i < l; i ++ ) { - var face = faces[ i ]; + var face = faces[ i ]; - for ( var j = 0; j < 3; j ++ ) { + 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 ); + 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 ]; + key = edge[ 0 ] + ',' + edge[ 1 ]; - if ( edges[ key ] === undefined ) { + if ( edges[ key ] === undefined ) { - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; - } else { + } else { - edges[ key ].face2 = i; + edges[ key ].face2 = i; + + } } } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + var e = edges[ key ]; - 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. - // 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 ) { - 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 ); - 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 ); - vertex = sourceVertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } } - } + // build geometry - // build geometry + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } - } + if ( BufferGeometry$$1 ) EdgesGeometry.__proto__ = BufferGeometry$$1; + EdgesGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + EdgesGeometry.prototype.constructor = EdgesGeometry; - EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); - EdgesGeometry.prototype.constructor = EdgesGeometry; + return EdgesGeometry; + }(BufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -30233,306 +30742,319 @@ // CylinderGeometry - function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + var CylinderGeometry = (function (Geometry$$1) { + function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'CylinderGeometry'; + this.type = 'CylinderGeometry'; - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) CylinderGeometry.__proto__ = Geometry$$1; + CylinderGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + CylinderGeometry.prototype.constructor = CylinderGeometry; + + return CylinderGeometry; + }(Geometry)); - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); - } - CylinderGeometry.prototype = Object.create( Geometry.prototype ); - CylinderGeometry.prototype.constructor = CylinderGeometry; // CylinderBufferGeometry - function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + var CylinderBufferGeometry = (function (BufferGeometry$$1) { + function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'CylinderBufferGeometry'; + this.type = 'CylinderBufferGeometry'; - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - var scope = this; + var scope = this; - radiusTop = radiusTop !== undefined ? radiusTop : 1; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; - height = height || 1; + radiusTop = radiusTop !== undefined ? radiusTop : 1; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; + height = height || 1; - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 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; + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var index = 0; - var indexArray = []; - var halfHeight = height / 2; - var groupStart = 0; + var index = 0; + var indexArray = []; + var halfHeight = height / 2; + var groupStart = 0; - // generate geometry + // generate geometry - generateTorso(); + generateTorso(); - if ( openEnded === false ) { + if ( openEnded === false ) { - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); + if ( radiusTop > 0 ) { generateCap( true ); } + if ( radiusBottom > 0 ) { generateCap( false ); } - } + } - // build geometry + // build geometry - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - function generateTorso() { + function generateTorso() { - var x, y; - var normal = new Vector3(); - var vertex = new Vector3(); + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); - var groupCount = 0; + var groupCount = 0; - // this will be used to calculate the normal - var slope = ( radiusBottom - radiusTop ) / height; + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( y = 0; y <= heightSegments; y ++ ) { + for ( y = 0; y <= heightSegments; y ++ ) { - var indexRow = []; + var indexRow = []; - var v = y / heightSegments; + var v = y / heightSegments; - // calculate the radius of the current row + // calculate the radius of the current row - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - for ( x = 0; x <= radialSegments; x ++ ) { + for ( x = 0; x <= radialSegments; x ++ ) { - var u = x / radialSegments; + var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; + var theta = u * thetaLength + thetaStart; - var sinTheta = Math.sin( theta ); - var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); - // vertex + // vertex - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv - uvs.push( u, 1 - v ); + uvs.push( u, 1 - v ); - // save index of vertex in respective row + // save index of vertex in respective row - indexRow.push( index ++ ); + indexRow.push( index ++ ); - } + } - // now save vertices of the row in our index array + // now save vertices of the row in our index array - indexArray.push( indexRow ); + indexArray.push( indexRow ); - } + } - // generate indices + // generate indices - for ( x = 0; x < radialSegments; x ++ ) { + for ( x = 0; x < radialSegments; x ++ ) { - for ( y = 0; y < heightSegments; y ++ ) { + for ( y = 0; y < heightSegments; y ++ ) { - // we use the index array to access the correct indices + // we use the index array to access the correct indices - var a = indexArray[ y ][ x ]; - var b = indexArray[ y + 1 ][ x ]; - var c = indexArray[ y + 1 ][ x + 1 ]; - var d = indexArray[ y ][ x + 1 ]; + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var d = indexArray[ y ][ x + 1 ]; - // faces + // faces - indices.push( a, b, d ); - indices.push( b, c, d ); + indices.push( a, b, d ); + indices.push( b, c, d ); - // update group counter + // update group counter - groupCount += 6; + groupCount += 6; + + } } - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, 0 ); - scope.addGroup( groupStart, groupCount, 0 ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + } - } + function generateCap( top ) { - function generateCap( top ) { + var x, centerIndexStart, centerIndexEnd; - var x, centerIndexStart, centerIndexEnd; + var uv = new Vector2(); + var vertex = new Vector3(); - var uv = new Vector2(); - var vertex = new Vector3(); + var groupCount = 0; - var groupCount = 0; + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; + // save the index of the first center vertex + centerIndexStart = index; - // save the index of the first center vertex - centerIndexStart = index; + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment + for ( x = 1; x <= radialSegments; x ++ ) { - for ( x = 1; x <= radialSegments; x ++ ) { + // vertex - // vertex + vertices.push( 0, halfHeight * sign, 0 ); - vertices.push( 0, halfHeight * sign, 0 ); + // normal - // normal + normals.push( 0, sign, 0 ); - normals.push( 0, sign, 0 ); + // uv - // uv + uvs.push( 0.5, 0.5 ); - uvs.push( 0.5, 0.5 ); + // increase index - // increase index + index ++; - index ++; + } - } + // save the index of the last center vertex + + centerIndexEnd = index; - // save the index of the last center vertex + // now we generate the surrounding vertices, normals and uvs - centerIndexEnd = index; + for ( x = 0; x <= radialSegments; x ++ ) { - // now we generate the surrounding vertices, normals and uvs + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; - for ( x = 0; x <= radialSegments; x ++ ) { + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); - var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; + // vertex - var cosTheta = Math.cos( theta ); - var sinTheta = Math.sin( theta ); + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); - // vertex + // normal - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + normals.push( 0, sign, 0 ); - // normal + // uv - normals.push( 0, sign, 0 ); + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); - // uv + // increase index - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); + index ++; - // increase index + } - index ++; + // generate indices - } + for ( x = 0; x < radialSegments; x ++ ) { - // generate indices + var c = centerIndexStart + x; + var i = centerIndexEnd + x; - for ( x = 0; x < radialSegments; x ++ ) { + if ( top === true ) { - var c = centerIndexStart + x; - var i = centerIndexEnd + x; + // face top - if ( top === true ) { + indices.push( i, i + 1, c ); - // face top + } else { - indices.push( i, i + 1, c ); + // face bottom - } else { + indices.push( i + 1, i, c ); - // face bottom + } - indices.push( i + 1, i, c ); + groupCount += 3; } - groupCount += 3; - - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + } } - } + if ( BufferGeometry$$1 ) CylinderBufferGeometry.__proto__ = BufferGeometry$$1; + CylinderBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; - CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + return CylinderBufferGeometry; + }(BufferGeometry)); /** * @author abelnation / http://github.com/abelnation @@ -30540,49 +31062,62 @@ // ConeGeometry - function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + var ConeGeometry = (function (CylinderGeometry$$1) { + function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + CylinderGeometry$$1.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - this.type = 'ConeGeometry'; + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + if ( CylinderGeometry$$1 ) ConeGeometry.__proto__ = CylinderGeometry$$1; + ConeGeometry.prototype = Object.create( CylinderGeometry$$1 && CylinderGeometry$$1.prototype ); + ConeGeometry.prototype.constructor = ConeGeometry; + + return ConeGeometry; + }(CylinderGeometry)); - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - } - ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); - ConeGeometry.prototype.constructor = ConeGeometry; // ConeBufferGeometry - function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + var ConeBufferGeometry = (function (CylinderBufferGeometry$$1) { + function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + CylinderBufferGeometry$$1.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - this.type = 'ConeBufferGeometry'; + this.type = 'ConeBufferGeometry'; - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - } + } - ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); - ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + if ( CylinderBufferGeometry$$1 ) ConeBufferGeometry.__proto__ = CylinderBufferGeometry$$1; + ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry$$1 && CylinderBufferGeometry$$1.prototype ); + ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + + return ConeBufferGeometry; + }(CylinderBufferGeometry)); /** * @author benaadams / https://twitter.com/ben_a_adams @@ -30592,110 +31127,123 @@ // CircleGeometry - function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + var CircleGeometry = (function (Geometry$$1) { + function CircleGeometry( radius, segments, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'CircleGeometry'; + this.type = 'CircleGeometry'; - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) CircleGeometry.__proto__ = Geometry$$1; + CircleGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + CircleGeometry.prototype.constructor = CircleGeometry; + + return CircleGeometry; + }(Geometry)); - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - this.mergeVertices(); - } - CircleGeometry.prototype = Object.create( Geometry.prototype ); - CircleGeometry.prototype.constructor = CircleGeometry; // CircleBufferGeometry - function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + var CircleBufferGeometry = (function (BufferGeometry$$1) { + function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'CircleBufferGeometry'; + this.type = 'CircleBufferGeometry'; - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - radius = radius || 1; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; + radius = radius || 1; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var i, s; - var vertex = new Vector3(); - var uv = new Vector2(); + var i, s; + var vertex = new Vector3(); + var uv = new Vector2(); - // center point + // center point - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); - for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { - var segment = thetaStart + s / segments * thetaLength; + var segment = thetaStart + s / segments * thetaLength; - // vertex + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + // normal - // normal + normals.push( 0, 0, 1 ); - normals.push( 0, 0, 1 ); + // uvs - // uvs + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } - } + // indices - // indices + for ( i = 1; i <= segments; i ++ ) { - for ( i = 1; i <= segments; i ++ ) { + indices.push( i, i + 1, 0 ); - indices.push( i, i + 1, 0 ); + } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } - } + if ( BufferGeometry$$1 ) CircleBufferGeometry.__proto__ = BufferGeometry$$1; + CircleBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; - CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + return CircleBufferGeometry; + }(BufferGeometry)); @@ -30752,21 +31300,29 @@ * } */ - function ShadowMaterial( parameters ) { + var ShadowMaterial = (function (Material$$1) { + function ShadowMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'ShadowMaterial'; + this.type = 'ShadowMaterial'; - this.color = new Color( 0x000000 ); - this.transparent = true; + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) ShadowMaterial.__proto__ = Material$$1; + ShadowMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + ShadowMaterial.prototype.constructor = ShadowMaterial; + + return ShadowMaterial; + }(Material)); - this.setValues( parameters ); - } - ShadowMaterial.prototype = Object.create( Material.prototype ); - ShadowMaterial.prototype.constructor = ShadowMaterial; ShadowMaterial.prototype.isShadowMaterial = true; @@ -30784,16 +31340,24 @@ * @author mrdoob / http://mrdoob.com/ */ - function RawShaderMaterial( parameters ) { + var RawShaderMaterial = (function (ShaderMaterial$$1) { + function RawShaderMaterial( parameters ) { - ShaderMaterial.call( this, parameters ); + ShaderMaterial$$1.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + + } + + if ( ShaderMaterial$$1 ) RawShaderMaterial.__proto__ = ShaderMaterial$$1; + RawShaderMaterial.prototype = Object.create( ShaderMaterial$$1 && ShaderMaterial$$1.prototype ); + RawShaderMaterial.prototype.constructor = RawShaderMaterial; + + return RawShaderMaterial; + }(ShaderMaterial)); - this.type = 'RawShaderMaterial'; - } - RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); - RawShaderMaterial.prototype.constructor = RawShaderMaterial; RawShaderMaterial.prototype.isRawShaderMaterial = true; @@ -30849,67 +31413,75 @@ * } */ - function MeshStandardMaterial( parameters ) { + var MeshStandardMaterial = (function (Material$$1) { + function MeshStandardMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.defines = { 'STANDARD': '' }; + this.defines = { 'STANDARD': '' }; - this.type = 'MeshStandardMaterial'; + this.type = 'MeshStandardMaterial'; - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 0.5; - this.metalness = 0.5; + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; + this.bumpMap = null; + this.bumpScale = 1; - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.roughnessMap = null; + this.roughnessMap = null; - this.metalnessMap = null; + this.metalnessMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.envMapIntensity = 1.0; + this.envMap = null; + this.envMapIntensity = 1.0; - this.refractionRatio = 0.98; + this.refractionRatio = 0.98; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshStandardMaterial.__proto__ = Material$$1; + MeshStandardMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + + return MeshStandardMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshStandardMaterial.prototype = Object.create( Material.prototype ); - MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; MeshStandardMaterial.prototype.isMeshStandardMaterial = true; @@ -30978,25 +31550,33 @@ * } */ - function MeshPhysicalMaterial( parameters ) { + var MeshPhysicalMaterial = (function (MeshStandardMaterial$$1) { + function MeshPhysicalMaterial( parameters ) { - MeshStandardMaterial.call( this ); + MeshStandardMaterial$$1.call(this); - this.defines = { 'PHYSICAL': '' }; + this.defines = { 'PHYSICAL': '' }; - this.type = 'MeshPhysicalMaterial'; + this.type = 'MeshPhysicalMaterial'; - this.reflectivity = 0.5; // maps to F0 = 0.04 + this.reflectivity = 0.5; // maps to F0 = 0.04 - this.clearCoat = 0.0; - this.clearCoatRoughness = 0.0; + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + + } + + if ( MeshStandardMaterial$$1 ) MeshPhysicalMaterial.__proto__ = MeshStandardMaterial$$1; + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial$$1 && MeshStandardMaterial$$1.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + + return MeshPhysicalMaterial; + }(MeshStandardMaterial)); - this.setValues( parameters ); - } - MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); - MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; @@ -31066,63 +31646,71 @@ * } */ - function MeshPhongMaterial( parameters ) { + var MeshPhongMaterial = (function (Material$$1) { + function MeshPhongMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshPhongMaterial'; + this.type = 'MeshPhongMaterial'; - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; + this.bumpMap = null; + this.bumpScale = 1; - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.specularMap = null; + this.specularMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + 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.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshPhongMaterial.__proto__ = Material$$1; + MeshPhongMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + + return MeshPhongMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshPhongMaterial.prototype = Object.create( Material.prototype ); - MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; MeshPhongMaterial.prototype.isMeshPhongMaterial = true; @@ -31187,22 +31775,30 @@ * } */ - function MeshToonMaterial( parameters ) { + var MeshToonMaterial = (function (MeshPhongMaterial$$1) { + function MeshToonMaterial( parameters ) { - MeshPhongMaterial.call( this ); + MeshPhongMaterial$$1.call(this); - this.defines = { 'TOON': '' }; + this.defines = { 'TOON': '' }; - this.type = 'MeshToonMaterial'; + this.type = 'MeshToonMaterial'; - this.gradientMap = null; + this.gradientMap = null; + + this.setValues( parameters ); + + } + + if ( MeshPhongMaterial$$1 ) MeshToonMaterial.__proto__ = MeshPhongMaterial$$1; + MeshToonMaterial.prototype = Object.create( MeshPhongMaterial$$1 && MeshPhongMaterial$$1.prototype ); + MeshToonMaterial.prototype.constructor = MeshToonMaterial; + + return MeshToonMaterial; + }(MeshPhongMaterial)); - this.setValues( parameters ); - } - MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); - MeshToonMaterial.prototype.constructor = MeshToonMaterial; MeshToonMaterial.prototype.isMeshToonMaterial = true; @@ -31243,39 +31839,47 @@ * } */ - function MeshNormalMaterial( parameters ) { + var MeshNormalMaterial = (function (Material$$1) { + function MeshNormalMaterial( parameters ) { + + Material$$1.call(this); - Material.call( this ); + this.type = 'MeshNormalMaterial'; - this.type = 'MeshNormalMaterial'; + this.bumpMap = null; + this.bumpScale = 1; - this.bumpMap = null; - this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.fog = false; + this.lights = false; - this.fog = false; - this.lights = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshNormalMaterial.__proto__ = Material$$1; + MeshNormalMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + + return MeshNormalMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshNormalMaterial.prototype = Object.create( Material.prototype ); - MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; MeshNormalMaterial.prototype.isMeshNormalMaterial = true; @@ -31343,50 +31947,58 @@ * } */ - function MeshLambertMaterial( parameters ) { + var MeshLambertMaterial = (function (Material$$1) { + function MeshLambertMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshLambertMaterial'; + this.type = 'MeshLambertMaterial'; - this.color = new Color( 0xffffff ); // diffuse + this.color = new Color( 0xffffff ); // diffuse - this.map = null; + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.specularMap = null; - this.specularMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshLambertMaterial.__proto__ = Material$$1; + MeshLambertMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + + return MeshLambertMaterial; + }(Material)); - this.setValues( parameters ); - } - MeshLambertMaterial.prototype = Object.create( Material.prototype ); - MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; MeshLambertMaterial.prototype.isMeshLambertMaterial = true; @@ -31445,22 +32057,30 @@ * } */ - function LineDashedMaterial( parameters ) { + var LineDashedMaterial = (function (LineBasicMaterial$$1) { + function LineDashedMaterial( parameters ) { - LineBasicMaterial.call( this ); + LineBasicMaterial$$1.call(this); - this.type = 'LineDashedMaterial'; + this.type = 'LineDashedMaterial'; - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + if ( LineBasicMaterial$$1 ) LineDashedMaterial.__proto__ = LineBasicMaterial$$1; + LineDashedMaterial.prototype = Object.create( LineBasicMaterial$$1 && LineBasicMaterial$$1.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; + + return LineDashedMaterial; + }(LineBasicMaterial)); - this.setValues( parameters ); - } - LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); - LineDashedMaterial.prototype.constructor = LineDashedMaterial; LineDashedMaterial.prototype.isLineDashedMaterial = true; @@ -31510,7 +32130,7 @@ add: function ( key, file ) { - if ( this.enabled === false ) return; + if ( this.enabled === false ) { return; } // console.log( 'THREE.Cache', 'Adding key:', key ); @@ -31520,7 +32140,7 @@ get: function ( key ) { - if ( this.enabled === false ) return; + if ( this.enabled === false ) { return; } // console.log( 'THREE.Cache', 'Checking key:', key ); @@ -31546,7 +32166,7 @@ * @author mrdoob / http://mrdoob.com/ */ - function LoadingManager( onLoad, onProgress, onError ) { + var LoadingManager = function LoadingManager( onLoad, onProgress, onError ) { var scope = this; @@ -31631,7 +32251,7 @@ }; - } + }; var DefaultLoadingManager = new LoadingManager(); @@ -31641,295 +32261,293 @@ var loading = {}; - function FileLoader( manager ) { + var FileLoader = function FileLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } - - Object.assign( FileLoader.prototype, { + }; - load: function ( url, onLoad, onProgress, onError ) { + FileLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { + var this$1 = this; - if ( url === undefined ) url = ''; - if ( this.path !== undefined ) url = this.path + url; + if ( url === undefined ) { url = ''; } - url = this.manager.resolveURL( url ); + if ( this.path !== undefined ) { url = this.path + url; } - var scope = this; + url = this.manager.resolveURL( url ); - var cached = Cache.get( url ); + var scope = this; - if ( cached !== undefined ) { + var cached = Cache.get( url ); - scope.manager.itemStart( url ); + if ( cached !== undefined ) { - setTimeout( function () { + scope.manager.itemStart( url ); - if ( onLoad ) onLoad( cached ); + setTimeout( function () { - scope.manager.itemEnd( url ); + if ( onLoad ) { onLoad( cached ); } - }, 0 ); + scope.manager.itemEnd( url ); - return cached; + }, 0 ); - } + return cached; - // Check if request is duplicate + } - if ( loading[ url ] !== undefined ) { + // Check if request is duplicate - loading[ url ].push( { + if ( loading[ url ] !== undefined ) { - onLoad: onLoad, - onProgress: onProgress, - onError: onError + loading[ url ].push( { - } ); + onLoad: onLoad, + onProgress: onProgress, + onError: onError - return; + } ); - } + return; - // Check for data: URI - var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; - var dataUriRegexResult = url.match( dataUriRegex ); + } - // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( dataUriRegexResult ) { + // Check for data: URI + var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + var dataUriRegexResult = url.match( dataUriRegex ); - var mimeType = dataUriRegexResult[ 1 ]; - var isBase64 = !! dataUriRegexResult[ 2 ]; - var data = dataUriRegexResult[ 3 ]; + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { - data = window.decodeURIComponent( data ); + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; - if ( isBase64 ) data = window.atob( data ); + data = window.decodeURIComponent( data ); - try { + if ( isBase64 ) { data = window.atob( data ); } - var response; - var responseType = ( this.responseType || '' ).toLowerCase(); + try { - switch ( responseType ) { + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); - case 'arraybuffer': - case 'blob': + switch ( responseType ) { - var view = new Uint8Array( data.length ); + case 'arraybuffer': + case 'blob': - for ( var i = 0; i < data.length; i ++ ) { + var view = new Uint8Array( data.length ); - view[ i ] = data.charCodeAt( i ); + for ( var i = 0; i < data.length; i ++ ) { - } + view[ i ] = data.charCodeAt( i ); - if ( responseType === 'blob' ) { + } - response = new Blob( [ view.buffer ], { type: mimeType } ); + if ( responseType === 'blob' ) { - } else { + response = new Blob( [ view.buffer ], { type: mimeType } ); - response = view.buffer; + } else { - } + response = view.buffer; - break; + } - case 'document': + break; - var parser = new DOMParser(); - response = parser.parseFromString( data, mimeType ); + case 'document': - break; + var parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); - case 'json': + break; - response = JSON.parse( data ); + case 'json': - break; + response = JSON.parse( data ); - default: // 'text' or other + break; - response = data; + default: // 'text' or other - break; + response = data; - } - - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - window.setTimeout( function () { + break; - if ( onLoad ) onLoad( response ); + } - scope.manager.itemEnd( url ); + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { - }, 0 ); + if ( onLoad ) { onLoad( response ); } - } catch ( error ) { + scope.manager.itemEnd( url ); - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - window.setTimeout( function () { + }, 0 ); - if ( onError ) onError( error ); + } catch ( error ) { - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { - }, 0 ); + if ( onError ) { onError( error ); } - } + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - } else { + }, 0 ); - // Initialise array for duplicate requests + } - loading[ url ] = []; + } else { - loading[ url ].push( { + // Initialise array for duplicate requests - onLoad: onLoad, - onProgress: onProgress, - onError: onError + loading[ url ] = []; - } ); + loading[ url ].push( { - var request = new XMLHttpRequest(); + onLoad: onLoad, + onProgress: onProgress, + onError: onError - request.open( 'GET', url, true ); + } ); - request.addEventListener( 'load', function ( event ) { + var request = new XMLHttpRequest(); - var response = this.response; + request.open( 'GET', url, true ); - Cache.add( url, response ); + request.addEventListener( 'load', function ( event ) { - var callbacks = loading[ url ]; + var response = this.response; - delete loading[ url ]; + Cache.add( url, response ); - if ( this.status === 200 || this.status === 0 ) { + var callbacks = loading[ url ]; - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. + delete loading[ url ]; - if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + if ( this.status === 200 || this.status === 0 ) { - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. - var callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( response ); + if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); } - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - scope.manager.itemEnd( url ); + var callback = callbacks[ i ]; + if ( callback.onLoad ) { callback.onLoad( response ); } - } else { + } - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + scope.manager.itemEnd( url ); - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + } else { - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + var callback = callbacks[ i ]; + if ( callback.onError ) { callback.onError( event ); } } - }, false ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - request.addEventListener( 'progress', function ( event ) { + } - var callbacks = loading[ url ]; + }, false ); - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + request.addEventListener( 'progress', function ( event ) { - var callback = callbacks[ i ]; - if ( callback.onProgress ) callback.onProgress( event ); + var callbacks = loading[ url ]; - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - }, false ); + var callback = callbacks[ i ]; + if ( callback.onProgress ) { callback.onProgress( event ); } - request.addEventListener( 'error', function ( event ) { + } - var callbacks = loading[ url ]; + }, false ); - delete loading[ url ]; + request.addEventListener( 'error', function ( event ) { - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + var callbacks = loading[ url ]; - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + delete loading[ url ]; - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + var callback = callbacks[ i ]; + if ( callback.onError ) { callback.onError( event ); } - }, false ); + } - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + }, false ); - for ( var header in this.requestHeader ) { + if ( this.responseType !== undefined ) { request.responseType = this.responseType; } + if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; } - request.setRequestHeader( header, this.requestHeader[ header ] ); + if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); } - } + for ( var header in this$1.requestHeader ) { - request.send( null ); + request.setRequestHeader( header, this$1.requestHeader[ header ] ); } - scope.manager.itemStart( url ); + request.send( null ); - return request; + } - }, + scope.manager.itemStart( url ); - setPath: function ( value ) { + return request; - this.path = value; - return this; + }; - }, + FileLoader.prototype.setPath = function setPath ( value ) { - setResponseType: function ( value ) { + this.path = value; + return this; - this.responseType = value; - return this; + }; - }, + FileLoader.prototype.setResponseType = function setResponseType ( value ) { - setWithCredentials: function ( value ) { + this.responseType = value; + return this; - this.withCredentials = value; - return this; + }; - }, + FileLoader.prototype.setWithCredentials = function setWithCredentials ( value ) { - setMimeType: function ( value ) { + this.withCredentials = value; + return this; - this.mimeType = value; - return this; + }; - }, + FileLoader.prototype.setMimeType = function setMimeType ( value ) { - setRequestHeader: function ( value ) { + this.mimeType = value; + return this; - this.requestHeader = value; - return this; + }; - } + FileLoader.prototype.setRequestHeader = function setRequestHeader ( value ) { - } ); + this.requestHeader = value; + return this; + + }; /** * @author mrdoob / http://mrdoob.com/ @@ -31937,133 +32555,129 @@ * Abstract Base class to block based textures loader (dds, pvr, ...) */ - function CompressedTextureLoader( manager ) { + var CompressedTextureLoader = function CompressedTextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; // override in sub classes this._parser = null; - } - - Object.assign( CompressedTextureLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { + }; - var scope = this; + CompressedTextureLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var images = []; + var scope = this; - var texture = new CompressedTexture(); - texture.image = images; + var images = []; - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); + var texture = new CompressedTexture(); + texture.image = images; - function loadTexture( i ) { + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); - loader.load( url[ i ], function ( buffer ) { + function loadTexture( i ) { - var texDatas = scope._parser( buffer, true ); + loader.load( url[ i ], function ( buffer ) { - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; + var texDatas = scope._parser( buffer, true ); - loaded += 1; + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; - if ( loaded === 6 ) { + loaded += 1; - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; + if ( loaded === 6 ) { - texture.format = texDatas.format; - texture.needsUpdate = true; + if ( texDatas.mipmapCount === 1 ) + { texture.minFilter = LinearFilter; } - if ( onLoad ) onLoad( texture ); + texture.format = texDatas.format; + texture.needsUpdate = true; - } + if ( onLoad ) { onLoad( texture ); } - }, onProgress, onError ); + } - } + }, onProgress, onError ); - if ( Array.isArray( url ) ) { + } - var loaded = 0; + if ( Array.isArray( url ) ) { - for ( var i = 0, il = url.length; i < il; ++ i ) { + var loaded = 0; - loadTexture( i ); + for ( var i = 0, il = url.length; i < il; ++ i ) { - } + loadTexture( i ); - } else { + } - // compressed cubemap texture stored in a single DDS file + } else { - loader.load( url, function ( buffer ) { + // compressed cubemap texture stored in a single DDS file - var texDatas = scope._parser( buffer, true ); + loader.load( url, function ( buffer ) { - if ( texDatas.isCubemap ) { + var texDatas = scope._parser( buffer, true ); - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + if ( texDatas.isCubemap ) { - for ( var f = 0; f < faces; f ++ ) { + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; - images[ f ] = { mipmaps: [] }; + for ( var f = 0; f < faces; f ++ ) { - for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + images[ f ] = { mipmaps: [] }; - 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; + 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; + } else { - } + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; - if ( texDatas.mipmapCount === 1 ) { + } - texture.minFilter = LinearFilter; + if ( texDatas.mipmapCount === 1 ) { - } + texture.minFilter = LinearFilter; - texture.format = texDatas.format; - texture.needsUpdate = true; + } - if ( onLoad ) onLoad( texture ); + texture.format = texDatas.format; + texture.needsUpdate = true; - }, onProgress, onError ); + if ( onLoad ) { onLoad( texture ); } - } + }, onProgress, onError ); - return texture; + } - }, + return texture; - setPath: function ( value ) { + }; - this.path = value; - return this; + CompressedTextureLoader.prototype.setPath = function setPath ( value ) { - } + this.path = value; + return this; - } ); + }; /** * @author Nikos M. / https://github.com/foo123/ @@ -32071,322 +32685,306 @@ * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) */ - function DataTextureLoader( manager ) { + var DataTextureLoader = function DataTextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; // override in sub classes this._parser = null; - } - - Object.assign( DataTextureLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { + }; - var scope = this; + DataTextureLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var texture = new DataTexture(); + var scope = this; - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); + var texture = new DataTexture(); - loader.load( url, function ( buffer ) { + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); - var texData = scope._parser( buffer ); + loader.load( url, function ( buffer ) { - if ( ! texData ) return; + var texData = scope._parser( buffer ); - if ( undefined !== texData.image ) { + if ( ! texData ) { return; } - texture.image = texData.image; + if ( undefined !== texData.image ) { - } else if ( undefined !== texData.data ) { + texture.image = texData.image; - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; + } else if ( undefined !== texData.data ) { - } + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; - texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + } - texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; - texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; - texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; - if ( undefined !== texData.format ) { + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; - texture.format = texData.format; + if ( undefined !== texData.format ) { - } - if ( undefined !== texData.type ) { + texture.format = texData.format; - texture.type = texData.type; + } + if ( undefined !== texData.type ) { - } + texture.type = texData.type; - if ( undefined !== texData.mipmaps ) { + } - texture.mipmaps = texData.mipmaps; + if ( undefined !== texData.mipmaps ) { - } + texture.mipmaps = texData.mipmaps; - if ( 1 === texData.mipmapCount ) { + } - texture.minFilter = LinearFilter; + if ( 1 === texData.mipmapCount ) { - } + texture.minFilter = LinearFilter; - texture.needsUpdate = true; + } - if ( onLoad ) onLoad( texture, texData ); + texture.needsUpdate = true; - }, onProgress, onError ); + if ( onLoad ) { onLoad( texture, texData ); } + }, onProgress, onError ); - return texture; - } + return texture; - } ); + }; /** * @author mrdoob / http://mrdoob.com/ */ - function ImageLoader( manager ) { + var ImageLoader = function ImageLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } - - Object.assign( ImageLoader.prototype, { + }; - crossOrigin: 'anonymous', + ImageLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + if ( url === undefined ) { url = ''; } - if ( url === undefined ) url = ''; + if ( this.path !== undefined ) { url = this.path + url; } - if ( this.path !== undefined ) url = this.path + url; + url = this.manager.resolveURL( url ); - url = this.manager.resolveURL( url ); + var scope = this; - var scope = this; + var cached = Cache.get( url ); - var cached = Cache.get( url ); + if ( cached !== undefined ) { - if ( cached !== undefined ) { + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + setTimeout( function () { - setTimeout( function () { + if ( onLoad ) { onLoad( cached ); } - if ( onLoad ) onLoad( cached ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, 0 ); - }, 0 ); + return cached; - return cached; - - } + } - var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - function onImageLoad() { + function onImageLoad() { - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); - Cache.add( url, this ); + Cache.add( url, this ); - if ( onLoad ) onLoad( this ); + if ( onLoad ) { onLoad( this ); } - scope.manager.itemEnd( url ); + scope.manager.itemEnd( url ); - } + } - function onImageError( event ) { + function onImageError( event ) { - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); - if ( onError ) onError( event ); + if ( onError ) { onError( event ); } - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - } + } - image.addEventListener( 'load', onImageLoad, false ); - image.addEventListener( 'error', onImageError, false ); + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); - if ( url.substr( 0, 5 ) !== 'data:' ) { + if ( url.substr( 0, 5 ) !== 'data:' ) { - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; } - } + } - scope.manager.itemStart( url ); + scope.manager.itemStart( url ); - image.src = url; + image.src = url; - return image; + return image; - }, + }; - setCrossOrigin: function ( value ) { + ImageLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - this.crossOrigin = value; - return this; + this.crossOrigin = value; + return this; - }, + }; - setPath: function ( value ) { + ImageLoader.prototype.setPath = function setPath ( value ) { - this.path = value; - return this; + this.path = value; + return this; - } + }; - } ); + ImageLoader.prototype.crossOrigin = 'anonymous'; /** * @author mrdoob / http://mrdoob.com/ */ - function CubeTextureLoader( manager ) { + var CubeTextureLoader = function CubeTextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } - - Object.assign( CubeTextureLoader.prototype, { + }; - crossOrigin: 'anonymous', + CubeTextureLoader.prototype.load = function load ( urls, onLoad, onProgress, onError ) { - load: function ( urls, onLoad, onProgress, onError ) { + var texture = new CubeTexture(); - var texture = new CubeTexture(); + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + var loaded = 0; - var loaded = 0; + function loadTexture( i ) { - function loadTexture( i ) { + loader.load( urls[ i ], function ( image ) { - loader.load( urls[ i ], function ( image ) { + texture.images[ i ] = image; - texture.images[ i ] = image; + loaded ++; - loaded ++; + if ( loaded === 6 ) { - if ( loaded === 6 ) { - - texture.needsUpdate = true; + texture.needsUpdate = true; - if ( onLoad ) onLoad( texture ); + if ( onLoad ) { onLoad( texture ); } - } + } - }, undefined, onError ); + }, undefined, onError ); - } + } - for ( var i = 0; i < urls.length; ++ i ) { + for ( var i = 0; i < urls.length; ++ i ) { - loadTexture( i ); + loadTexture( i ); - } + } - return texture; + return texture; - }, + }; - setCrossOrigin: function ( value ) { + CubeTextureLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - this.crossOrigin = value; - return this; + this.crossOrigin = value; + return this; - }, + }; - setPath: function ( value ) { + CubeTextureLoader.prototype.setPath = function setPath ( value ) { - this.path = value; - return this; + this.path = value; + return this; - } + }; - } ); + CubeTextureLoader.prototype.crossOrigin = 'anonymous'; /** * @author mrdoob / http://mrdoob.com/ */ - function TextureLoader( manager ) { + var TextureLoader = function TextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } - - Object.assign( TextureLoader.prototype, { - - crossOrigin: 'anonymous', + }; - load: function ( url, onLoad, onProgress, onError ) { + TextureLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var texture = new Texture(); + var texture = new Texture(); - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - loader.load( url, function ( image ) { + loader.load( url, function ( image ) { - texture.image = 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( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.needsUpdate = true; + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; - if ( onLoad !== undefined ) { + if ( onLoad !== undefined ) { - onLoad( texture ); + onLoad( texture ); - } + } - }, onProgress, onError ); + }, onProgress, onError ); - return texture; + return texture; - }, + }; - setCrossOrigin: function ( value ) { + TextureLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - this.crossOrigin = value; - return this; + this.crossOrigin = value; + return this; - }, + }; - setPath: function ( value ) { + TextureLoader.prototype.setPath = function setPath ( value ) { - this.path = value; - return this; + this.path = value; + return this; - } + }; - } ); + TextureLoader.prototype.crossOrigin = 'anonymous'; /** * @author zz85 / http://www.lab4games.net/zz85/blog @@ -32423,413 +33021,425 @@ * Abstract Curve base class **************************************************************/ - function Curve() { + var Curve = 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] - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] + Curve.prototype.getPoint = function getPoint ( /* t, optionalTarget */ ) { - getPoint: function ( /* t, optionalTarget */ ) { + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; + }; - }, + // Get point at relative position in curve according to arc length + // - u [0 .. 1] - // Get point at relative position in curve according to arc length - // - u [0 .. 1] + Curve.prototype.getPointAt = function getPointAt ( u, optionalTarget ) { - getPointAt: function ( u, optionalTarget ) { + var t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); - var t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); + }; - }, + // Get sequence of points using getPoint( t ) - // Get sequence of points using getPoint( t ) + Curve.prototype.getPoints = function getPoints ( divisions ) { + var this$1 = this; - getPoints: function ( divisions ) { - if ( divisions === undefined ) divisions = 5; + if ( divisions === undefined ) { divisions = 5; } - var points = []; + var points = []; - for ( var d = 0; d <= divisions; d ++ ) { + for ( var d = 0; d <= divisions; d ++ ) { - points.push( this.getPoint( d / divisions ) ); + points.push( this$1.getPoint( d / divisions ) ); - } + } - return points; + return points; - }, + }; - // Get sequence of points using getPointAt( u ) + // Get sequence of points using getPointAt( u ) - getSpacedPoints: function ( divisions ) { + Curve.prototype.getSpacedPoints = function getSpacedPoints ( divisions ) { + var this$1 = this; - if ( divisions === undefined ) divisions = 5; - var points = []; + if ( divisions === undefined ) { divisions = 5; } - for ( var d = 0; d <= divisions; d ++ ) { + var points = []; - points.push( this.getPointAt( d / divisions ) ); + for ( var d = 0; d <= divisions; d ++ ) { - } + points.push( this$1.getPointAt( d / divisions ) ); - return points; + } - }, + return points; - // Get total curve arc length + }; - getLength: function () { + // Get total curve arc length - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; + Curve.prototype.getLength = function getLength () { - }, + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; - // Get list of cumulative segment lengths + }; - getLengths: function ( divisions ) { + // Get list of cumulative segment lengths - if ( divisions === undefined ) divisions = this.arcLengthDivisions; + Curve.prototype.getLengths = function getLengths ( divisions ) { + var this$1 = this; - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { - return this.cacheArcLengths; + 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 p, sum = 0; + this.needsUpdate = false; - cache.push( 0 ); + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; - for ( p = 1; p <= divisions; p ++ ) { + cache.push( 0 ); - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; + for ( p = 1; p <= divisions; p ++ ) { - } + current = this$1.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. + this.cacheArcLengths = cache; - }, + return cache; // { sums: cache, sum: sum }; Sum is in the last element. - updateArcLengths: function () { + }; - this.needsUpdate = true; - this.getLengths(); + Curve.prototype.updateArcLengths = function updateArcLengths () { - }, + 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 ) { + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - var arcLengths = this.getLengths(); + Curve.prototype.getUtoTmapping = function getUtoTmapping ( u, distance ) { - var i = 0, il = arcLengths.length; + var arcLengths = this.getLengths(); - var targetArcLength; // The targeted u distance value to get + var i = 0, il = arcLengths.length; - if ( distance ) { + var targetArcLength; // The targeted u distance value to get - targetArcLength = distance; + if ( distance ) { - } else { + targetArcLength = distance; - targetArcLength = u * arcLengths[ il - 1 ]; + } 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; + // binary search for the index with largest value smaller than target u distance - while ( low <= high ) { + var low = 0, high = il - 1, comparison; - 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 + while ( low <= high ) { - comparison = arcLengths[ i ] - targetArcLength; + 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 - if ( comparison < 0 ) { + comparison = arcLengths[ i ] - targetArcLength; - low = i + 1; + if ( comparison < 0 ) { - } else if ( comparison > 0 ) { + low = i + 1; - high = i - 1; + } else if ( comparison > 0 ) { - } else { + high = i - 1; - high = i; - break; + } else { - // DONE + high = i; + break; - } + // DONE } - i = high; + } - if ( arcLengths[ i ] === targetArcLength ) { + i = high; - return i / ( il - 1 ); + 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 ]; + // we could get finer grain at lengths, or use simple interpolation between two points - var segmentLength = lengthAfter - lengthBefore; + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; - // determine where we are between the 'before' and 'after' points + var segmentLength = lengthAfter - lengthBefore; - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + // determine where we are between the 'before' and 'after' points - // add that fractional amount to t + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - var t = ( i + segmentFraction ) / ( il - 1 ); + // add that fractional amount to t - return 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 ) { + // 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 - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; + Curve.prototype.getTangent = function getTangent ( t ) { - // Capping in case of danger + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; + // Capping in case of danger - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); + if ( t1 < 0 ) { t1 = 0; } + if ( t2 > 1 ) { t2 = 1; } - var vec = pt2.clone().sub( pt1 ); - return vec.normalize(); + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); - }, + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); - getTangentAt: function ( u ) { + }; - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); + Curve.prototype.getTangentAt = function getTangentAt ( u ) { - }, + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); - computeFrenetFrames: function ( segments, closed ) { + }; - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + Curve.prototype.computeFrenetFrames = function computeFrenetFrames ( segments, closed ) { + var this$1 = this; - var normal = new Vector3(); - var tangents = []; - var normals = []; - var binormals = []; + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - var vec = new Vector3(); - var mat = new Matrix4(); + var normal = new Vector3(); - var i, u, theta; + var tangents = []; + var normals = []; + var binormals = []; - // compute the tangent vectors for each segment on the curve + var vec = new Vector3(); + var mat = new Matrix4(); - for ( i = 0; i <= segments; i ++ ) { + var i, u, theta; - u = i / segments; + // compute the tangent vectors for each segment on the curve - tangents[ i ] = this.getTangentAt( u ); - tangents[ i ].normalize(); + for ( i = 0; i <= segments; i ++ ) { - } + u = i / segments; - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component + tangents[ i ] = this$1.getTangentAt( u ); + tangents[ i ].normalize(); - 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 ) { + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component - min = tx; - normal.set( 1, 0, 0 ); + 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 ) { - if ( ty <= min ) { + min = tx; + normal.set( 1, 0, 0 ); - min = ty; - normal.set( 0, 1, 0 ); + } - } + if ( ty <= min ) { - if ( tz <= min ) { + min = ty; + normal.set( 0, 1, 0 ); - normal.set( 0, 0, 1 ); + } - } + if ( tz <= min ) { - vec.crossVectors( tangents[ 0 ], normal ).normalize(); + normal.set( 0, 0, 1 ); - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + } + vec.crossVectors( tangents[ 0 ], normal ).normalize(); - // compute the slowly-varying normal and binormal vectors for each segment on the curve + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - for ( i = 1; i <= segments; i ++ ) { - normals[ i ] = normals[ i - 1 ].clone(); + // compute the slowly-varying normal and binormal vectors for each segment on the curve - binormals[ i ] = binormals[ i - 1 ].clone(); + for ( i = 1; i <= segments; i ++ ) { - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + normals[ i ] = normals[ i - 1 ].clone(); - if ( vec.length() > Number.EPSILON ) { + binormals[ i ] = binormals[ i - 1 ].clone(); - vec.normalize(); + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + if ( vec.length() > Number.EPSILON ) { - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + vec.normalize(); - } + theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); } - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - if ( closed === true ) { + } - theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + if ( closed === true ) { - theta = - theta; + theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; - } + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - for ( i = 1; i <= segments; i ++ ) { + theta = - theta; - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + } - } + for ( i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); } - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; + } - }, + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; - clone: function () { + }; - return new this.constructor().copy( this ); + Curve.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( source ) { + }; - this.arcLengthDivisions = source.arcLengthDivisions; + Curve.prototype.copy = function copy ( source ) { - return this; + this.arcLengthDivisions = source.arcLengthDivisions; - }, + return this; - toJSON: function () { + }; - var data = { - metadata: { - version: 4.5, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; + Curve.prototype.toJSON = function toJSON () { - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; + var data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; - return data; + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; - }, + return data; - fromJSON: function ( json ) { + }; - this.arcLengthDivisions = json.arcLengthDivisions; + Curve.prototype.fromJSON = function fromJSON ( json ) { - return this; + this.arcLengthDivisions = json.arcLengthDivisions; - } + return this; - } ); + }; - function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + var EllipseCurve = (function (Curve$$1) { + function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'EllipseCurve'; + this.type = 'EllipseCurve'; - this.aX = aX || 0; - this.aY = aY || 0; + this.aX = aX || 0; + this.aY = aY || 0; - this.xRadius = xRadius || 1; - this.yRadius = yRadius || 1; + this.xRadius = xRadius || 1; + this.yRadius = yRadius || 1; - this.aStartAngle = aStartAngle || 0; - this.aEndAngle = aEndAngle || 2 * Math.PI; + this.aStartAngle = aStartAngle || 0; + this.aEndAngle = aEndAngle || 2 * Math.PI; - this.aClockwise = aClockwise || false; + this.aClockwise = aClockwise || false; + + this.aRotation = aRotation || 0; + + } + + if ( Curve$$1 ) EllipseCurve.__proto__ = Curve$$1; + EllipseCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; + + return EllipseCurve; + }(Curve)); - this.aRotation = aRotation || 0; - } - EllipseCurve.prototype = Object.create( Curve.prototype ); - EllipseCurve.prototype.constructor = EllipseCurve; EllipseCurve.prototype.isEllipseCurve = true; @@ -32842,8 +33452,8 @@ var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + while ( deltaAngle < 0 ) { deltaAngle += twoPi; } + while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; } if ( deltaAngle < Number.EPSILON ) { @@ -32959,16 +33569,24 @@ }; - function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + var ArcCurve = (function (EllipseCurve$$1) { + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + EllipseCurve$$1.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.type = 'ArcCurve'; + + } + + if ( EllipseCurve$$1 ) ArcCurve.__proto__ = EllipseCurve$$1; + ArcCurve.prototype = Object.create( EllipseCurve$$1 && EllipseCurve$$1.prototype ); + ArcCurve.prototype.constructor = ArcCurve; + + return ArcCurve; + }(EllipseCurve)); - this.type = 'ArcCurve'; - } - ArcCurve.prototype = Object.create( EllipseCurve.prototype ); - ArcCurve.prototype.constructor = ArcCurve; ArcCurve.prototype.isArcCurve = true; @@ -32994,18 +33612,18 @@ which can be placed in CurveUtils. */ - function CubicPoly() { + var CubicPoly = function CubicPoly() { var c0 = 0, c1 = 0, c2 = 0, c3 = 0; /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ function init( x0, x1, t0, t1 ) { c0 = x0; @@ -33047,28 +33665,36 @@ }; - } + }; // var tmp = new Vector3(); var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly(); - function CatmullRomCurve3( points, closed, curveType, tension ) { + var CatmullRomCurve3 = (function (Curve$$1) { + function CatmullRomCurve3( points, closed, curveType, tension ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'CatmullRomCurve3'; + this.type = 'CatmullRomCurve3'; + + this.points = points || []; + this.closed = closed || false; + this.curveType = curveType || 'centripetal'; + this.tension = tension || 0.5; + + } + + if ( Curve$$1 ) CatmullRomCurve3.__proto__ = Curve$$1; + CatmullRomCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + + return CatmullRomCurve3; + }(Curve)); - this.points = points || []; - this.closed = closed || false; - this.curveType = curveType || 'centripetal'; - this.tension = tension || 0.5; - } - CatmullRomCurve3.prototype = Object.create( Curve.prototype ); - CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; @@ -33132,9 +33758,9 @@ 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; + 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 ); @@ -33159,6 +33785,8 @@ }; CatmullRomCurve3.prototype.copy = function ( source ) { + var this$1 = this; + Curve.prototype.copy.call( this, source ); @@ -33168,7 +33796,7 @@ var point = source.points[ i ]; - this.points.push( point.clone() ); + this$1.points.push( point.clone() ); } @@ -33181,6 +33809,8 @@ }; CatmullRomCurve3.prototype.toJSON = function () { + var this$1 = this; + var data = Curve.prototype.toJSON.call( this ); @@ -33188,7 +33818,7 @@ for ( var i = 0, l = this.points.length; i < l; i ++ ) { - var point = this.points[ i ]; + var point = this$1.points[ i ]; data.points.push( point.toArray() ); } @@ -33202,6 +33832,8 @@ }; CatmullRomCurve3.prototype.fromJSON = function ( json ) { + var this$1 = this; + Curve.prototype.fromJSON.call( this, json ); @@ -33210,7 +33842,7 @@ for ( var i = 0, l = json.points.length; i < l; i ++ ) { var point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); + this$1.points.push( new Vector3().fromArray( point ) ); } @@ -33302,21 +33934,29 @@ } - function CubicBezierCurve( v0, v1, v2, v3 ) { + var CubicBezierCurve = (function (Curve$$1) { + function CubicBezierCurve( v0, v1, v2, v3 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'CubicBezierCurve'; + this.type = 'CubicBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + this.v3 = v3 || new Vector2(); + + } + + if ( Curve$$1 ) CubicBezierCurve.__proto__ = Curve$$1; + CubicBezierCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; + + return CubicBezierCurve; + }(Curve)); - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - this.v3 = v3 || new Vector2(); - } - CubicBezierCurve.prototype = Object.create( Curve.prototype ); - CubicBezierCurve.prototype.constructor = CubicBezierCurve; CubicBezierCurve.prototype.isCubicBezierCurve = true; @@ -33374,21 +34014,29 @@ }; - function CubicBezierCurve3( v0, v1, v2, v3 ) { + var CubicBezierCurve3 = (function (Curve$$1) { + function CubicBezierCurve3( v0, v1, v2, v3 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'CubicBezierCurve3'; + this.type = 'CubicBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + this.v3 = v3 || new Vector3(); + + } + + if ( Curve$$1 ) CubicBezierCurve3.__proto__ = Curve$$1; + CubicBezierCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + + return CubicBezierCurve3; + }(Curve)); - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - this.v3 = v3 || new Vector3(); - } - CubicBezierCurve3.prototype = Object.create( Curve.prototype ); - CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; @@ -33447,19 +34095,27 @@ }; - function LineCurve( v1, v2 ) { + var LineCurve = (function (Curve$$1) { + function LineCurve( v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'LineCurve'; + this.type = 'LineCurve'; + + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + if ( Curve$$1 ) LineCurve.__proto__ = Curve$$1; + LineCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + LineCurve.prototype.constructor = LineCurve; + + return LineCurve; + }(Curve)); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - } - LineCurve.prototype = Object.create( Curve.prototype ); - LineCurve.prototype.constructor = LineCurve; LineCurve.prototype.isLineCurve = true; @@ -33531,19 +34187,27 @@ }; - function LineCurve3( v1, v2 ) { + var LineCurve3 = (function (Curve$$1) { + function LineCurve3( v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'LineCurve3'; + this.type = 'LineCurve3'; + + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + if ( Curve$$1 ) LineCurve3.__proto__ = Curve$$1; + LineCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + LineCurve3.prototype.constructor = LineCurve3; + + return LineCurve3; + }(Curve)); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - } - LineCurve3.prototype = Object.create( Curve.prototype ); - LineCurve3.prototype.constructor = LineCurve3; LineCurve3.prototype.isLineCurve3 = true; @@ -33607,20 +34271,28 @@ }; - function QuadraticBezierCurve( v0, v1, v2 ) { + var QuadraticBezierCurve = (function (Curve$$1) { + function QuadraticBezierCurve( v0, v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'QuadraticBezierCurve'; + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + if ( Curve$$1 ) QuadraticBezierCurve.__proto__ = Curve$$1; + QuadraticBezierCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + + return QuadraticBezierCurve; + }(Curve)); - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - } - QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); - QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; @@ -33675,20 +34347,28 @@ }; - function QuadraticBezierCurve3( v0, v1, v2 ) { + var QuadraticBezierCurve3 = (function (Curve$$1) { + function QuadraticBezierCurve3( v0, v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'QuadraticBezierCurve3'; + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + if ( Curve$$1 ) QuadraticBezierCurve3.__proto__ = Curve$$1; + QuadraticBezierCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + + return QuadraticBezierCurve3; + }(Curve)); - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - } - QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); - QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; @@ -33744,18 +34424,26 @@ }; - function SplineCurve( points /* array of Vector2 */ ) { + var SplineCurve = (function (Curve$$1) { + function SplineCurve( points /* array of Vector2 */ ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'SplineCurve'; + this.type = 'SplineCurve'; + + this.points = points || []; + + } + + if ( Curve$$1 ) SplineCurve.__proto__ = Curve$$1; + SplineCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + SplineCurve.prototype.constructor = SplineCurve; + + return SplineCurve; + }(Curve)); - this.points = points || []; - } - SplineCurve.prototype = Object.create( Curve.prototype ); - SplineCurve.prototype.constructor = SplineCurve; SplineCurve.prototype.isSplineCurve = true; @@ -33784,6 +34472,8 @@ }; SplineCurve.prototype.copy = function ( source ) { + var this$1 = this; + Curve.prototype.copy.call( this, source ); @@ -33793,7 +34483,7 @@ var point = source.points[ i ]; - this.points.push( point.clone() ); + this$1.points.push( point.clone() ); } @@ -33802,6 +34492,8 @@ }; SplineCurve.prototype.toJSON = function () { + var this$1 = this; + var data = Curve.prototype.toJSON.call( this ); @@ -33809,7 +34501,7 @@ for ( var i = 0, l = this.points.length; i < l; i ++ ) { - var point = this.points[ i ]; + var point = this$1.points[ i ]; data.points.push( point.toArray() ); } @@ -33819,6 +34511,8 @@ }; SplineCurve.prototype.fromJSON = function ( json ) { + var this$1 = this; + Curve.prototype.fromJSON.call( this, json ); @@ -33827,7 +34521,7 @@ for ( var i = 0, l = json.points.length; i < l; i ++ ) { var point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); + this$1.points.push( new Vector2().fromArray( point ) ); } @@ -33860,28 +34554,29 @@ * curves, but retains the api of a curve **************************************************************/ - function CurvePath() { - - Curve.call( this ); + var CurvePath = (function (Curve$$1) { + function CurvePath() { - this.type = 'CurvePath'; + Curve$$1.call(this); - this.curves = []; - this.autoClose = false; // Automatically closes the path + this.type = 'CurvePath'; - } + this.curves = []; + this.autoClose = false; // Automatically closes the path - CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + } - constructor: CurvePath, + if ( Curve$$1 ) CurvePath.__proto__ = Curve$$1; + CurvePath.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CurvePath.prototype.constructor = CurvePath; - add: function ( curve ) { + CurvePath.prototype.add = function add ( curve ) { this.curves.push( curve ); - }, + }; - closePath: function () { + CurvePath.prototype.closePath = function closePath () { // Add a line curve if start and end of lines are not connected var startPoint = this.curves[ 0 ].getPoint( 0 ); @@ -33893,7 +34588,7 @@ } - }, + }; // To get accurate point with reference to // entire path distance at time t, @@ -33904,7 +34599,9 @@ // 3. Get t for the curve // 4. Return curve.getPointAt(t') - getPoint: function ( t ) { + CurvePath.prototype.getPoint = function getPoint ( t ) { + var this$1 = this; + var d = t * this.getLength(); var curveLengths = this.getCurveLengths(); @@ -33917,7 +34614,7 @@ if ( curveLengths[ i ] >= d ) { var diff = curveLengths[ i ] - d; - var curve = this.curves[ i ]; + var curve = this$1.curves[ i ]; var segmentLength = curve.getLength(); var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; @@ -33934,32 +34631,34 @@ // loop where sum != 0, sum > d , sum+1 = t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { + linear_scan: { - for ( var giveUpAt = i1 + 2; ; ) { + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { - if ( t1 === undefined ) { + for ( var giveUpAt = i1 + 2; ; ) { - if ( t < t0 ) break forward_scan; + if ( t1 === undefined ) { - // after end + if ( t < t0 ) { break forward_scan; } - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); + // after end - } + i1 = pp.length; + this$1._cachedIndex = i1; + return this$1.afterEnd_( i1 - 1, t, t0 ); - if ( i1 === giveUpAt ) break; // this loop + } - t0 = t1; - t1 = pp[ ++ i1 ]; + if ( i1 === giveUpAt ) { break; } // this loop - if ( t < t1 ) { + t0 = t1; + t1 = pp[ ++ i1 ]; - // we have arrived at the sought interval - break seek; + 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 ) ) { + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } - // looping? + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { - var t1global = pp[ 1 ]; + // looping? - if ( t < t1global ) { + var t1global = pp[ 1 ]; - i1 = 2; // + 1, using the scan for the details - t0 = t1global; + if ( t < t1global ) { - } + i1 = 2; // + 1, using the scan for the details + t0 = t1global; - // linear reverse scan + } - for ( var giveUpAt = i1 - 2; ; ) { + // linear reverse scan - if ( t0 === undefined ) { + for ( var giveUpAt = i1 - 2; ; ) { - // before start + if ( t0 === undefined ) { - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + // before start - } + this$1._cachedIndex = 0; + return this$1.beforeStart_( 0, t, t1 ); - if ( i1 === giveUpAt ) break; // this loop + } - t1 = t0; - t0 = pp[ -- i1 - 1 ]; + if ( i1 === giveUpAt ) { break; } // this loop - if ( t >= t0 ) { + t1 = t0; + t0 = pp[ -- i1 - 1 ]; - // we have arrived at the sought interval - break seek; + 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; + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; - } // linear scan - - // binary search + } - while ( i1 < right ) { + // the interval is valid - var mid = ( i1 + right ) >>> 1; + break validate_interval; - if ( t < pp[ mid ] ) { + } // linear scan - right = mid; + // binary search - } else { + while ( i1 < right ) { - i1 = mid + 1; + var mid = ( i1 + right ) >>> 1; - } + if ( t < pp[ mid ] ) { - } + right = mid; - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; + } else { - // check boundary cases, again + i1 = mid + 1; - if ( t0 === undefined ) { + } - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + } - } + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; - if ( t1 === undefined ) { + // check boundary cases, again - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); + if ( t0 === undefined ) { - } + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - } // seek + } - this._cachedIndex = i1; + if ( t1 === undefined ) { - this.intervalChanged_( i1, t0, t1 ); + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); - } // validate_interval + } - return this.interpolate_( i1, t0, t, t1 ); + } // seek - }, + this._cachedIndex = i1; - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. + this.intervalChanged_( i1, t0, t1 ); - // --- Protected interface + } // validate_interval - DefaultSettings_: {}, + return this.interpolate_( i1, t0, t, t1 ); - getSettings_: function () { + }; - return this.settings || this.DefaultSettings_; + Interpolant.prototype.getSettings_ = function getSettings_ () { - }, + return this.settings || this.DefaultSettings_; - copySampleValue_: function ( index ) { + }; - // copies a sample value to the result buffer + Interpolant.prototype.copySampleValue_ = function copySampleValue_ ( index ) { - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; + // copies a sample value to the result buffer - for ( var i = 0; i !== stride; ++ i ) { + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; - result[ i ] = values[ offset + i ]; + for ( var i = 0; i !== stride; ++ i ) { - } + result[ i ] = values[ offset + i ]; - return result; + } - }, + return result; - // Template methods for derived classes: + }; - interpolate_: function ( /* i1, t0, t, t1 */ ) { + // Template methods for derived classes: - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer + Interpolant.prototype.interpolate_ = function interpolate_ ( /* i1, t0, t, t1 */ ) { - }, + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer - intervalChanged_: function ( /* i1, t0, t1 */ ) { + }; - // empty + Interpolant.prototype.intervalChanged_ = function intervalChanged_ ( /* i1, t0, t1 */ ) { - } + // empty - } ); + }; - //!\ DECLARE ALIAS AFTER assign prototype ! - Object.assign( Interpolant.prototype, { + Interpolant.prototype.settings = null; - //( 0, t, t0 ), returns this.resultBuffer - beforeStart_: Interpolant.prototype.copySampleValue_, + Interpolant.prototype.DefaultSettings_ = {}; - //( N-1, tN-1, t ), returns this.resultBuffer - afterEnd_: Interpolant.prototype.copySampleValue_, + Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_; - } ); + Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_; /** * Fast and simple cubic spline interpolant. @@ -35252,29 +35976,23 @@ * @author tschw */ - function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + var CubicInterpolant = (function (Interpolant$$1) { + function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; - } - - CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: CubicInterpolant, - - DefaultSettings_: { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding + } - }, + if ( Interpolant$$1 ) CubicInterpolant.__proto__ = Interpolant$$1; + CubicInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + CubicInterpolant.prototype.constructor = CubicInterpolant; - intervalChanged_: function ( i1, t0, t1 ) { + CubicInterpolant.prototype.intervalChanged_ = function intervalChanged_ ( i1, t0, t1 ) { var pp = this.parameterPositions, iPrev = i1 - 2, @@ -35351,9 +36069,9 @@ this._offsetPrev = iPrev * stride; this._offsetNext = iNext * stride; - }, + }; - interpolate_: function ( i1, t0, t, t1 ) { + CubicInterpolant.prototype.interpolate_ = function interpolate_ ( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, @@ -35388,25 +36106,34 @@ return result; - } + }; - } ); + return CubicInterpolant; + }(Interpolant)); + + CubicInterpolant.prototype.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }; /** * @author tschw */ - function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + var LinearInterpolant = (function (Interpolant$$1) { + function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } - constructor: LinearInterpolant, + if ( Interpolant$$1 ) LinearInterpolant.__proto__ = Interpolant$$1; + LinearInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + LinearInterpolant.prototype.constructor = LinearInterpolant; - interpolate_: function ( i1, t0, t, t1 ) { + LinearInterpolant.prototype.interpolate_ = function interpolate_ ( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, @@ -35428,9 +36155,10 @@ return result; - } + }; - } ); + return LinearInterpolant; + }(Interpolant)); /** * @@ -35440,23 +36168,25 @@ * @author tschw */ - function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + var DiscreteInterpolant = (function (Interpolant$$1) { + function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - } - - DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } - constructor: DiscreteInterpolant, + if ( Interpolant$$1 ) DiscreteInterpolant.__proto__ = Interpolant$$1; + DiscreteInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + DiscreteInterpolant.prototype.constructor = DiscreteInterpolant; - interpolate_: function ( i1 /*, t0, t, t1 */ ) { + DiscreteInterpolant.prototype.interpolate_ = function interpolate_ ( i1 /*, t0, t, t1 */ ) { return this.copySampleValue_( i1 - 1 ); - } + }; - } ); + return DiscreteInterpolant; + }(Interpolant)); /** * @@ -35468,10 +36198,10 @@ * @author tschw */ - function KeyframeTrack( name, times, values, interpolation ) { + var KeyframeTrack = 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 ); + 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; @@ -35480,426 +36210,416 @@ this.setInterpolation( interpolation || this.DefaultInterpolation ); - } + }; - // Static methods + KeyframeTrack.prototype.InterpolantFactoryMethodDiscrete = function InterpolantFactoryMethodDiscrete ( result ) { - Object.assign( KeyframeTrack, { + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): + }; - toJSON: function ( track ) { + KeyframeTrack.prototype.InterpolantFactoryMethodLinear = function InterpolantFactoryMethodLinear ( result ) { - var trackType = track.constructor; + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - var json; + }; - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { + KeyframeTrack.prototype.InterpolantFactoryMethodSmooth = function InterpolantFactoryMethodSmooth ( result ) { - json = trackType.toJSON( track ); + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - } else { + }; - // by default, we assume the data can be serialized as-is - json = { + KeyframeTrack.prototype.setInterpolation = function setInterpolation ( interpolation ) { - 'name': track.name, - 'times': AnimationUtils.convertArray( track.times, Array ), - 'values': AnimationUtils.convertArray( track.values, Array ) + var factoryMethod; - }; + switch ( interpolation ) { - var interpolation = track.getInterpolation(); + case InterpolateDiscrete: - if ( interpolation !== track.DefaultInterpolation ) { + factoryMethod = this.InterpolantFactoryMethodDiscrete; - json.interpolation = interpolation; + break; - } + case InterpolateLinear: - } + factoryMethod = this.InterpolantFactoryMethodLinear; - json.type = track.ValueTypeName; // mandatory + break; - return json; + case InterpolateSmooth: - } + factoryMethod = this.InterpolantFactoryMethodSmooth; - } ); + break; - Object.assign( KeyframeTrack.prototype, { + } - constructor: KeyframeTrack, + if ( factoryMethod === undefined ) { - TimeBufferType: Float32Array, + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; - ValueBufferType: Float32Array, + if ( this.createInterpolant === undefined ) { - DefaultInterpolation: InterpolateLinear, + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { - InterpolantFactoryMethodDiscrete: function ( result ) { + this.setInterpolation( this.DefaultInterpolation ); - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + } else { - }, + throw new Error( message ); // fatal, in this case - InterpolantFactoryMethodLinear: function ( result ) { + } - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + } - }, + console.warn( 'THREE.KeyframeTrack:', message ); + return this; - InterpolantFactoryMethodSmooth: function ( result ) { + } - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + this.createInterpolant = factoryMethod; - }, + return this; - setInterpolation: function ( interpolation ) { + }; - var factoryMethod; + KeyframeTrack.prototype.getInterpolation = function getInterpolation () { - switch ( interpolation ) { + switch ( this.createInterpolant ) { - case InterpolateDiscrete: + case this.InterpolantFactoryMethodDiscrete: - factoryMethod = this.InterpolantFactoryMethodDiscrete; + return InterpolateDiscrete; - break; + case this.InterpolantFactoryMethodLinear: - case InterpolateLinear: + return InterpolateLinear; - factoryMethod = this.InterpolantFactoryMethodLinear; + case this.InterpolantFactoryMethodSmooth: - break; + return InterpolateSmooth; - case InterpolateSmooth: + } - factoryMethod = this.InterpolantFactoryMethodSmooth; + }; - break; + KeyframeTrack.prototype.getValueSize = function getValueSize () { - } + return this.values.length / this.times.length; - if ( factoryMethod === undefined ) { + }; - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; + // move all keyframes either forwards or backwards in time + KeyframeTrack.prototype.shift = function shift ( timeOffset ) { - if ( this.createInterpolant === undefined ) { + if ( timeOffset !== 0.0 ) { - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { + var times = this.times; - this.setInterpolation( this.DefaultInterpolation ); + for ( var i = 0, n = times.length; i !== n; ++ i ) { - } else { + times[ i ] += timeOffset; - throw new Error( message ); // fatal, in this case + } - } + } - } + return this; - console.warn( 'THREE.KeyframeTrack:', message ); - return this; + }; - } + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + KeyframeTrack.prototype.scale = function scale ( timeScale ) { - this.createInterpolant = factoryMethod; + if ( timeScale !== 1.0 ) { - return this; + var times = this.times; - }, + for ( var i = 0, n = times.length; i !== n; ++ i ) { - getInterpolation: function () { + times[ i ] *= timeScale; - switch ( this.createInterpolant ) { + } - case this.InterpolantFactoryMethodDiscrete: + } - return InterpolateDiscrete; + return this; - case this.InterpolantFactoryMethodLinear: + }; - return InterpolateLinear; + // 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 + KeyframeTrack.prototype.trim = function trim ( startTime, endTime ) { - case this.InterpolantFactoryMethodSmooth: + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; - return InterpolateSmooth; + while ( from !== nKeys && times[ from ] < startTime ) { - } + ++ from; - }, + } - getValueSize: function () { + while ( to !== - 1 && times[ to ] > endTime ) { - return this.values.length / this.times.length; + -- to; - }, + } - // move all keyframes either forwards or backwards in time - shift: function ( timeOffset ) { + ++ to; // inclusive -> exclusive bound - if ( timeOffset !== 0.0 ) { + if ( from !== 0 || to !== nKeys ) { - var times = this.times; + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; } - for ( var i = 0, n = times.length; i !== n; ++ i ) { + var stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice( times, from, to ); + this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); - times[ i ] += timeOffset; + } - } + return this; - } + }; - return this; + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + KeyframeTrack.prototype.validate = function validate () { + var this$1 = this; - }, - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function ( timeScale ) { + var valid = true; - if ( timeScale !== 1.0 ) { + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { - var times = this.times; + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; - for ( var i = 0, n = times.length; i !== n; ++ i ) { + } - times[ i ] *= timeScale; + var times = this.times, + values = this.values, - } + nKeys = times.length; - } + if ( nKeys === 0 ) { - return this; + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; - }, + } - // 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 prevTime = null; - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; + for ( var i = 0; i !== nKeys; i ++ ) { - while ( from !== nKeys && times[ from ] < startTime ) { + var currTime = times[ i ]; - ++ from; + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this$1, i, currTime ); + valid = false; + break; } - while ( to !== - 1 && times[ to ] > endTime ) { + if ( prevTime !== null && prevTime > currTime ) { - -- to; + console.error( 'THREE.KeyframeTrack: Out of order keys.', this$1, i, currTime, prevTime ); + valid = false; + break; } - ++ to; // inclusive -> exclusive bound + prevTime = currTime; - 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; + if ( values !== undefined ) { - var stride = this.getValueSize(); - this.times = AnimationUtils.arraySlice( times, from, to ); - this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); + if ( AnimationUtils.isTypedArray( values ) ) { - } + for ( var i = 0, n = values.length; i !== n; ++ i ) { - return this; - - }, + var value = values[ i ]; - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function () { + if ( isNaN( value ) ) { - var valid = true; + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this$1, i, value ); + valid = false; + break; - 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; + return valid; - } - - var prevTime = null; + }; - for ( var i = 0; i !== nKeys; i ++ ) { + // 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) + KeyframeTrack.prototype.optimize = function optimize () { - var currTime = times[ i ]; + var times = this.times, + values = this.values, + stride = this.getValueSize(), - if ( typeof currTime === 'number' && isNaN( currTime ) ) { + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; + writeIndex = 1, + lastIndex = times.length - 1; - } + for ( var i = 1; i < lastIndex; ++ i ) { - if ( prevTime !== null && prevTime > currTime ) { + var keep = false; - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; + var time = times[ i ]; + var timeNext = times[ i + 1 ]; - } + // remove adjacent keyframes scheduled at the same time - prevTime = currTime; + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - } + if ( ! smoothInterpolation ) { - if ( values !== undefined ) { + // remove unnecessary keyframes same as their neighbors - if ( AnimationUtils.isTypedArray( values ) ) { + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; - for ( var i = 0, n = values.length; i !== n; ++ i ) { + for ( var j = 0; j !== stride; ++ j ) { - var value = values[ i ]; + var value = values[ offset + j ]; - if ( isNaN( value ) ) { + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { - console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; + keep = true; break; } } - } - - } + } else { - return valid; + keep = true; - }, + } - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function () { + } - var times = this.times, - values = this.values, - stride = this.getValueSize(), + // in-place compaction - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + if ( keep ) { - writeIndex = 1, - lastIndex = times.length - 1; + if ( i !== writeIndex ) { - for ( var i = 1; i < lastIndex; ++ i ) { + times[ writeIndex ] = times[ i ]; - var keep = false; + var readOffset = i * stride, + writeOffset = writeIndex * stride; - var time = times[ i ]; - var timeNext = times[ i + 1 ]; + for ( var j = 0; j !== stride; ++ j ) { - // remove adjacent keyframes scheduled at the same time + values[ writeOffset + j ] = values[ readOffset + j ]; - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + } - if ( ! smoothInterpolation ) { + } - // remove unnecessary keyframes same as their neighbors + ++ writeIndex; - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; + } - for ( var j = 0; j !== stride; ++ j ) { + } - var value = values[ offset + j ]; + // flush last keyframe (compaction looks ahead) - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { + if ( lastIndex > 0 ) { - keep = true; - break; + times[ writeIndex ] = times[ lastIndex ]; - } + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - } + values[ writeOffset + j ] = values[ readOffset + j ]; - } else { + } - keep = true; + ++ writeIndex; - } + } - } + if ( writeIndex !== times.length ) { - // in-place compaction + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - if ( keep ) { + } - if ( i !== writeIndex ) { + return this; - times[ writeIndex ] = times[ i ]; + }; - var readOffset = i * stride, - writeOffset = writeIndex * stride; + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): - for ( var j = 0; j !== stride; ++ j ) { + KeyframeTrack.toJSON = function toJSON ( track ) { - values[ writeOffset + j ] = values[ readOffset + j ]; + var trackType = track.constructor; - } + var json; - } + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { - ++ writeIndex; + json = trackType.toJSON( track ); - } - - } - - // flush last keyframe (compaction looks ahead) + } else { - if ( lastIndex > 0 ) { + // by default, we assume the data can be serialized as-is + json = { - times[ writeIndex ] = times[ lastIndex ]; + 'name': track.name, + 'times': AnimationUtils.convertArray( track.times, Array ), + 'values': AnimationUtils.convertArray( track.values, Array ) - for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + }; - values[ writeOffset + j ] = values[ readOffset + j ]; + var interpolation = track.getInterpolation(); - } + if ( interpolation !== track.DefaultInterpolation ) { - ++ writeIndex; + json.interpolation = interpolation; } - if ( writeIndex !== times.length ) { + } - this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + json.type = track.ValueTypeName; // mandatory - } + return json; - return this; + }; - } + KeyframeTrack.prototype.TimeBufferType = Float32Array; - } ); + KeyframeTrack.prototype.ValueBufferType = Float32Array; + + KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; /** * @@ -35911,29 +36631,29 @@ * @author tschw */ - function BooleanKeyframeTrack( name, times, values ) { + var BooleanKeyframeTrack = (function (KeyframeTrack$$1) { + function BooleanKeyframeTrack( name, times, values ) { - KeyframeTrack.call( this, name, times, values ); + KeyframeTrack$$1.call( this, name, times, values ); - } + } - BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + if ( KeyframeTrack$$1 ) BooleanKeyframeTrack.__proto__ = KeyframeTrack$$1; + BooleanKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + BooleanKeyframeTrack.prototype.constructor = BooleanKeyframeTrack; - constructor: BooleanKeyframeTrack, + return BooleanKeyframeTrack; + }(KeyframeTrack)); - ValueTypeName: 'bool', - ValueBufferType: Array, + BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; - DefaultInterpolation: InterpolateDiscrete, + BooleanKeyframeTrack.prototype.ValueBufferType = Array; - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined + BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". + BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; - } ); + BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; /** * @@ -35945,26 +36665,21 @@ * @author tschw */ - function ColorKeyframeTrack( name, times, values, interpolation ) { + var ColorKeyframeTrack = (function (KeyframeTrack$$1) { + function ColorKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); - - } + KeyframeTrack$$1.call( this, name, times, values, interpolation ); - ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: ColorKeyframeTrack, - - ValueTypeName: 'color' - - // ValueBufferType is inherited + } - // DefaultInterpolation is inherited + if ( KeyframeTrack$$1 ) ColorKeyframeTrack.__proto__ = KeyframeTrack$$1; + ColorKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + ColorKeyframeTrack.prototype.constructor = ColorKeyframeTrack; - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. + return ColorKeyframeTrack; + }(KeyframeTrack)); - } ); + ColorKeyframeTrack.prototype.ValueTypeName = 'color'; /** * @@ -35975,23 +36690,21 @@ * @author tschw */ - function NumberKeyframeTrack( name, times, values, interpolation ) { + var NumberKeyframeTrack = (function (KeyframeTrack$$1) { + function NumberKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); + KeyframeTrack$$1.call( this, name, times, values, interpolation ); - } - - NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: NumberKeyframeTrack, + } - ValueTypeName: 'number' + if ( KeyframeTrack$$1 ) NumberKeyframeTrack.__proto__ = KeyframeTrack$$1; + NumberKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + NumberKeyframeTrack.prototype.constructor = NumberKeyframeTrack; - // ValueBufferType is inherited + return NumberKeyframeTrack; + }(KeyframeTrack)); - // DefaultInterpolation is inherited - - } ); + NumberKeyframeTrack.prototype.ValueTypeName = 'number'; /** * Spherical linear unit quaternion interpolant. @@ -35999,17 +36712,18 @@ * @author tschw */ - function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + var QuaternionLinearInterpolant = (function (Interpolant$$1) { + function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - } + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } - constructor: QuaternionLinearInterpolant, + if ( Interpolant$$1 ) QuaternionLinearInterpolant.__proto__ = Interpolant$$1; + QuaternionLinearInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + QuaternionLinearInterpolant.prototype.constructor = QuaternionLinearInterpolant; - interpolate_: function ( i1, t0, t, t1 ) { + QuaternionLinearInterpolant.prototype.interpolate_ = function interpolate_ ( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, @@ -36027,9 +36741,10 @@ return result; - } + }; - } ); + return QuaternionLinearInterpolant; + }(Interpolant)); /** * @@ -36040,31 +36755,31 @@ * @author tschw */ - function QuaternionKeyframeTrack( name, times, values, interpolation ) { + var QuaternionKeyframeTrack = (function (KeyframeTrack$$1) { + function QuaternionKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); - - } + KeyframeTrack$$1.call( this, name, times, values, interpolation ); - QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: QuaternionKeyframeTrack, + } - ValueTypeName: 'quaternion', + if ( KeyframeTrack$$1 ) QuaternionKeyframeTrack.__proto__ = KeyframeTrack$$1; + QuaternionKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + QuaternionKeyframeTrack.prototype.constructor = QuaternionKeyframeTrack; - // ValueBufferType is inherited + QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodLinear = function InterpolantFactoryMethodLinear ( result ) { - DefaultInterpolation: InterpolateLinear, + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - InterpolantFactoryMethodLinear: function ( result ) { + }; - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + return QuaternionKeyframeTrack; + }(KeyframeTrack)); - }, + QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; - InterpolantFactoryMethodSmooth: undefined // not yet implemented + QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; - } ); + QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; /** * @@ -36076,26 +36791,29 @@ * @author tschw */ - function StringKeyframeTrack( name, times, values, interpolation ) { + var StringKeyframeTrack = (function (KeyframeTrack$$1) { + function StringKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); + KeyframeTrack$$1.call( this, name, times, values, interpolation ); - } + } - StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + if ( KeyframeTrack$$1 ) StringKeyframeTrack.__proto__ = KeyframeTrack$$1; + StringKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + StringKeyframeTrack.prototype.constructor = StringKeyframeTrack; - constructor: StringKeyframeTrack, + return StringKeyframeTrack; + }(KeyframeTrack)); - ValueTypeName: 'string', - ValueBufferType: Array, + StringKeyframeTrack.prototype.ValueTypeName = 'string'; - DefaultInterpolation: InterpolateDiscrete, + StringKeyframeTrack.prototype.ValueBufferType = Array; - InterpolantFactoryMethodLinear: undefined, + StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; - InterpolantFactoryMethodSmooth: undefined + StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; - } ); + StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; /** * @@ -36107,23 +36825,21 @@ * @author tschw */ - function VectorKeyframeTrack( name, times, values, interpolation ) { + var VectorKeyframeTrack = (function (KeyframeTrack$$1) { + function VectorKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); + KeyframeTrack$$1.call( this, name, times, values, interpolation ); - } - - VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: VectorKeyframeTrack, - - ValueTypeName: 'vector' + } - // ValueBufferType is inherited + if ( KeyframeTrack$$1 ) VectorKeyframeTrack.__proto__ = KeyframeTrack$$1; + VectorKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + VectorKeyframeTrack.prototype.constructor = VectorKeyframeTrack; - // DefaultInterpolation is inherited + return VectorKeyframeTrack; + }(KeyframeTrack)); - } ); + VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; /** * @@ -36133,7 +36849,7 @@ * @author David Sarno / http://lighthaus.us/ */ - function AnimationClip( name, duration, tracks ) { + var AnimationClip = function AnimationClip( name, duration, tracks ) { this.name = name; this.tracks = tracks; @@ -36148,676 +36864,668 @@ } - } + }; - function getTrackTypeForValueTypeName( typeName ) { + AnimationClip.prototype.resetDuration = function resetDuration () { + var this$1 = this; - switch ( typeName.toLowerCase() ) { - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': + var tracks = this.tracks, duration = 0; - return NumberKeyframeTrack; + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': + var track = this$1.tracks[ i ]; - return VectorKeyframeTrack; + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - case 'color': + } - return ColorKeyframeTrack; + this.duration = duration; - case 'quaternion': + return this; - return QuaternionKeyframeTrack; + }; - case 'bool': - case 'boolean': + AnimationClip.prototype.trim = function trim () { + var this$1 = this; - return BooleanKeyframeTrack; - case 'string': + for ( var i = 0; i < this.tracks.length; i ++ ) { - return StringKeyframeTrack; + this$1.tracks[ i ].trim( 0, this$1.duration ); } - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - - } + return this; - function parseKeyframeTrack( json ) { + }; - if ( json.type === undefined ) { + AnimationClip.prototype.validate = function validate () { + var this$1 = this; - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - } + var valid = true; - var trackType = getTrackTypeForValueTypeName( json.type ); + for ( var i = 0; i < this.tracks.length; i ++ ) { - if ( json.times === undefined ) { + valid = valid && this$1.tracks[ i ].validate(); - var times = [], values = []; + } - AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + return valid; - json.times = times; - json.values = values; - - } + }; - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { + AnimationClip.prototype.optimize = function optimize () { + var this$1 = this; - return trackType.parse( json ); - } else { + for ( var i = 0; i < this.tracks.length; i ++ ) { - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); + this$1.tracks[ i ].optimize(); } - } + return this; - Object.assign( AnimationClip, { + }; - parse: function ( json ) { + AnimationClip.parse = function parse ( json ) { - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { - tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); - } + } - return new AnimationClip( json.name, json.duration, tracks ); + return new AnimationClip( json.name, json.duration, tracks ); - }, - - toJSON: function ( clip ) { + }; - var tracks = [], - clipTracks = clip.tracks; + AnimationClip.toJSON = function toJSON ( clip ) { - var json = { + var tracks = [], + clipTracks = clip.tracks; - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid + var json = { - }; + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + }; - } + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - return json; + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - }, + } - CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + return json; - var numMorphTargets = morphTargetSequence.length; - var tracks = []; + }; - for ( var i = 0; i < numMorphTargets; i ++ ) { + AnimationClip.CreateFromMorphTargetSequence = function CreateFromMorphTargetSequence ( name, morphTargetSequence, fps, noLoop ) { - var times = []; - var values = []; + var numMorphTargets = morphTargetSequence.length; + var tracks = []; - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); + for ( var i = 0; i < numMorphTargets; i ++ ) { - values.push( 0, 1, 0 ); + var times = []; + var values = []; - var order = AnimationUtils.getKeyframeOrder( times ); - times = AnimationUtils.sortedArray( times, 1, order ); - values = AnimationUtils.sortedArray( values, 1, order ); + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); - // 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 ) { + values.push( 0, 1, 0 ); - times.push( numMorphTargets ); - values.push( values[ 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 ) { - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); + times.push( numMorphTargets ); + values.push( values[ 0 ] ); } - return new AnimationClip( name, - 1, tracks ); + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); - }, + } - findByName: function ( objectOrClipArray, name ) { + return new AnimationClip( name, - 1, tracks ); - var clipArray = objectOrClipArray; + }; - if ( ! Array.isArray( objectOrClipArray ) ) { + AnimationClip.findByName = function findByName ( objectOrClipArray, name ) { - var o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; + var clipArray = objectOrClipArray; - } + if ( ! Array.isArray( objectOrClipArray ) ) { - for ( var i = 0; i < clipArray.length; i ++ ) { + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; - if ( clipArray[ i ].name === name ) { + } - return clipArray[ i ]; + for ( var i = 0; i < clipArray.length; i ++ ) { - } + if ( clipArray[ i ].name === name ) { - } + return clipArray[ i ]; - return null; + } - }, + } - CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + return null; - var animationToMorphTargets = {}; + }; - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; + AnimationClip.CreateClipsFromMorphTargetSequences = function CreateClipsFromMorphTargetSequences ( morphTargets, fps, noLoop ) { - // 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 animationToMorphTargets = {}; - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; - if ( parts && parts.length > 1 ) { + // 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 name = parts[ 1 ]; + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { + if ( parts && parts.length > 1 ) { - animationToMorphTargets[ name ] = animationMorphTargets = []; + var name = parts[ 1 ]; - } + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { - animationMorphTargets.push( morphTarget ); + animationToMorphTargets[ name ] = animationMorphTargets = []; } + animationMorphTargets.push( morphTarget ); + } - var clips = []; + } - for ( var name in animationToMorphTargets ) { + var clips = []; - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + for ( var name in animationToMorphTargets ) { - } + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - return clips; + } - }, + return clips; - // parse the animation.hierarchy format - parseAnimation: function ( animation, bones ) { + }; - if ( ! animation ) { + // parse the animation.hierarchy format + AnimationClip.parseAnimation = function parseAnimation ( animation, bones ) { - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; + 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 addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - var times = []; - var values = []; + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { - AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + var times = []; + var values = []; - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { + AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); - destTracks.push( new trackType( trackName, times, values ) ); + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { - } + destTracks.push( new trackType( trackName, times, values ) ); } - }; + } - var tracks = []; + }; - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || - 1; - var fps = animation.fps || 30; + var tracks = []; - var hierarchyTracks = animation.hierarchy || []; + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + var hierarchyTracks = animation.hierarchy || []; - var animationKeys = hierarchyTracks[ h ].keys; + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; + var animationKeys = hierarchyTracks[ h ].keys; - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) { continue; } - // figure out all morph targets used in this track - var morphTargetNames = {}; + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { - for ( var k = 0; k < animationKeys.length; k ++ ) { + // figure out all morph targets used in this track + var morphTargetNames = {}; - if ( animationKeys[ k ].morphTargets ) { + for ( var k = 0; k < animationKeys.length; k ++ ) { - for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + if ( animationKeys[ k ].morphTargets ) { - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - } + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; } } - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { - - var times = []; - var values = []; + } - for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + // 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 animationKey = animationKeys[ k ]; + var times = []; + var values = []; - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { - } + var animationKey = animationKeys[ k ]; - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); } - duration = morphTargetNames.length * ( fps || 1.0 ); + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - } else { + } - // ...assume skeletal animation + duration = morphTargetNames.length * ( fps || 1.0 ); - var boneName = '.bones[' + bones[ h ].name + ']'; + } else { - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); + // ...assume skeletal animation - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); + var boneName = '.bones[' + bones[ h ].name + ']'; - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); + 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; + if ( tracks.length === 0 ) { - } + return null; - var clip = new AnimationClip( clipName, duration, tracks ); + } - return clip; + var clip = new AnimationClip( clipName, duration, tracks ); - } + return clip; - } ); + }; - Object.assign( AnimationClip.prototype, { + function getTrackTypeForValueTypeName( typeName ) { - resetDuration: function () { + switch ( typeName.toLowerCase() ) { - var tracks = this.tracks, duration = 0; + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + return NumberKeyframeTrack; - var track = this.tracks[ i ]; + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + return VectorKeyframeTrack; - } + case 'color': - this.duration = duration; + return ColorKeyframeTrack; - return this; + case 'quaternion': - }, + return QuaternionKeyframeTrack; - trim: function () { + case 'bool': + case 'boolean': - for ( var i = 0; i < this.tracks.length; i ++ ) { + return BooleanKeyframeTrack; - this.tracks[ i ].trim( 0, this.duration ); + case 'string': - } + return StringKeyframeTrack; - return this; + } - }, + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - validate: function () { + } - var valid = true; + function parseKeyframeTrack( json ) { - for ( var i = 0; i < this.tracks.length; i ++ ) { + if ( json.type === undefined ) { - valid = valid && this.tracks[ i ].validate(); + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - } + } - return valid; + var trackType = getTrackTypeForValueTypeName( json.type ); - }, + if ( json.times === undefined ) { - optimize: function () { + var times = [], values = []; - for ( var i = 0; i < this.tracks.length; i ++ ) { + AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - this.tracks[ i ].optimize(); + json.times = times; + json.values = values; - } + } - return this; + // 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 ); } - } ); + } /** * @author mrdoob / http://mrdoob.com/ */ - function MaterialLoader( manager ) { + var MaterialLoader = function MaterialLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; this.textures = {}; - } - - Object.assign( MaterialLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; + }; - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { + MaterialLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - onLoad( scope.parse( JSON.parse( text ) ) ); + var scope = this; - }, onProgress, onError ); + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - }, + onLoad( scope.parse( JSON.parse( text ) ) ); - setTextures: function ( value ) { + }, onProgress, onError ); - this.textures = value; + }; - }, + MaterialLoader.prototype.setTextures = function setTextures ( value ) { - parse: function ( json ) { + this.textures = value; - var textures = this.textures; + }; - function getTexture( name ) { + MaterialLoader.prototype.parse = function parse ( json ) { - if ( textures[ name ] === undefined ) { + var textures = this.textures; - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + function getTexture( name ) { - } + if ( textures[ name ] === undefined ) { - return textures[ name ]; + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); } - var material = new Materials[ json.type ](); + return textures[ name ]; - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; - if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; - if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; - if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + } - if ( json.rotation !== undefined ) material.rotation = json.rotation; + var material = new Materials[ json.type ](); - 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.uuid !== undefined ) { material.uuid = json.uuid; } + if ( json.name !== undefined ) { material.name = json.name; } + if ( json.color !== undefined ) { material.color.setHex( json.color ); } + if ( json.roughness !== undefined ) { material.roughness = json.roughness; } + if ( json.metalness !== undefined ) { material.metalness = json.metalness; } + if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); } + if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); } + if ( json.shininess !== undefined ) { material.shininess = json.shininess; } + if ( json.clearCoat !== undefined ) { material.clearCoat = json.clearCoat; } + if ( json.clearCoatRoughness !== undefined ) { material.clearCoatRoughness = json.clearCoatRoughness; } + if ( json.uniforms !== undefined ) { material.uniforms = json.uniforms; } + if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; } + if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; } + if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; } + if ( json.fog !== undefined ) { material.fog = json.fog; } + if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; } + if ( json.blending !== undefined ) { material.blending = json.blending; } + if ( json.side !== undefined ) { material.side = json.side; } + if ( json.opacity !== undefined ) { material.opacity = json.opacity; } + if ( json.transparent !== undefined ) { material.transparent = json.transparent; } + if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; } + if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; } + if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; } + if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; } + if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; } + if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; } + if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; } + if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; } - if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; - if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; - if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + if ( json.rotation !== undefined ) { material.rotation = json.rotation; } - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - if ( json.dithering !== undefined ) material.dithering = json.dithering; + 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.visible !== undefined ) material.visible = json.visible; - if ( json.userData !== undefined ) material.userData = json.userData; + if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; } + if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; } + if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; } - // Deprecated + if ( json.skinning !== undefined ) { material.skinning = json.skinning; } + if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; } + if ( json.dithering !== undefined ) { material.dithering = json.dithering; } - if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + if ( json.visible !== undefined ) { material.visible = json.visible; } + if ( json.userData !== undefined ) { material.userData = json.userData; } - // for PointsMaterial + // Deprecated - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading - // maps + // for PointsMaterial - if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.size !== undefined ) { material.size = json.size; } + if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; } - if ( json.alphaMap !== undefined ) { + // maps - material.alphaMap = getTexture( json.alphaMap ); - material.transparent = true; + if ( json.map !== undefined ) { material.map = getTexture( json.map ); } - } + if ( json.alphaMap !== undefined ) { - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; - 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 ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); } + if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; } - if ( Array.isArray( normalScale ) === false ) { + if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); } + if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; } + if ( json.normalScale !== undefined ) { - // Blender exporter used to export a scalar. See #7459 + var normalScale = json.normalScale; - normalScale = [ normalScale, normalScale ]; + if ( Array.isArray( normalScale ) === false ) { - } + // Blender exporter used to export a scalar. See #7459 - material.normalScale = new Vector2().fromArray( normalScale ); + normalScale = [ normalScale, 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; + material.normalScale = new Vector2().fromArray( normalScale ); - 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.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.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); } + if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); } - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); } + if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; } - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); } - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); } - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; } - if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); } + if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; } - return material; + 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 ); } - } ); + return material; + + }; /** * @author mrdoob / http://mrdoob.com/ */ - function BufferGeometryLoader( manager ) { + var BufferGeometryLoader = function BufferGeometryLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } - - Object.assign( BufferGeometryLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { + }; - var scope = this; + BufferGeometryLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { + var scope = this; - onLoad( scope.parse( JSON.parse( text ) ) ); + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - }, onProgress, onError ); + onLoad( scope.parse( JSON.parse( text ) ) ); - }, + }, onProgress, onError ); - parse: function ( json ) { + }; - var geometry = new BufferGeometry(); + BufferGeometryLoader.prototype.parse = function parse ( json ) { - var index = json.data.index; + var geometry = new BufferGeometry(); - if ( index !== undefined ) { + var index = json.data.index; - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + 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 attributes = json.data.attributes; - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + for ( var key in attributes ) { - geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - } + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + } - if ( groups !== undefined ) { + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - for ( var i = 0, n = groups.length; i !== n; ++ i ) { + if ( groups !== undefined ) { - var group = groups[ i ]; + for ( var i = 0, n = groups.length; i !== n; ++ i ) { - geometry.addGroup( group.start, group.count, group.materialIndex ); + var group = groups[ i ]; - } + geometry.addGroup( group.start, group.count, group.materialIndex ); } - var boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { + } - var center = new Vector3(); + var boundingSphere = json.data.boundingSphere; - if ( boundingSphere.center !== undefined ) { + if ( boundingSphere !== undefined ) { - center.fromArray( boundingSphere.center ); + var center = new Vector3(); - } + if ( boundingSphere.center !== undefined ) { - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + center.fromArray( boundingSphere.center ); } - return geometry; + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); } - } ); + return geometry; + + }; var TYPED_ARRAYS = { Int8Array: Int8Array, @@ -36836,320 +37544,318 @@ * @author alteredq / http://alteredqualia.com/ */ - function Loader() {} - - Loader.Handlers = { + var Loader = function Loader () {}; - handlers: [], + Loader.prototype.onLoadStart = function onLoadStart () {}; - add: function ( regex, loader ) { + Loader.prototype.onLoadProgress = function onLoadProgress () {}; - this.handlers.push( regex, loader ); + Loader.prototype.onLoadComplete = function onLoadComplete () {}; - }, + Loader.prototype.initMaterials = function initMaterials ( materials, texturePath, crossOrigin ) { + var this$1 = this; - get: function ( file ) { - var handlers = this.handlers; + var array = []; - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + for ( var i = 0; i < materials.length; ++ i ) { - var regex = handlers[ i ]; - var loader = handlers[ i + 1 ]; + array[ i ] = this$1.createMaterial( materials[ i ], texturePath, crossOrigin ); - if ( regex.test( file ) ) { + } - return loader; + return array; - } + }; - } + Loader.prototype.crossOrigin = 'anonymous'; - return null; + Loader.prototype.createMaterial = ( function () { - } + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; - }; + var color = new Color(); + var textureLoader = new TextureLoader(); + var materialLoader = new MaterialLoader(); - Object.assign( Loader.prototype, { + return function createMaterial( m, texturePath, crossOrigin ) { - crossOrigin: 'anonymous', + // convert from old material format - onLoadStart: function () {}, + var textures = {}; - onLoadProgress: function () {}, + function loadTexture( path, repeat, offset, wrap, anisotropy ) { - onLoadComplete: function () {}, + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); - initMaterials: function ( materials, texturePath, crossOrigin ) { + var texture; - var array = []; + if ( loader !== null ) { - for ( var i = 0; i < materials.length; ++ i ) { + texture = loader.load( fullPath ); - array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + } else { - } + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); - return array; + } - }, + if ( repeat !== undefined ) { - createMaterial: ( function () { + texture.repeat.fromArray( repeat ); - var BlendingMode = { - NoBlending: NoBlending, - NormalBlending: NormalBlending, - AdditiveBlending: AdditiveBlending, - SubtractiveBlending: SubtractiveBlending, - MultiplyBlending: MultiplyBlending, - CustomBlending: CustomBlending - }; + if ( repeat[ 0 ] !== 1 ) { texture.wrapS = RepeatWrapping; } + if ( repeat[ 1 ] !== 1 ) { texture.wrapT = RepeatWrapping; } - var color = new Color(); - var textureLoader = new TextureLoader(); - var materialLoader = new MaterialLoader(); + } - return function createMaterial( m, texturePath, crossOrigin ) { + if ( offset !== undefined ) { - // convert from old material format + texture.offset.fromArray( offset ); - var textures = {}; + } - function loadTexture( path, repeat, offset, wrap, anisotropy ) { + if ( wrap !== undefined ) { - var fullPath = texturePath + path; - var loader = Loader.Handlers.get( fullPath ); + if ( wrap[ 0 ] === 'repeat' ) { texture.wrapS = RepeatWrapping; } + if ( wrap[ 0 ] === 'mirror' ) { texture.wrapS = MirroredRepeatWrapping; } - var texture; + if ( wrap[ 1 ] === 'repeat' ) { texture.wrapT = RepeatWrapping; } + if ( wrap[ 1 ] === 'mirror' ) { texture.wrapT = MirroredRepeatWrapping; } - if ( loader !== null ) { + } - texture = loader.load( fullPath ); + if ( anisotropy !== undefined ) { - } else { + texture.anisotropy = anisotropy; - textureLoader.setCrossOrigin( crossOrigin ); - texture = textureLoader.load( fullPath ); + } - } + var uuid = _Math.generateUUID(); - if ( repeat !== undefined ) { + textures[ uuid ] = texture; - texture.repeat.fromArray( repeat ); + return uuid; - if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + } - } + // - if ( offset !== undefined ) { + var json = { + uuid: _Math.generateUUID(), + type: 'MeshLambertMaterial' + }; - texture.offset.fromArray( offset ); + for ( var name in m ) { - } + var value = m[ name ]; - if ( wrap !== undefined ) { + switch ( name ) { - if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; - if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) { json.type = 'MeshBasicMaterial'; } + if ( value.toLowerCase() === 'phong' ) { json.type = 'MeshPhongMaterial'; } + if ( value.toLowerCase() === 'standard' ) { json.type = 'MeshStandardMaterial'; } + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = value; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) { json.vertexColors = VertexColors; } + if ( value === 'face' ) { json.vertexColors = FaceColors; } + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; - if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; - if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + } - } + } - if ( anisotropy !== undefined ) { + if ( json.type === 'MeshBasicMaterial' ) { delete json.emissive; } + if ( json.type !== 'MeshPhongMaterial' ) { delete json.specular; } - texture.anisotropy = anisotropy; + if ( json.opacity < 1 ) { json.transparent = true; } - } + materialLoader.setTextures( textures ); - var uuid = _Math.generateUUID(); + return materialLoader.parse( json ); - textures[ uuid ] = texture; + }; - return uuid; + } )(); - } + Loader.Handlers = { - // + handlers: [], - var json = { - uuid: _Math.generateUUID(), - type: 'MeshLambertMaterial' - }; + add: function ( regex, loader ) { - for ( var name in m ) { + this.handlers.push( regex, loader ); - var value = m[ name ]; + }, - switch ( name ) { + get: function ( file ) { - case 'DbgColor': - case 'DbgIndex': - case 'opticalDensity': - case 'illumination': - break; - case 'DbgName': - json.name = value; - break; - case 'blending': - json.blending = BlendingMode[ value ]; - break; - case 'colorAmbient': - case 'mapAmbient': - console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); - break; - case 'colorDiffuse': - json.color = color.fromArray( value ).getHex(); - break; - case 'colorSpecular': - json.specular = color.fromArray( value ).getHex(); - break; - case 'colorEmissive': - json.emissive = color.fromArray( value ).getHex(); - break; - case 'specularCoef': - json.shininess = value; - break; - case 'shading': - if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; - if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; - if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; - break; - case 'mapDiffuse': - json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - break; - case 'mapDiffuseRepeat': - case 'mapDiffuseOffset': - case 'mapDiffuseWrap': - case 'mapDiffuseAnisotropy': - break; - case 'mapEmissive': - json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); - break; - case 'mapEmissiveRepeat': - case 'mapEmissiveOffset': - case 'mapEmissiveWrap': - case 'mapEmissiveAnisotropy': - break; - case 'mapLight': - json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - break; - case 'mapLightRepeat': - case 'mapLightOffset': - case 'mapLightWrap': - case 'mapLightAnisotropy': - break; - case 'mapAO': - json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); - break; - case 'mapAORepeat': - case 'mapAOOffset': - case 'mapAOWrap': - case 'mapAOAnisotropy': - break; - case 'mapBump': - json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - break; - case 'mapBumpScale': - json.bumpScale = value; - break; - case 'mapBumpRepeat': - case 'mapBumpOffset': - case 'mapBumpWrap': - case 'mapBumpAnisotropy': - break; - case 'mapNormal': - json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - break; - case 'mapNormalFactor': - json.normalScale = value; - break; - case 'mapNormalRepeat': - case 'mapNormalOffset': - case 'mapNormalWrap': - case 'mapNormalAnisotropy': - break; - case 'mapSpecular': - json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - break; - case 'mapSpecularRepeat': - case 'mapSpecularOffset': - case 'mapSpecularWrap': - case 'mapSpecularAnisotropy': - break; - case 'mapMetalness': - json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); - break; - case 'mapMetalnessRepeat': - case 'mapMetalnessOffset': - case 'mapMetalnessWrap': - case 'mapMetalnessAnisotropy': - break; - case 'mapRoughness': - json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); - break; - case 'mapRoughnessRepeat': - case 'mapRoughnessOffset': - case 'mapRoughnessWrap': - case 'mapRoughnessAnisotropy': - break; - case 'mapAlpha': - json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - break; - case 'mapAlphaRepeat': - case 'mapAlphaOffset': - case 'mapAlphaWrap': - case 'mapAlphaAnisotropy': - break; - case 'flipSided': - json.side = BackSide; - break; - case 'doubleSided': - json.side = DoubleSide; - break; - case 'transparency': - console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); - json.opacity = value; - break; - case 'depthTest': - case 'depthWrite': - case 'colorWrite': - case 'opacity': - case 'reflectivity': - case 'transparent': - case 'visible': - case 'wireframe': - json[ name ] = value; - break; - case 'vertexColors': - if ( value === true ) json.vertexColors = VertexColors; - if ( value === 'face' ) json.vertexColors = FaceColors; - break; - default: - console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); - break; + var handlers = this.handlers; - } + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { - } + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; - if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; - if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + if ( regex.test( file ) ) { - if ( json.opacity < 1 ) json.transparent = true; + return loader; - materialLoader.setTextures( textures ); + } - return materialLoader.parse( json ); + } - }; + return null; - } )() + } - } ); + }; /** * @author Don McCurdy / https://www.donmccurdy.com @@ -37186,7 +37892,7 @@ var index = url.lastIndexOf( '/' ); - if ( index === - 1 ) return './'; + if ( index === - 1 ) { return './'; } return url.substr( 0, index + 1 ); @@ -37199,7 +37905,7 @@ * @author alteredq / http://alteredqualia.com/ */ - function JSONLoader( manager ) { + var JSONLoader = function JSONLoader( manager ) { if ( typeof manager === 'boolean' ) { @@ -37212,1440 +37918,1436 @@ this.withCredentials = false; - } - - Object.assign( JSONLoader.prototype, { - - crossOrigin: 'anonymous', - - load: function ( url, onLoad, onProgress, onError ) { + }; - var scope = this; + JSONLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); + var scope = this; - var loader = new FileLoader( this.manager ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { + var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); - var json = JSON.parse( text ); - var metadata = json.metadata; + var loader = new FileLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { - if ( metadata !== undefined ) { + var json = JSON.parse( text ); + var metadata = json.metadata; - var type = metadata.type; + if ( metadata !== undefined ) { - if ( type !== undefined ) { + var type = metadata.type; - if ( type.toLowerCase() === 'object' ) { + if ( type !== undefined ) { - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); - return; + if ( type.toLowerCase() === 'object' ) { - } + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; } } - var object = scope.parse( json, texturePath ); - onLoad( object.geometry, object.materials ); + } - }, onProgress, onError ); + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); - }, + }, onProgress, onError ); - setCrossOrigin: function ( value ) { + }; - this.crossOrigin = value; - return this; + JSONLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - }, + this.crossOrigin = value; + return this; - setTexturePath: function ( value ) { + }; - this.texturePath = value; - return this; + JSONLoader.prototype.setTexturePath = function setTexturePath ( value ) { - }, + this.texturePath = value; + return this; - parse: ( function () { + }; - function parseModel( json, geometry ) { + JSONLoader.prototype.crossOrigin = 'anonymous'; - function isBitSet( value, position ) { + JSONLoader.prototype.parse = ( function () { - return value & ( 1 << position ); + function parseModel( json, geometry ) { - } + function isBitSet( value, position ) { - var i, j, fi, + return value & ( 1 << position ); - offset, zLength, + } - colorIndex, normalIndex, uvIndex, materialIndex, + var i, j, fi, - type, - isQuad, - hasMaterial, - hasFaceVertexUv, - hasFaceNormal, hasFaceVertexNormal, - hasFaceColor, hasFaceVertexColor, + offset, zLength, - vertex, face, faceA, faceB, hex, normal, + colorIndex, normalIndex, uvIndex, materialIndex, - uvLayer, uv, u, v, + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, - faces = json.faces, - vertices = json.vertices, - normals = json.normals, - colors = json.colors, + vertex, face, faceA, faceB, hex, normal, - scale = json.scale, + uvLayer, uv, u, v, - nUvLayers = 0; + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + scale = json.scale, - if ( json.uvs !== undefined ) { + nUvLayers = 0; - // disregard empty arrays - for ( i = 0; i < json.uvs.length; i ++ ) { + if ( json.uvs !== undefined ) { - if ( json.uvs[ i ].length ) nUvLayers ++; + // disregard empty arrays - } + for ( i = 0; i < json.uvs.length; i ++ ) { - for ( i = 0; i < nUvLayers; i ++ ) { + if ( json.uvs[ i ].length ) { nUvLayers ++; } - geometry.faceVertexUvs[ i ] = []; + } - } + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; } - offset = 0; - zLength = vertices.length; + } - while ( offset < zLength ) { + offset = 0; + zLength = vertices.length; - vertex = new Vector3(); + while ( offset < zLength ) { - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; + vertex = new Vector3(); - geometry.vertices.push( vertex ); + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; - } + geometry.vertices.push( vertex ); - offset = 0; - zLength = faces.length; + } - while ( offset < zLength ) { + offset = 0; + zLength = faces.length; - type = faces[ offset ++ ]; + while ( offset < zLength ) { - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); + type = faces[ offset ++ ]; - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); - if ( isQuad ) { + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); - faceA = new Face3(); - faceA.a = faces[ offset ]; - faceA.b = faces[ offset + 1 ]; - faceA.c = faces[ offset + 3 ]; + if ( isQuad ) { - faceB = new Face3(); - faceB.a = faces[ offset + 1 ]; - faceB.b = faces[ offset + 2 ]; - faceB.c = faces[ offset + 3 ]; + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; - offset += 4; + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; - if ( hasMaterial ) { + offset += 4; - materialIndex = faces[ offset ++ ]; - faceA.materialIndex = materialIndex; - faceB.materialIndex = materialIndex; + if ( hasMaterial ) { - } + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; - // to get face <=> uv index correspondence + } - fi = geometry.faces.length; + // to get face <=> uv index correspondence - if ( hasFaceVertexUv ) { + fi = geometry.faces.length; - for ( i = 0; i < nUvLayers; i ++ ) { + if ( hasFaceVertexUv ) { - uvLayer = json.uvs[ i ]; + for ( i = 0; i < nUvLayers; i ++ ) { - geometry.faceVertexUvs[ i ][ fi ] = []; - geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + uvLayer = json.uvs[ i ]; - for ( j = 0; j < 4; j ++ ) { + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; - uvIndex = faces[ offset ++ ]; + for ( j = 0; j < 4; j ++ ) { - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + uvIndex = faces[ offset ++ ]; - uv = new Vector2( u, v ); + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + uv = new Vector2( u, v ); - } + if ( j !== 2 ) { geometry.faceVertexUvs[ i ][ fi ].push( uv ); } + if ( j !== 0 ) { geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); } } } - if ( hasFaceNormal ) { + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { normalIndex = faces[ offset ++ ] * 3; - faceA.normal.set( + normal = new Vector3( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); - faceB.normal.copy( faceA.normal ); - } + if ( i !== 2 ) { faceA.vertexNormals.push( normal ); } + if ( i !== 0 ) { faceB.vertexNormals.push( normal ); } - if ( hasFaceVertexNormal ) { + } - for ( i = 0; i < 4; i ++ ) { + } - normalIndex = faces[ offset ++ ] * 3; - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + if ( hasFaceColor ) { + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; - if ( i !== 2 ) faceA.vertexNormals.push( normal ); - if ( i !== 0 ) faceB.vertexNormals.push( normal ); + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); - } + } - } + if ( hasFaceVertexColor ) { - if ( hasFaceColor ) { + for ( i = 0; i < 4; i ++ ) { colorIndex = faces[ offset ++ ]; hex = colors[ colorIndex ]; - faceA.color.setHex( hex ); - faceB.color.setHex( hex ); + if ( i !== 2 ) { faceA.vertexColors.push( new Color( hex ) ); } + if ( i !== 0 ) { faceB.vertexColors.push( new Color( hex ) ); } } + } - if ( hasFaceVertexColor ) { + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); - for ( i = 0; i < 4; i ++ ) { + } else { - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; - if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); - if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + if ( hasMaterial ) { - } + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; - } + } - geometry.faces.push( faceA ); - geometry.faces.push( faceB ); + // to get face <=> uv index correspondence - } else { + fi = geometry.faces.length; - face = new Face3(); - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; + if ( hasFaceVertexUv ) { - if ( hasMaterial ) { + for ( i = 0; i < nUvLayers; i ++ ) { - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; + uvLayer = json.uvs[ i ]; - } + geometry.faceVertexUvs[ i ][ fi ] = []; - // to get face <=> uv index correspondence + for ( j = 0; j < 3; j ++ ) { - fi = geometry.faces.length; + uvIndex = faces[ offset ++ ]; - if ( hasFaceVertexUv ) { + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - for ( i = 0; i < nUvLayers; i ++ ) { + uv = new Vector2( u, v ); - uvLayer = json.uvs[ i ]; + geometry.faceVertexUvs[ i ][ fi ].push( uv ); - geometry.faceVertexUvs[ i ][ fi ] = []; - - for ( j = 0; j < 3; j ++ ) { + } - uvIndex = faces[ offset ++ ]; + } - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + } - uv = new Vector2( u, v ); + if ( hasFaceNormal ) { - geometry.faceVertexUvs[ i ][ fi ].push( uv ); + normalIndex = faces[ offset ++ ] * 3; - } + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - } + } - } + if ( hasFaceVertexNormal ) { - if ( hasFaceNormal ) { + for ( i = 0; i < 3; i ++ ) { normalIndex = faces[ offset ++ ] * 3; - face.normal.set( + normal = new Vector3( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); - } - - if ( hasFaceVertexNormal ) { - - for ( i = 0; i < 3; i ++ ) { - - normalIndex = faces[ offset ++ ] * 3; - - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - face.vertexNormals.push( normal ); - - } + face.vertexNormals.push( normal ); } + } - if ( hasFaceColor ) { - colorIndex = faces[ offset ++ ]; - face.color.setHex( colors[ colorIndex ] ); + if ( hasFaceColor ) { - } + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + } - if ( hasFaceVertexColor ) { - for ( i = 0; i < 3; i ++ ) { + if ( hasFaceVertexColor ) { - colorIndex = faces[ offset ++ ]; - face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + for ( i = 0; i < 3; i ++ ) { - } + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); } - geometry.faces.push( face ); - } + geometry.faces.push( face ); + } } - function parseSkin( json, geometry ) { + } - var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + function parseSkin( json, geometry ) { - if ( json.skinWeights ) { + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; - for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + if ( json.skinWeights ) { - var x = json.skinWeights[ i ]; - var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; - var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; - var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { - geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; - } + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); } - if ( json.skinIndices ) { + } - for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + if ( json.skinIndices ) { - var a = json.skinIndices[ i ]; - var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; - var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; - var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { - geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; - } + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); } - geometry.bones = json.bones; + } - if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + geometry.bones = json.bones; - console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + - geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { - } + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); } - function parseMorphing( json, geometry ) { + } - var scale = json.scale; + function parseMorphing( json, geometry ) { - if ( json.morphTargets !== undefined ) { + var scale = json.scale; - for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + if ( json.morphTargets !== undefined ) { - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = json.morphTargets[ i ].vertices; + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; - for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; - var vertex = new Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { - dstVertices.push( vertex ); + var vertex = new Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; - } + dstVertices.push( vertex ); } } - if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + } - console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { - var faces = geometry.faces; - var morphColors = json.morphColors[ 0 ].colors; + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); - for ( var i = 0, l = faces.length; i < l; i ++ ) { + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; - faces[ i ].color.fromArray( morphColors, i * 3 ); + for ( var i = 0, l = faces.length; i < l; i ++ ) { - } + faces[ i ].color.fromArray( morphColors, i * 3 ); } } - function parseAnimations( json, geometry ) { + } - var outputAnimations = []; + function parseAnimations( json, geometry ) { - // parse old style Bone/Hierarchy animations - var animations = []; + var outputAnimations = []; - if ( json.animation !== undefined ) { + // parse old style Bone/Hierarchy animations + var animations = []; - animations.push( json.animation ); + if ( json.animation !== undefined ) { - } + animations.push( json.animation ); - if ( json.animations !== undefined ) { + } - if ( json.animations.length ) { + if ( json.animations !== undefined ) { - animations = animations.concat( json.animations ); + if ( json.animations.length ) { - } else { + animations = animations.concat( json.animations ); - animations.push( json.animations ); + } else { - } + animations.push( json.animations ); } - for ( var i = 0; i < animations.length; i ++ ) { - - var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); - if ( clip ) outputAnimations.push( clip ); + } - } + for ( var i = 0; i < animations.length; i ++ ) { - // parse implicit morph animations - if ( geometry.morphTargets ) { + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) { outputAnimations.push( clip ); } - // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. - var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); - outputAnimations = outputAnimations.concat( morphAnimationClips ); + } - } + // parse implicit morph animations + if ( geometry.morphTargets ) { - if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); } - return function parse( json, texturePath ) { + if ( outputAnimations.length > 0 ) { geometry.animations = outputAnimations; } - if ( json.data !== undefined ) { + } - // Geometry 4.0 spec - json = json.data; + return function parse( json, texturePath ) { - } + if ( json.data !== undefined ) { - if ( json.scale !== undefined ) { + // Geometry 4.0 spec + json = json.data; - json.scale = 1.0 / json.scale; + } - } else { + if ( json.scale !== undefined ) { - json.scale = 1.0; + json.scale = 1.0 / json.scale; - } + } else { - var geometry = new Geometry(); + json.scale = 1.0; - parseModel( json, geometry ); - parseSkin( json, geometry ); - parseMorphing( json, geometry ); - parseAnimations( json, geometry ); + } - geometry.computeFaceNormals(); - geometry.computeBoundingSphere(); + var geometry = new Geometry(); - if ( json.materials === undefined || json.materials.length === 0 ) { + parseModel( json, geometry ); + parseSkin( json, geometry ); + parseMorphing( json, geometry ); + parseAnimations( json, geometry ); - return { geometry: geometry }; + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); - } else { + if ( json.materials === undefined || json.materials.length === 0 ) { - var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + return { geometry: geometry }; - return { geometry: geometry, materials: materials }; + } else { - } + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); - }; + return { geometry: geometry, materials: materials }; - } )() + } - } ); + }; + + } )(); /** * @author mrdoob / http://mrdoob.com/ */ - function ObjectLoader( manager ) { + var ObjectLoader = function ObjectLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; this.texturePath = ''; - } + }; - Object.assign( ObjectLoader.prototype, { + ObjectLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - crossOrigin: 'anonymous', + if ( this.texturePath === '' ) { - load: function ( url, onLoad, onProgress, onError ) { + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); - if ( this.texturePath === '' ) { + } - this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + var scope = this; - } + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - var scope = this; + var json = null; - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { + try { - var json = null; + json = JSON.parse( text ); - try { + } catch ( error ) { - json = JSON.parse( text ); + if ( onError !== undefined ) { onError( error ); } - } catch ( error ) { + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); - if ( onError !== undefined ) onError( error ); + return; - 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' ) { - var metadata = json.metadata; + console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); + return; - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + } - console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); - return; + scope.parse( json, onLoad ); - } + }, onProgress, onError ); - scope.parse( json, onLoad ); + }; - }, onProgress, onError ); + ObjectLoader.prototype.setTexturePath = function setTexturePath ( value ) { - }, + this.texturePath = value; + return this; - setTexturePath: function ( value ) { + }; - this.texturePath = value; - return this; + ObjectLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - }, + this.crossOrigin = value; + return this; - setCrossOrigin: function ( value ) { + }; - this.crossOrigin = value; - return this; + ObjectLoader.prototype.parse = function parse ( json, onLoad ) { - }, + var shapes = this.parseShape( json.shapes ); + var geometries = this.parseGeometries( json.geometries, shapes ); - parse: function ( json, onLoad ) { + var images = this.parseImages( json.images, function () { - var shapes = this.parseShape( json.shapes ); - var geometries = this.parseGeometries( json.geometries, shapes ); + if ( onLoad !== undefined ) { onLoad( object ); } - 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 ); - var textures = this.parseTextures( json.textures, images ); - var materials = this.parseMaterials( json.materials, textures ); + if ( json.animations ) { - var object = this.parseObject( json.object, geometries, materials ); + object.animations = this.parseAnimations( json.animations ); - if ( json.animations ) { + } - object.animations = this.parseAnimations( json.animations ); + if ( json.images === undefined || json.images.length === 0 ) { - } + if ( onLoad !== undefined ) { onLoad( object ); } - if ( json.images === undefined || json.images.length === 0 ) { + } - if ( onLoad !== undefined ) onLoad( object ); + return object; - } + }; - return object; + ObjectLoader.prototype.parseShape = function parseShape ( json ) { - }, + var shapes = {}; - parseShape: function ( json ) { + if ( json !== undefined ) { - var shapes = {}; + for ( var i = 0, l = json.length; i < l; i ++ ) { - if ( json !== undefined ) { + var shape = new Shape().fromJSON( json[ i ] ); - for ( var i = 0, l = json.length; i < l; i ++ ) { + shapes[ shape.uuid ] = shape; - var shape = new Shape().fromJSON( json[ i ] ); + } - shapes[ shape.uuid ] = shape; + } - } + return shapes; - } + }; - return shapes; + ObjectLoader.prototype.parseGeometries = function parseGeometries ( json, shapes ) { + var this$1 = this; - }, - parseGeometries: function ( json, shapes ) { + var geometries = {}; - var geometries = {}; + if ( json !== undefined ) { - if ( json !== undefined ) { + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); - var geometryLoader = new JSONLoader(); - var bufferGeometryLoader = new BufferGeometryLoader(); + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + var geometry; + var data = json[ i ]; - var geometry; - var data = json[ i ]; + switch ( data.type ) { - switch ( data.type ) { + case 'PlaneGeometry': + case 'PlaneBufferGeometry': - case 'PlaneGeometry': - case 'PlaneBufferGeometry': + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); + break; - break; + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible - 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 - ); + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); - break; + break; - case 'CircleGeometry': - case 'CircleBufferGeometry': + case 'CircleGeometry': + case 'CircleBufferGeometry': - geometry = new Geometries[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); - break; + 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 - ); + case 'CylinderGeometry': + case 'CylinderBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - case 'ConeGeometry': - case 'ConeBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'ConeGeometry': + case 'ConeBufferGeometry': - case 'SphereGeometry': - case 'SphereBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - break; + 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 - ); + case 'SphereGeometry': + case 'SphereBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); - case 'RingGeometry': - case 'RingBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); + case 'DodecahedronGeometry': + case 'DodecahedronBufferGeometry': + case 'IcosahedronGeometry': + case 'IcosahedronBufferGeometry': + case 'OctahedronGeometry': + case 'OctahedronBufferGeometry': + case 'TetrahedronGeometry': + case 'TetrahedronBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); - case 'TorusGeometry': - case 'TorusBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); + case 'RingGeometry': + case 'RingBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); + case 'TorusGeometry': + case 'TorusBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); - case 'LatheGeometry': - case 'LatheBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); - case 'PolyhedronGeometry': - case 'PolyhedronBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.vertices, - data.indices, - data.radius, - data.details - ); + case 'LatheGeometry': + case 'LatheBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); - case 'ShapeGeometry': - case 'ShapeBufferGeometry': + break; - var geometryShapes = []; + case 'PolyhedronGeometry': + case 'PolyhedronBufferGeometry': - for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + geometry = new Geometries[ data.type ]( + data.vertices, + data.indices, + data.radius, + data.details + ); - var shape = shapes[ data.shapes[ j ] ]; + break; - geometryShapes.push( shape ); + case 'ShapeGeometry': + case 'ShapeBufferGeometry': - } + var geometryShapes = []; - geometry = new Geometries[ data.type ]( - geometryShapes, - data.curveSegments - ); + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { - break; + var shape = shapes[ data.shapes[ j ] ]; + geometryShapes.push( shape ); - case 'ExtrudeGeometry': - case 'ExtrudeBufferGeometry': + } - var geometryShapes = []; + geometry = new Geometries[ data.type ]( + geometryShapes, + data.curveSegments + ); - for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + break; - var shape = shapes[ data.shapes[ j ] ]; - geometryShapes.push( shape ); + case 'ExtrudeGeometry': + case 'ExtrudeBufferGeometry': - } + var geometryShapes = []; - var extrudePath = data.options.extrudePath; + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { - if ( extrudePath !== undefined ) { + var shape = shapes[ data.shapes[ j ] ]; - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + geometryShapes.push( shape ); - } + } - geometry = new Geometries[ data.type ]( - geometryShapes, - data.options - ); + var extrudePath = data.options.extrudePath; - break; + if ( extrudePath !== undefined ) { - case 'BufferGeometry': + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); - geometry = bufferGeometryLoader.parse( data ); + } - break; + geometry = new Geometries[ data.type ]( + geometryShapes, + data.options + ); - case 'Geometry': + break; - geometry = geometryLoader.parse( data, this.texturePath ).geometry; + case 'BufferGeometry': - break; + geometry = bufferGeometryLoader.parse( data ); - default: + break; - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + case 'Geometry': - continue; + geometry = geometryLoader.parse( data, this$1.texturePath ).geometry; - } + break; - geometry.uuid = data.uuid; + default: - if ( data.name !== undefined ) geometry.name = data.name; - if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - geometries[ data.uuid ] = geometry; + continue; } - } + geometry.uuid = data.uuid; - return geometries; + if ( data.name !== undefined ) { geometry.name = data.name; } + if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; } - }, + geometries[ data.uuid ] = geometry; - parseMaterials: function ( json, textures ) { + } - var materials = {}; + } - if ( json !== undefined ) { + return geometries; - var loader = new MaterialLoader(); - loader.setTextures( textures ); + }; - for ( var i = 0, l = json.length; i < l; i ++ ) { + ObjectLoader.prototype.parseMaterials = function parseMaterials ( json, textures ) { - var data = json[ i ]; + var materials = {}; - if ( data.type === 'MultiMaterial' ) { + if ( json !== undefined ) { - // Deprecated + var loader = new MaterialLoader(); + loader.setTextures( textures ); - var array = []; + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var j = 0; j < data.materials.length; j ++ ) { + var data = json[ i ]; - array.push( loader.parse( data.materials[ j ] ) ); + if ( data.type === 'MultiMaterial' ) { - } + // Deprecated - materials[ data.uuid ] = array; + var array = []; - } else { + for ( var j = 0; j < data.materials.length; j ++ ) { - materials[ data.uuid ] = loader.parse( data ); + array.push( loader.parse( data.materials[ j ] ) ); } + materials[ data.uuid ] = array; + + } else { + + materials[ data.uuid ] = loader.parse( data ); + } } - return materials; + } - }, + return materials; - parseAnimations: function ( json ) { + }; - var animations = []; + ObjectLoader.prototype.parseAnimations = function parseAnimations ( json ) { - for ( var i = 0; i < json.length; i ++ ) { + var animations = []; - var data = json[ i ]; + for ( var i = 0; i < json.length; i ++ ) { - var clip = AnimationClip.parse( data ); + var data = json[ i ]; - if ( data.uuid !== undefined ) clip.uuid = data.uuid; + var clip = AnimationClip.parse( data ); - animations.push( clip ); + if ( data.uuid !== undefined ) { clip.uuid = data.uuid; } - } + animations.push( clip ); - return animations; + } - }, + return animations; - parseImages: function ( json, onLoad ) { + }; - var scope = this; - var images = {}; + ObjectLoader.prototype.parseImages = function parseImages ( json, onLoad ) { - function loadImage( url ) { + var scope = this; + var images = {}; - scope.manager.itemStart( url ); + function loadImage( url ) { - return loader.load( url, function () { + scope.manager.itemStart( url ); - scope.manager.itemEnd( url ); + return loader.load( url, function () { - }, undefined, function () { + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + }, undefined, function () { - } ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - } + } ); - if ( json !== undefined && json.length > 0 ) { + } - var manager = new LoadingManager( onLoad ); + if ( json !== undefined && json.length > 0 ) { - var loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); + var manager = new LoadingManager( onLoad ); - for ( var i = 0, il = json.length; i < il; i ++ ) { + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); - var image = json[ i ]; - var url = image.url; + for ( var i = 0, il = json.length; i < il; i ++ ) { - if ( Array.isArray( url ) ) { + var image = json[ i ]; + var url = image.url; - // load array of images e.g CubeTexture + if ( Array.isArray( url ) ) { - images[ image.uuid ] = []; + // load array of images e.g CubeTexture - for ( var j = 0, jl = url.length; j < jl; j ++ ) { + images[ image.uuid ] = []; - var currentUrl = url[ j ]; + for ( var j = 0, jl = url.length; j < jl; j ++ ) { - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl; + var currentUrl = url[ j ]; - images[ image.uuid ].push( loadImage( path ) ); + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl; - } + images[ image.uuid ].push( loadImage( path ) ); - } else { + } - // load single image + } else { - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + // load single image - images[ image.uuid ] = loadImage( path ); + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; - } + images[ image.uuid ] = loadImage( path ); } } - return images; + } - }, + return images; - parseTextures: function ( json, images ) { + }; - function parseConstant( value, type ) { + ObjectLoader.prototype.parseTextures = function parseTextures ( json, images ) { - if ( typeof value === 'number' ) return value; + function parseConstant( value, type ) { - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + if ( typeof value === 'number' ) { return value; } - return type[ value ]; + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - } + return type[ value ]; - var textures = {}; + } - if ( json !== undefined ) { + var textures = {}; - for ( var i = 0, l = json.length; i < l; i ++ ) { + if ( json !== undefined ) { - var data = json[ i ]; + for ( var i = 0, l = json.length; i < l; i ++ ) { - if ( data.image === undefined ) { + var data = json[ i ]; - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + 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 ); + if ( images[ data.image ] === undefined ) { - } + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - var texture; + } - if ( Array.isArray( images[ data.image ] ) ) { + var texture; - texture = new CubeTexture( images[ data.image ] ); + if ( Array.isArray( images[ data.image ] ) ) { - } else { + texture = new CubeTexture( images[ data.image ] ); - texture = new Texture( images[ data.image ] ); + } else { - } + texture = new Texture( images[ data.image ] ); - texture.needsUpdate = true; + } - texture.uuid = data.uuid; + texture.needsUpdate = true; - if ( data.name !== undefined ) texture.name = data.name; + texture.uuid = data.uuid; - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.name !== undefined ) { texture.name = data.name; } - 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.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); } - if ( data.wrap !== undefined ) { + 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; } - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + 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.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.format !== undefined ) { texture.format = data.format; } - if ( data.flipY !== undefined ) texture.flipY = data.flipY; + 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; } - textures[ data.uuid ] = texture; + if ( data.flipY !== undefined ) { texture.flipY = data.flipY; } - } + textures[ data.uuid ] = texture; } - return textures; + } - }, + return textures; - parseObject: function ( data, geometries, materials ) { + }; - var object; + ObjectLoader.prototype.parseObject = function parseObject ( data, geometries, materials ) { + var this$1 = this; - function getGeometry( name ) { - if ( geometries[ name ] === undefined ) { + var object; - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + function getGeometry( name ) { - } + if ( geometries[ name ] === undefined ) { - return geometries[ name ]; + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); } - function getMaterial( name ) { + return geometries[ name ]; - if ( name === undefined ) return undefined; + } - if ( Array.isArray( name ) ) { + function getMaterial( name ) { - var array = []; + if ( name === undefined ) { return undefined; } - for ( var i = 0, l = name.length; i < l; i ++ ) { + if ( Array.isArray( name ) ) { - var uuid = name[ i ]; + var array = []; - if ( materials[ uuid ] === undefined ) { + for ( var i = 0, l = name.length; i < l; i ++ ) { - console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + var uuid = name[ i ]; - } + if ( materials[ uuid ] === undefined ) { - array.push( materials[ uuid ] ); + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); } - return array; + array.push( materials[ uuid ] ); } - if ( materials[ name ] === undefined ) { + return array; - console.warn( 'THREE.ObjectLoader: Undefined material', name ); + } - } + if ( materials[ name ] === undefined ) { - return materials[ name ]; + console.warn( 'THREE.ObjectLoader: Undefined material', name ); } - switch ( data.type ) { + return materials[ name ]; + + } - case 'Scene': + switch ( data.type ) { - object = new Scene(); + case 'Scene': - if ( data.background !== undefined ) { + object = new Scene(); - if ( Number.isInteger( data.background ) ) { + if ( data.background !== undefined ) { - object.background = new Color( data.background ); + if ( Number.isInteger( data.background ) ) { - } + object.background = new Color( data.background ); } - if ( data.fog !== undefined ) { + } - if ( data.fog.type === 'Fog' ) { + if ( data.fog !== undefined ) { - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + if ( data.fog.type === 'Fog' ) { - } else if ( data.fog.type === 'FogExp2' ) { + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - object.fog = new FogExp2( data.fog.color, data.fog.density ); + } else if ( data.fog.type === 'FogExp2' ) { - } + object.fog = new FogExp2( data.fog.color, data.fog.density ); } - break; + } - case 'PerspectiveCamera': + break; - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + case 'PerspectiveCamera': - 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 ); + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - break; + 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 ); } - case 'OrthographicCamera': + break; - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + case 'OrthographicCamera': - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - break; + if ( data.zoom !== undefined ) { object.zoom = data.zoom; } + if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); } - case 'AmbientLight': + break; - object = new AmbientLight( data.color, data.intensity ); + case 'AmbientLight': - break; + object = new AmbientLight( data.color, data.intensity ); - case 'DirectionalLight': + break; - object = new DirectionalLight( data.color, data.intensity ); + case 'DirectionalLight': - break; + object = new DirectionalLight( data.color, data.intensity ); - case 'PointLight': + break; - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + case 'PointLight': - break; + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - case 'RectAreaLight': + break; - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + case 'RectAreaLight': - break; + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - case 'SpotLight': + break; - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + case 'SpotLight': - break; + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - case 'HemisphereLight': + break; - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + case 'HemisphereLight': - break; + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - case 'SkinnedMesh': + break; - console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + case 'SkinnedMesh': - case 'Mesh': + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); + case 'Mesh': - if ( geometry.bones && geometry.bones.length > 0 ) { + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); - object = new SkinnedMesh( geometry, material ); + if ( geometry.bones && geometry.bones.length > 0 ) { - } else { + object = new SkinnedMesh( geometry, material ); - object = new Mesh( geometry, material ); + } else { - } + object = new Mesh( geometry, material ); - break; + } - case 'LOD': + break; - object = new LOD(); + case 'LOD': - break; + object = new LOD(); - case 'Line': + break; - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + case 'Line': - break; + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - case 'LineLoop': + break; - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + case 'LineLoop': - break; + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - case 'LineSegments': + break; - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + case 'LineSegments': - break; + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - case 'PointCloud': - case 'Points': + break; - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + case 'PointCloud': + case 'Points': - break; + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - case 'Sprite': + break; - object = new Sprite( getMaterial( data.material ) ); + case 'Sprite': - break; + object = new Sprite( getMaterial( data.material ) ); - case 'Group': + break; - object = new Group(); + case 'Group': - break; + object = new Group(); - default: + break; - object = new Object3D(); + default: - } + object = new Object3D(); - object.uuid = data.uuid; + } - if ( data.name !== undefined ) object.name = data.name; + object.uuid = data.uuid; - if ( data.matrix !== undefined ) { + if ( data.name !== undefined ) { object.name = data.name; } - object.matrix.fromArray( data.matrix ); + if ( data.matrix !== undefined ) { - if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; - if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + object.matrix.fromArray( data.matrix ); - } else { + if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; } + if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); } - 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 ); + } 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.castShadow !== undefined ) { object.castShadow = data.castShadow; } + if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; } - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + if ( data.shadow ) { - } + if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; } + if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; } + if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); } + if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); } - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.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 ) { + 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; } - var children = data.children; + if ( data.children !== undefined ) { - for ( var i = 0; i < children.length; i ++ ) { + var children = data.children; - object.add( this.parseObject( children[ i ], geometries, materials ) ); + for ( var i = 0; i < children.length; i ++ ) { - } + object.add( this$1.parseObject( children[ i ], geometries, materials ) ); } - if ( data.type === 'LOD' ) { + } - var levels = data.levels; + if ( data.type === 'LOD' ) { - for ( var l = 0; l < levels.length; l ++ ) { + var levels = data.levels; - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); + for ( var l = 0; l < levels.length; l ++ ) { - if ( child !== undefined ) { + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); - object.addLevel( child, level.distance ); + if ( child !== undefined ) { - } + object.addLevel( child, level.distance ); } } - return object; - } - } ); + return object; + + }; + + ObjectLoader.prototype.crossOrigin = 'anonymous'; var TEXTURE_MAPPING = { UVMapping: UVMapping, @@ -38678,7 +39380,7 @@ */ - function ImageBitmapLoader( manager ) { + var ImageBitmapLoader = function ImageBitmapLoader( manager ) { if ( typeof createImageBitmap === 'undefined' ) { @@ -38695,87 +39397,81 @@ this.manager = manager !== undefined ? manager : DefaultLoadingManager; this.options = undefined; - } - - ImageBitmapLoader.prototype = { + }; - constructor: ImageBitmapLoader, + ImageBitmapLoader.prototype.setOptions = function setOptions ( options ) { - setOptions: function setOptions( options ) { + this.options = options; - this.options = options; + return this; - return this; + }; - }, + ImageBitmapLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + if ( url === undefined ) { url = ''; } - if ( url === undefined ) url = ''; + if ( this.path !== undefined ) { url = this.path + url; } - if ( this.path !== undefined ) url = this.path + url; + url = this.manager.resolveURL( url ); - url = this.manager.resolveURL( url ); + var scope = this; - var scope = this; + var cached = Cache.get( url ); - var cached = Cache.get( url ); + if ( cached !== undefined ) { - if ( cached !== undefined ) { + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + setTimeout( function () { - setTimeout( function () { + if ( onLoad ) { onLoad( cached ); } - if ( onLoad ) onLoad( cached ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, 0 ); - }, 0 ); + return cached; - return cached; + } - } + fetch( url ).then( function ( res ) { - fetch( url ).then( function ( res ) { + return res.blob(); - return res.blob(); + } ).then( function ( blob ) { - } ).then( function ( blob ) { + return createImageBitmap( blob, scope.options ); - return createImageBitmap( blob, scope.options ); + } ).then( function ( imageBitmap ) { - } ).then( function ( imageBitmap ) { + Cache.add( url, imageBitmap ); - Cache.add( url, imageBitmap ); + if ( onLoad ) { onLoad( imageBitmap ); } - if ( onLoad ) onLoad( imageBitmap ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + } ).catch( function ( e ) { - } ).catch( function ( e ) { + if ( onError ) { onError( e ); } - if ( onError ) onError( e ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - } ); - - }, + } ); - setCrossOrigin: function ( /* value */ ) { + }; - return this; + ImageBitmapLoader.prototype.setCrossOrigin = function setCrossOrigin ( /* value */ ) { - }, + return this; - setPath: function ( value ) { + }; - this.path = value; - return this; + ImageBitmapLoader.prototype.setPath = function setPath ( value ) { - } + this.path = value; + return this; }; @@ -38784,7 +39480,7 @@ * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" **/ - function ShapePath() { + var ShapePath = function ShapePath() { this.type = 'ShapePath'; @@ -38793,270 +39489,237 @@ 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 ); - - }, - - lineTo: function ( x, y ) { - - this.currentPath.lineTo( x, y ); - - }, - - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - - }, - - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - - }, - - splineThru: function ( pts ) { + }; - this.currentPath.splineThru( pts ); + ShapePath.prototype.moveTo = function moveTo ( x, y ) { - }, + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); - toShapes: function ( isCCW, noHoles ) { + }; - function toShapesNoHoles( inSubpaths ) { + ShapePath.prototype.lineTo = function lineTo ( x, y ) { - var shapes = []; + this.currentPath.lineTo( x, y ); - for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + }; - var tmpPath = inSubpaths[ i ]; + ShapePath.prototype.quadraticCurveTo = function quadraticCurveTo ( aCPx, aCPy, aX, aY ) { - var tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - shapes.push( tmpShape ); + }; - } + ShapePath.prototype.bezierCurveTo = function bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - return shapes; + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - } + }; - function isPointInsidePolygon( inPt, inPolygon ) { + ShapePath.prototype.splineThru = function splineThru ( pts ) { - var polyLen = inPolygon.length; + this.currentPath.splineThru( pts ); - // 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 ]; + ShapePath.prototype.toShapes = function toShapes ( isCCW, noHoles ) { - var edgeDx = edgeHighPt.x - edgeLowPt.x; - var edgeDy = edgeHighPt.y - edgeLowPt.y; + function isPointInsidePolygon( inPt, inPolygon ) { - if ( Math.abs( edgeDy ) > Number.EPSILON ) { + var polyLen = inPolygon.length; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { - // not parallel - if ( edgeDy < 0 ) { + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; - } - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + if ( Math.abs( edgeDy ) > Number.EPSILON ) { - if ( inPt.y === edgeLowPt.y ) { + // not parallel + if ( edgeDy < 0 ) { - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - } else { + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; } - 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 + if ( inPt.y === edgeLowPt.y ) { - } + if ( inPt.x === edgeLowPt.x ) ; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! } 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; + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge < 0 ) { continue; } } - } + } 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 ) ) ) ;// inPt: Point on contour ! + // continue; - return inside; + } } - var isClockWise = ShapeUtils.isClockWise; + } - var subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; + var isClockWise = ShapeUtils.isClockWise; - if ( noHoles === true ) return toShapesNoHoles( subPaths ); + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) { return []; } + if ( noHoles === true ){ returntoShapesNoHoles( subPaths ); } - var solid, tmpPath, tmpShape, shapes = []; - if ( subPaths.length === 1 ) { + var solid, tmpPath, tmpShape, shapes = []; - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return 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 holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; - var betterShapeHoles = []; - var newShapes = []; - var newShapeHoles = []; - var mainIdx = 0; - var tmpPoints; + // console.log("Holes first", holesFirst); - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { - if ( solid ) { + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + if ( solid ) { - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ){ mainIdx ++; } - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; - //console.log('cw', i); + if ( holesFirst ){ mainIdx ++; } + newShapeHoles[ mainIdx ] = []; - } else { + //console.log('cw', i); - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + } else { - //console.log('ccw', i); + 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 ); + } + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ){ returntoShapesNoHoles( subPaths ); } - if ( newShapes.length > 1 ) { - var ambiguous = false; - var toChange = []; + if ( newShapes.length > 1 ) { - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + var ambiguous = false; + var toChange = []; - betterShapeHoles[ sIdx ] = []; + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - } + betterShapeHoles[ sIdx ] = []; - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + } - var sho = newShapeHoles[ sIdx ]; + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + var sho = newShapeHoles[ sIdx ]; - var ho = sho[ hIdx ]; - var hole_unassigned = true; + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { - for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + var ho = sho[ hIdx ]; + var hole_unassigned = true; - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); + if ( sIdx !== s2Idx ){ toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); } + if ( hole_unassigned ) { - } else { + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); - ambiguous = true; + } else { - } + ambiguous = true; } } - if ( hole_unassigned ) { - betterShapeHoles[ sIdx ].push( ho ); + } + if ( hole_unassigned ) { - } + betterShapeHoles[ sIdx ].push( ho ); } } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { - } + // console.log("to change: ", toChange); + if ( ! ambiguous ){ newShapeHoles = betterShapeHoles; } } - var tmpHoles; + } - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + var tmpHoles; - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { - for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; - tmpShape.holes.push( tmpHoles[ j ].h ); + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { - } + tmpShape.holes.push( tmpHoles[ j ].h ); } - //console.log("shape", shapes); + } - return shapes; + //console.log("shape", shapes); - } + return shapes; - } ); + }; /** * @author zz85 / http://www.lab4games.net/zz85/blog @@ -39064,36 +39727,32 @@ */ - function Font( data ) { + var Font = function Font( data ) { this.type = 'Font'; this.data = data; - } - - Object.assign( Font.prototype, { + }; - isFont: true, + Font.prototype.generateShapes = function generateShapes ( text, size ) { - generateShapes: function ( text, size ) { + if ( size === undefined ) { size = 100; } - if ( size === undefined ) size = 100; + var shapes = []; + var paths = createPaths( text, size, this.data ); - var shapes = []; - var paths = createPaths( text, size, this.data ); + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + } - } + return shapes; - return shapes; - - } + }; - } ); + Font.prototype.isFont = true; function createPaths( text, size, data ) { @@ -39132,7 +39791,7 @@ var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; - if ( ! glyph ) return; + if ( ! glyph ) { return; } var path = new ShapePath(); @@ -39204,57 +39863,53 @@ * @author mrdoob / http://mrdoob.com/ */ - function FontLoader( manager ) { + var FontLoader = function FontLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } - - Object.assign( FontLoader.prototype, { + }; - load: function ( url, onLoad, onProgress, onError ) { + FontLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var scope = this; + var scope = this; - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.load( url, function ( text ) { + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { - var json; + var json; - try { + try { - json = JSON.parse( text ); + json = JSON.parse( text ); - } catch ( e ) { + } 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 ) ); + 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 ); + var font = scope.parse( json ); - }, onProgress, onError ); + if ( onLoad ) { onLoad( font ); } - }, + }, onProgress, onError ); - parse: function ( json ) { + }; - return new Font( json ); + FontLoader.prototype.parse = function parse ( json ) { - }, + return new Font( json ); - setPath: function ( value ) { + }; - this.path = value; - return this; + FontLoader.prototype.setPath = function setPath ( value ) { - } + this.path = value; + return this; - } ); + }; /** * @author mrdoob / http://mrdoob.com/ @@ -39288,42 +39943,38 @@ * @author Reece Aaron Lecrivain / http://reecenotes.com/ */ - function AudioLoader( manager ) { + var AudioLoader = function AudioLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - } + }; - Object.assign( AudioLoader.prototype, { + AudioLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.load( url, function ( buffer ) { + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + var bufferCopy = buffer.slice( 0 ); - // 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 ) { - var context = AudioContext.getContext(); - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + onLoad( audioBuffer ); - onLoad( audioBuffer ); - - } ); - - }, onProgress, onError ); + } ); - } + }, onProgress, onError ); - } ); + }; /** * @author mrdoob / http://mrdoob.com/ */ - function StereoCamera() { + var StereoCamera = function StereoCamera() { this.type = 'StereoCamera'; @@ -39339,77 +39990,73 @@ this.cameraR.layers.enable( 2 ); this.cameraR.matrixAutoUpdate = false; - } - - Object.assign( StereoCamera.prototype, { + }; - update: ( function () { + StereoCamera.prototype.update = ( function () { - var instance, focus, fov, aspect, near, far, zoom, eyeSep; + var instance, focus, fov, aspect, near, far, zoom, eyeSep; - var eyeRight = new Matrix4(); - var eyeLeft = new Matrix4(); + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); - return function update( camera ) { + return function update( camera ) { - var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || - aspect !== camera.aspect * this.aspect || near !== camera.near || - far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; - if ( needsUpdate ) { + if ( needsUpdate ) { - instance = this; - focus = camera.focus; - fov = camera.fov; - aspect = camera.aspect * this.aspect; - near = camera.near; - far = camera.far; - zoom = camera.zoom; + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ - var projectionMatrix = camera.projectionMatrix.clone(); - eyeSep = this.eyeSep / 2; - var eyeSepOnProjection = eyeSep * near / focus; - var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; - var xmin, xmax; + var projectionMatrix = camera.projectionMatrix.clone(); + eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; + var xmin, xmax; - // translate xOffset + // translate xOffset - eyeLeft.elements[ 12 ] = - eyeSep; - eyeRight.elements[ 12 ] = eyeSep; + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; - // for left eye + // for left eye - xmin = - ymax * aspect + eyeSepOnProjection; - xmax = ymax * aspect + eyeSepOnProjection; + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - this.cameraL.projectionMatrix.copy( projectionMatrix ); + this.cameraL.projectionMatrix.copy( projectionMatrix ); - // for right eye + // for right eye - xmin = - ymax * aspect - eyeSepOnProjection; - xmax = ymax * aspect - eyeSepOnProjection; + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - this.cameraR.projectionMatrix.copy( projectionMatrix ); + this.cameraR.projectionMatrix.copy( projectionMatrix ); - } + } - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); - }; - - } )() + }; - } ); + } )(); /** * Camera for rendering cube maps @@ -39418,134 +40065,140 @@ * @author alteredq / http://alteredqualia.com/ */ - function CubeCamera( near, far, cubeResolution ) { + var CubeCamera = (function (Object3D$$1) { + function CubeCamera( near, far, cubeResolution ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'CubeCamera'; + this.type = 'CubeCamera'; - var fov = 90, aspect = 1; + var fov = 90, aspect = 1; - var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); - var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); - var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); - var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); - var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); - var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); - var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; - this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); - this.renderTarget.texture.name = "CubeCamera"; + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; - this.update = function ( renderer, scene ) { + this.update = function ( renderer, scene ) { - if ( this.parent === null ) this.updateMatrixWorld(); + if ( this.parent === null ) { this.updateMatrixWorld(); } - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; - renderTarget.texture.generateMipmaps = false; + renderTarget.texture.generateMipmaps = false; - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); - renderTarget.texture.generateMipmaps = generateMipmaps; + renderTarget.texture.generateMipmaps = generateMipmaps; - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); - renderer.setRenderTarget( null ); + renderer.setRenderTarget( null ); - }; + }; - this.clear = function ( renderer, color, depth, stencil ) { + this.clear = function ( renderer, color, depth, stencil ) { - var renderTarget = this.renderTarget; + var renderTarget = this.renderTarget; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - renderTarget.activeCubeFace = i; - renderer.setRenderTarget( renderTarget ); + renderTarget.activeCubeFace = i; + renderer.setRenderTarget( renderTarget ); - renderer.clear( color, depth, stencil ); + renderer.clear( color, depth, stencil ); - } + } - renderer.setRenderTarget( null ); + renderer.setRenderTarget( null ); - }; + }; - } + } - CubeCamera.prototype = Object.create( Object3D.prototype ); - CubeCamera.prototype.constructor = CubeCamera; + if ( Object3D$$1 ) CubeCamera.__proto__ = Object3D$$1; + CubeCamera.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + CubeCamera.prototype.constructor = CubeCamera; + + return CubeCamera; + }(Object3D)); /** * @author mrdoob / http://mrdoob.com/ */ - function AudioListener() { - - Object3D.call( this ); + var AudioListener = (function (Object3D$$1) { + function AudioListener() { - this.type = 'AudioListener'; + Object3D$$1.call(this); - this.context = AudioContext.getContext(); + this.type = 'AudioListener'; - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); + this.context = AudioContext.getContext(); - this.filter = null; + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); - } + this.filter = null; - AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: AudioListener, + if ( Object3D$$1 ) AudioListener.__proto__ = Object3D$$1; + AudioListener.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + AudioListener.prototype.constructor = AudioListener; - getInput: function () { + AudioListener.prototype.getInput = function getInput () { return this.gain; - }, + }; - removeFilter: function ( ) { + AudioListener.prototype.removeFilter = function removeFilter ( ) { if ( this.filter !== null ) { @@ -39558,15 +40211,15 @@ return this; - }, + }; - getFilter: function () { + AudioListener.prototype.getFilter = function getFilter () { return this.filter; - }, + }; - setFilter: function ( value ) { + AudioListener.prototype.setFilter = function setFilter ( value ) { if ( this.filter !== null ) { @@ -39585,108 +40238,110 @@ return this; - }, + }; - getMasterVolume: function () { + AudioListener.prototype.getMasterVolume = function getMasterVolume () { return this.gain.gain.value; - }, + }; - setMasterVolume: function ( value ) { + AudioListener.prototype.setMasterVolume = function setMasterVolume ( value ) { this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); return this; - }, + }; - updateMatrixWorld: ( function () { + return AudioListener; + }(Object3D)); - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); + AudioListener.prototype.updateMatrixWorld = ( function () { - var orientation = new Vector3(); + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); - return function updateMatrixWorld( force ) { + var orientation = new Vector3(); - Object3D.prototype.updateMatrixWorld.call( this, force ); + return function updateMatrixWorld( force ) { - var listener = this.context.listener; - var up = this.up; + Object3D.prototype.updateMatrixWorld.call( this, force ); - this.matrixWorld.decompose( position, quaternion, scale ); + var listener = this.context.listener; + var up = this.up; - orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + this.matrixWorld.decompose( position, quaternion, scale ); - if ( listener.positionX ) { + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - listener.positionX.setValueAtTime( position.x, this.context.currentTime ); - listener.positionY.setValueAtTime( position.y, this.context.currentTime ); - listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); - listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); - listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); - listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); - listener.upX.setValueAtTime( up.x, this.context.currentTime ); - listener.upY.setValueAtTime( up.y, this.context.currentTime ); - listener.upZ.setValueAtTime( up.z, this.context.currentTime ); + if ( listener.positionX ) { - } else { + listener.positionX.setValueAtTime( position.x, this.context.currentTime ); + listener.positionY.setValueAtTime( position.y, this.context.currentTime ); + listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); + listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); + listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); + listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); + listener.upX.setValueAtTime( up.x, this.context.currentTime ); + listener.upY.setValueAtTime( up.y, this.context.currentTime ); + listener.upZ.setValueAtTime( up.z, this.context.currentTime ); - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + } else { - } + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); - }; + } - } )() + }; - } ); + } )(); /** * @author mrdoob / http://mrdoob.com/ * @author Reece Aaron Lecrivain / http://reecenotes.com/ */ - function Audio( listener ) { + var Audio = (function (Object3D$$1) { + function Audio( listener ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Audio'; + this.type = 'Audio'; - this.context = listener.context; + this.context = listener.context; - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); - this.autoplay = false; + this.autoplay = false; - this.buffer = null; - this.loop = false; - this.startTime = 0; - this.offset = 0; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; - - this.filters = []; + this.buffer = null; + this.loop = false; + this.startTime = 0; + this.offset = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; - } + this.filters = []; - Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Audio, + if ( Object3D$$1 ) Audio.__proto__ = Object3D$$1; + Audio.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Audio.prototype.constructor = Audio; - getOutput: function () { + Audio.prototype.getOutput = function getOutput () { return this.gain; - }, + }; - setNodeSource: function ( audioNode ) { + Audio.prototype.setNodeSource = function setNodeSource ( audioNode ) { this.hasPlaybackControl = false; this.sourceType = 'audioNode'; @@ -39695,9 +40350,9 @@ return this; - }, + }; - setMediaElementSource: function ( mediaElement ) { + Audio.prototype.setMediaElementSource = function setMediaElementSource ( mediaElement ) { this.hasPlaybackControl = false; this.sourceType = 'mediaNode'; @@ -39706,20 +40361,20 @@ return this; - }, + }; - setBuffer: function ( audioBuffer ) { + Audio.prototype.setBuffer = function setBuffer ( audioBuffer ) { this.buffer = audioBuffer; this.sourceType = 'buffer'; - if ( this.autoplay ) this.play(); + if ( this.autoplay ) { this.play(); } return this; - }, + }; - play: function () { + Audio.prototype.play = function play () { if ( this.isPlaying === true ) { @@ -39750,9 +40405,9 @@ return this.connect(); - }, + }; - pause: function () { + Audio.prototype.pause = function pause () { if ( this.hasPlaybackControl === false ) { @@ -39772,9 +40427,9 @@ return this; - }, + }; - stop: function () { + Audio.prototype.stop = function stop () { if ( this.hasPlaybackControl === false ) { @@ -39790,9 +40445,11 @@ return this; - }, + }; + + Audio.prototype.connect = function connect () { + var this$1 = this; - connect: function () { if ( this.filters.length > 0 ) { @@ -39800,7 +40457,7 @@ for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - this.filters[ i - 1 ].connect( this.filters[ i ] ); + this$1.filters[ i - 1 ].connect( this$1.filters[ i ] ); } @@ -39814,9 +40471,11 @@ return this; - }, + }; + + Audio.prototype.disconnect = function disconnect () { + var this$1 = this; - disconnect: function () { if ( this.filters.length > 0 ) { @@ -39824,7 +40483,7 @@ for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + this$1.filters[ i - 1 ].disconnect( this$1.filters[ i ] ); } @@ -39838,17 +40497,17 @@ return this; - }, + }; - getFilters: function () { + Audio.prototype.getFilters = function getFilters () { return this.filters; - }, + }; - setFilters: function ( value ) { + Audio.prototype.setFilters = function setFilters ( value ) { - if ( ! value ) value = []; + if ( ! value ) { value = []; } if ( this.isPlaying === true ) { @@ -39864,21 +40523,21 @@ return this; - }, + }; - getFilter: function () { + Audio.prototype.getFilter = function getFilter () { return this.getFilters()[ 0 ]; - }, + }; - setFilter: function ( filter ) { + Audio.prototype.setFilter = function setFilter ( filter ) { return this.setFilters( filter ? [ filter ] : [] ); - }, + }; - setPlaybackRate: function ( value ) { + Audio.prototype.setPlaybackRate = function setPlaybackRate ( value ) { if ( this.hasPlaybackControl === false ) { @@ -39897,21 +40556,21 @@ return this; - }, + }; - getPlaybackRate: function () { + Audio.prototype.getPlaybackRate = function getPlaybackRate () { return this.playbackRate; - }, + }; - onEnded: function () { + Audio.prototype.onEnded = function onEnded () { this.isPlaying = false; - }, + }; - getLoop: function () { + Audio.prototype.getLoop = function getLoop () { if ( this.hasPlaybackControl === false ) { @@ -39922,9 +40581,9 @@ return this.loop; - }, + }; - setLoop: function ( value ) { + Audio.prototype.setLoop = function setLoop ( value ) { if ( this.hasPlaybackControl === false ) { @@ -39943,104 +40602,106 @@ return this; - }, + }; - getVolume: function () { + Audio.prototype.getVolume = function getVolume () { return this.gain.gain.value; - }, + }; - setVolume: function ( value ) { + Audio.prototype.setVolume = function setVolume ( value ) { this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); return this; - } + }; - } ); + return Audio; + }(Object3D)); /** * @author mrdoob / http://mrdoob.com/ */ - function PositionalAudio( listener ) { - - Audio.call( this, listener ); + var PositionalAudio = (function (Audio$$1) { + function PositionalAudio( listener ) { - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); + Audio$$1.call( this, listener ); - } + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); - PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + } - constructor: PositionalAudio, + if ( Audio$$1 ) PositionalAudio.__proto__ = Audio$$1; + PositionalAudio.prototype = Object.create( Audio$$1 && Audio$$1.prototype ); + PositionalAudio.prototype.constructor = PositionalAudio; - getOutput: function () { + PositionalAudio.prototype.getOutput = function getOutput () { return this.panner; - }, + }; - getRefDistance: function () { + PositionalAudio.prototype.getRefDistance = function getRefDistance () { return this.panner.refDistance; - }, + }; - setRefDistance: function ( value ) { + PositionalAudio.prototype.setRefDistance = function setRefDistance ( value ) { this.panner.refDistance = value; return this; - }, + }; - getRolloffFactor: function () { + PositionalAudio.prototype.getRolloffFactor = function getRolloffFactor () { return this.panner.rolloffFactor; - }, + }; - setRolloffFactor: function ( value ) { + PositionalAudio.prototype.setRolloffFactor = function setRolloffFactor ( value ) { this.panner.rolloffFactor = value; return this; - }, + }; - getDistanceModel: function () { + PositionalAudio.prototype.getDistanceModel = function getDistanceModel () { return this.panner.distanceModel; - }, + }; - setDistanceModel: function ( value ) { + PositionalAudio.prototype.setDistanceModel = function setDistanceModel ( value ) { this.panner.distanceModel = value; return this; - }, + }; - getMaxDistance: function () { + PositionalAudio.prototype.getMaxDistance = function getMaxDistance () { return this.panner.maxDistance; - }, + }; - setMaxDistance: function ( value ) { + PositionalAudio.prototype.setMaxDistance = function setMaxDistance ( value ) { this.panner.maxDistance = value; return this; - }, + }; - setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + PositionalAudio.prototype.setDirectionalCone = function setDirectionalCone ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { this.panner.coneInnerAngle = coneInnerAngle; this.panner.coneOuterAngle = coneOuterAngle; @@ -40048,40 +40709,40 @@ return this; - }, - - updateMatrixWorld: ( function () { + }; - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); + return PositionalAudio; + }(Audio)); - var orientation = new Vector3(); + PositionalAudio.prototype.updateMatrixWorld = ( function () { - return function updateMatrixWorld( force ) { + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); - Object3D.prototype.updateMatrixWorld.call( this, force ); + var orientation = new Vector3(); - var panner = this.panner; - this.matrixWorld.decompose( position, quaternion, scale ); + return function updateMatrixWorld( force ) { - orientation.set( 0, 0, 1 ).applyQuaternion( quaternion ); + Object3D.prototype.updateMatrixWorld.call( this, force ); - panner.setPosition( position.x, position.y, position.z ); - panner.setOrientation( orientation.x, orientation.y, orientation.z ); + var panner = this.panner; + this.matrixWorld.decompose( position, quaternion, scale ); - }; + orientation.set( 0, 0, 1 ).applyQuaternion( quaternion ); - } )() + panner.setPosition( position.x, position.y, position.z ); + panner.setOrientation( orientation.x, orientation.y, orientation.z ); + }; - } ); + } )(); /** * @author mrdoob / http://mrdoob.com/ */ - function AudioAnalyser( audio, fftSize ) { + var AudioAnalyser = function AudioAnalyser( audio, fftSize ) { this.analyser = audio.context.createAnalyser(); this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; @@ -40090,33 +40751,29 @@ audio.getOutput().connect( this.analyser ); - } - - Object.assign( AudioAnalyser.prototype, { - - getFrequencyData: function () { - - this.analyser.getByteFrequencyData( this.data ); + }; - return this.data; + AudioAnalyser.prototype.getFrequencyData = function getFrequencyData () { - }, + this.analyser.getByteFrequencyData( this.data ); - getAverageFrequency: function () { + return this.data; - var value = 0, data = this.getFrequencyData(); + }; - for ( var i = 0; i < data.length; i ++ ) { + AudioAnalyser.prototype.getAverageFrequency = function getAverageFrequency () { - value += data[ i ]; + var value = 0, data = this.getFrequencyData(); - } + for ( var i = 0; i < data.length; i ++ ) { - return value / data.length; + value += data[ i ]; } - } ); + return value / data.length; + + }; /** * @@ -40128,7 +40785,7 @@ * @author tschw */ - function PropertyMixer( binding, typeName, valueSize ) { + var PropertyMixer = function PropertyMixer( binding, typeName, valueSize ) { this.binding = binding; this.valueSize = valueSize; @@ -40172,156 +40829,151 @@ this.useCount = 0; this.referenceCount = 0; - } - - Object.assign( PropertyMixer.prototype, { - - // accumulate data in the 'incoming' region into 'accu' - 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 + // accumulate data in the 'incoming' region into 'accu' + PropertyMixer.prototype.accumulate = function accumulate ( accuIndex, weight ) { - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place - currentWeight = this.cumulativeWeight; + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, - if ( currentWeight === 0 ) { + currentWeight = this.cumulativeWeight; - // accuN := incoming * weight + if ( currentWeight === 0 ) { - for ( var i = 0; i !== stride; ++ i ) { + // accuN := incoming * weight - buffer[ offset + i ] = buffer[ i ]; + for ( var i = 0; i !== stride; ++ i ) { - } + buffer[ offset + i ] = buffer[ i ]; - currentWeight = weight; + } - } else { + currentWeight = weight; - // accuN := accuN + incoming * weight + } else { - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); + // accuN := accuN + incoming * weight - } + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); - this.cumulativeWeight = currentWeight; + } - }, + this.cumulativeWeight = currentWeight; - // apply the state of 'accu' to the binding when accus differ - apply: function ( accuIndex ) { + }; - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, + // apply the state of 'accu' to the binding when accus differ + PropertyMixer.prototype.apply = function apply ( accuIndex ) { - weight = this.cumulativeWeight, + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, - binding = this.binding; + weight = this.cumulativeWeight, - this.cumulativeWeight = 0; + binding = this.binding; - if ( weight < 1 ) { + this.cumulativeWeight = 0; - // accuN := accuN + original * ( 1 - cumulativeWeight ) + if ( weight < 1 ) { - var originalValueOffset = stride * 3; + // accuN := accuN + original * ( 1 - cumulativeWeight ) - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); + var originalValueOffset = stride * 3; - } + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + } - if ( buffer[ i ] !== buffer[ i + stride ] ) { + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { - // value has changed -> update scene graph + if ( buffer[ i ] !== buffer[ i + stride ] ) { - binding.setValue( buffer, offset ); - break; + // 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, + // remember the state of the bound property and copy it to both accus + PropertyMixer.prototype.saveOriginalState = function saveOriginalState () { - originalValueOffset = stride * 3; + var binding = this.binding; - binding.getValue( buffer, originalValueOffset ); + var buffer = this.buffer, + stride = this.valueSize, - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + originalValueOffset = stride * 3; - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + binding.getValue( buffer, originalValueOffset ); - } + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { - this.cumulativeWeight = 0; + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - }, + } - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function () { + this.cumulativeWeight = 0; - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); + }; - }, + // apply the state previously taken via 'saveOriginalState' to the binding + PropertyMixer.prototype.restoreOriginalState = function restoreOriginalState () { + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); - // mix functions + }; - _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + // mix functions - if ( t >= 0.5 ) { + PropertyMixer.prototype._select = function _select ( buffer, dstOffset, srcOffset, t, stride ) { - for ( var i = 0; i !== stride; ++ i ) { + if ( t >= 0.5 ) { - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + 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 ); + PropertyMixer.prototype._slerp = function _slerp ( buffer, dstOffset, srcOffset, t ) { - }, + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { + }; - var s = 1 - t; + PropertyMixer.prototype._lerp = function _lerp ( buffer, dstOffset, srcOffset, t, stride ) { - for ( var i = 0; i !== stride; ++ i ) { + var s = 1 - t; - var j = dstOffset + i; + for ( var i = 0; i !== stride; ++ i ) { - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + var j = dstOffset + i; - } + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; } - } ); + }; /** * @@ -40336,72 +40988,68 @@ // Characters [].:/ are reserved for track binding syntax. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; - function Composite( targetGroup, path, optionalParsedPath ) { + var Composite = 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 ) { + Composite.prototype.getValue = function getValue ( array, offset ) { - this.bind(); // bind all binding + this.bind(); // bind all binding - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); + // and only call .getValue on the first + if ( binding !== undefined ) { binding.getValue( array, offset ); } - }, + }; - setValue: function ( array, offset ) { + Composite.prototype.setValue = function setValue ( array, offset ) { - var bindings = this._bindings; + var bindings = this._bindings; - for ( var i = this._targetGroup.nCachedObjects_, + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - bindings[ i ].setValue( array, offset ); + bindings[ i ].setValue( array, offset ); - } + } - }, + }; - bind: function () { + Composite.prototype.bind = function bind () { - var bindings = this._bindings; + var bindings = this._bindings; - for ( var i = this._targetGroup.nCachedObjects_, + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - bindings[ i ].bind(); + bindings[ i ].bind(); - } + } - }, + }; - unbind: function () { + Composite.prototype.unbind = function unbind () { - var bindings = this._bindings; + var bindings = this._bindings; - for ( var i = this._targetGroup.nCachedObjects_, + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - bindings[ i ].unbind(); - - } + bindings[ i ].unbind(); } - } ); + }; - function PropertyBinding( rootNode, path, parsedPath ) { + var PropertyBinding = function PropertyBinding( rootNode, path, parsedPath ) { this.path = path; this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); @@ -40410,643 +41058,626 @@ this.rootNode = rootNode; - } + }; - Object.assign( PropertyBinding, { + // prototype, continued - Composite: Composite, + // these are used to "bind" a nonexistent property + PropertyBinding.prototype._getValue_unavailable = function _getValue_unavailable () {}; - create: function ( root, path, parsedPath ) { + PropertyBinding.prototype._setValue_unavailable = function _setValue_unavailable () {}; - if ( ! ( root && root.isAnimationObjectGroup ) ) { + PropertyBinding.prototype.getValue = function getValue ( targetArray, offset ) { - return new PropertyBinding( root, path, parsedPath ); + this.bind(); + this.getValue( targetArray, offset ); - } else { + // 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. - return new PropertyBinding.Composite( root, path, parsedPath ); - - } + }; - }, + PropertyBinding.prototype.setValue = function setValue ( sourceArray, offset ) { - /** - * 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 () { + this.bind(); + this.setValue( sourceArray, offset ); - var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); + }; - return function sanitizeNodeName( name ) { + // create getter / setter pair for a property in the scene graph + PropertyBinding.prototype.bind = function bind () { - return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); + var targetObject = this.node, + parsedPath = this.parsedPath, - }; + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; - }() ), + if ( ! targetObject ) { - parseTrackName: function () { + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; - // 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( '\\.', '' ) + ']'; + this.node = targetObject; - // 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 ); + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; - // 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 ); + // ensure there is a value node + if ( ! targetObject ) { - // Property and accessor. May not contain reserved characters. Accessor may - // contain any non-bracket characters. - var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; - var trackRe = new RegExp( '' - + '^' - + directoryRe - + nodeRe - + objectRe - + propertyRe - + '$' - ); + } - var supportedObjectNames = [ 'material', 'materials', 'bones' ]; + if ( objectName ) { - return function parseTrackName( trackName ) { + var objectIndex = parsedPath.objectIndex; - var matches = trackRe.exec( trackName ); + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { - if ( ! matches ) { + case 'materials': - throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + if ( ! targetObject.material ) { - } + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; - 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 ( ! targetObject.material.materials ) { - if ( lastDot !== undefined && lastDot !== - 1 ) { + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; - var objectName = results.nodeName.substring( lastDot + 1 ); + } - // Object names must be checked against a whitelist. 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 ) { + targetObject = targetObject.material.materials; - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; + break; - } + case 'bones': - } + if ( ! targetObject.skeleton ) { - if ( results.propertyName === null || results.propertyName.length === 0 ) { + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + } - } + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. - return results; + targetObject = targetObject.skeleton.bones; - }; + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { - }(), + if ( targetObject[ i ].name === objectIndex ) { - findNode: function ( root, nodeName ) { + objectIndex = i; + break; - if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + } - return root; + } - } + break; - // search into skeleton bones. - if ( root.skeleton ) { + default: - var bone = root.skeleton.getBoneByName( nodeName ); + if ( targetObject[ objectName ] === undefined ) { - if ( bone !== undefined ) { + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; - return bone; + } - } + targetObject = targetObject[ objectName ]; } - // search into node subtree. - if ( root.children ) { - var searchNodeSubtree = function ( children ) { + if ( objectIndex !== undefined ) { - for ( var i = 0; i < children.length; i ++ ) { + if ( targetObject[ objectIndex ] === undefined ) { - var childNode = children[ i ]; + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + } - return childNode; + targetObject = targetObject[ objectIndex ]; - } + } - var result = searchNodeSubtree( childNode.children ); + } - if ( result ) return result; + // resolve property + var nodeProperty = targetObject[ propertyName ]; - } + if ( nodeProperty === undefined ) { - return null; + var nodeName = parsedPath.nodeName; - }; + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; - var subTreeNode = searchNodeSubtree( root.children ); + } - if ( subTreeNode ) { + // determine versioning scheme + var versioning = this.Versioning.None; - return subTreeNode; + if ( targetObject.needsUpdate !== undefined ) { // material - } + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; - } + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - return null; + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; } - } ); - - 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 - }, + // determine how the property gets bound + var bindingType = this.BindingType.Direct; - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, + if ( propertyIndex !== undefined ) { - GetterByBindingType: [ + // access a sub element of the property array (only primitives are supported right now) - function getValue_direct( buffer, offset ) { + if ( propertyName === "morphTargetInfluences" ) { - buffer[ offset ] = this.node[ this.propertyName ]; + // 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 ) { - function getValue_array( buffer, offset ) { + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; - var source = this.resolvedProperty; + } - for ( var i = 0, n = source.length; i !== n; ++ i ) { + if ( targetObject.geometry.isBufferGeometry ) { - buffer[ offset ++ ] = source[ i ]; + if ( ! targetObject.geometry.morphAttributes ) { - } + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; - }, + } - function getValue_arrayElement( buffer, offset ) { + for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { - }, + propertyIndex = i; + break; - function getValue_toArray( buffer, offset ) { + } - this.resolvedProperty.toArray( buffer, offset ); + } - } - ], + } else { - SetterByBindingTypeAndVersioning: [ + if ( ! targetObject.geometry.morphTargets ) { - [ - // Direct + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); + return; - function setValue_direct( buffer, offset ) { + } - this.targetObject[ this.propertyName ] = buffer[ offset ]; + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { - }, + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { - function setValue_direct_setNeedsUpdate( buffer, offset ) { + propertyIndex = i; + break; - 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; + } - } + bindingType = this.BindingType.ArrayElement; - ], [ + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; - // EntireArray + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - function setValue_array( buffer, offset ) { + // must use copy for Object3D.Euler/Quaternion - var dest = this.resolvedProperty; + bindingType = this.BindingType.HasFromToArray; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + this.resolvedProperty = nodeProperty; - dest[ i ] = buffer[ offset ++ ]; + } else if ( Array.isArray( nodeProperty ) ) { - } + bindingType = this.BindingType.EntireArray; - }, + this.resolvedProperty = nodeProperty; - function setValue_array_setNeedsUpdate( buffer, offset ) { + } else { - var dest = this.resolvedProperty; + this.propertyName = propertyName; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + } - dest[ i ] = buffer[ offset ++ ]; + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - } + }; - this.targetObject.needsUpdate = true; + PropertyBinding.prototype.unbind = function unbind () { - }, + this.node = null; - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + // 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; - var dest = this.resolvedProperty; + }; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + PropertyBinding.create = function create ( root, path, parsedPath ) { - dest[ i ] = buffer[ offset ++ ]; + if ( ! ( root && root.isAnimationObjectGroup ) ) { - } + return new PropertyBinding( root, path, parsedPath ); - this.targetObject.matrixWorldNeedsUpdate = true; + } else { - } + return new PropertyBinding.Composite( root, path, parsedPath ); - ], [ + } - // ArrayElement + }; - function setValue_arrayElement( buffer, offset ) { + PropertyBinding.findNode = function findNode ( root, nodeName ) { - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { - }, + return root; - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + } - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + // search into skeleton bones. + if ( root.skeleton ) { - }, + var bone = root.skeleton.getBoneByName( nodeName ); - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + if ( bone !== undefined ) { - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + return bone; - } + } - ], [ + } - // HasToFromArray + // search into node subtree. + if ( root.children ) { - function setValue_fromArray( buffer, offset ) { + var searchNodeSubtree = function ( children ) { - this.resolvedProperty.fromArray( buffer, offset ); + for ( var i = 0; i < children.length; i ++ ) { - }, + var childNode = children[ i ]; - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; + return childNode; - }, + } - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + var result = searchNodeSubtree( childNode.children ); - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; + if ( result ) { return result; } } - ] + return null; - ], + }; - getValue: function getValue_unbound( targetArray, offset ) { + var subTreeNode = searchNodeSubtree( root.children ); - this.bind(); - this.getValue( targetArray, offset ); + if ( subTreeNode ) { - // 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. + return subTreeNode; - }, + } - setValue: function getValue_unbound( sourceArray, offset ) { + } - this.bind(); - this.setValue( sourceArray, offset ); + return null; - }, + }; - // create getter / setter pair for a property in the scene graph - bind: function () { + PropertyBinding.Composite = Composite; - var targetObject = this.node, - parsedPath = this.parsedPath, + PropertyBinding.sanitizeNodeName = function () { - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; + var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); - if ( ! targetObject ) { + return function sanitizeNodeName( name ) { - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); - this.node = targetObject; + }; - } + }(); - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; + PropertyBinding.parseTrackName = function () { - // ensure there is a value node - if ( ! targetObject ) { + // 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( '\\.', '' ) + ']'; - console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; + // 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 ); - if ( objectName ) { + // 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 ); - var objectIndex = parsedPath.objectIndex; + // Property and accessor. May not contain reserved characters. Accessor may + // contain any non-bracket characters. + var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { + var trackRe = new RegExp( '' + + '^' + + directoryRe + + nodeRe + + objectRe + + propertyRe + + '$' + ); - case 'materials': + var supportedObjectNames = [ 'material', 'materials', 'bones' ]; - if ( ! targetObject.material ) { + return function parseTrackName( trackName ) { - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; + var matches = trackRe.exec( trackName ); - } + if ( ! matches ) { - if ( ! targetObject.material.materials ) { + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; + } - } + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; - targetObject = targetObject.material.materials; + var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - break; + if ( lastDot !== undefined && lastDot !== - 1 ) { - case 'bones': + var objectName = results.nodeName.substring( lastDot + 1 ); - if ( ! targetObject.skeleton ) { + // Object names must be checked against a whitelist. 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 ) { - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; - } + } - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. + } - targetObject = targetObject.skeleton.bones; + if ( results.propertyName === null || results.propertyName.length === 0 ) { - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - if ( targetObject[ i ].name === objectIndex ) { + } - objectIndex = i; - break; + return results; - } + }; - } + }(); - break; + PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }; - default: + PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }; - if ( targetObject[ objectName ] === undefined ) { + PropertyBinding.prototype.GetterByBindingType = [ - console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; + function getValue_direct( buffer, offset ) { - } + buffer[ offset ] = this.node[ this.propertyName ]; - targetObject = targetObject[ objectName ]; + }, - } + function getValue_array( buffer, offset ) { + var source = this.resolvedProperty; - if ( objectIndex !== undefined ) { + for ( var i = 0, n = source.length; i !== n; ++ i ) { - if ( targetObject[ objectIndex ] === undefined ) { + buffer[ offset ++ ] = source[ i ]; - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; + } - } + }, - targetObject = targetObject[ objectIndex ]; + function getValue_arrayElement( buffer, offset ) { - } + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - } + }, - // resolve property - var nodeProperty = targetObject[ propertyName ]; + function getValue_toArray( buffer, offset ) { - if ( nodeProperty === undefined ) { + this.resolvedProperty.toArray( buffer, offset ); - var nodeName = parsedPath.nodeName; + } - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; + ]; - } + PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ - // determine versioning scheme - var versioning = this.Versioning.None; + [ + // Direct - if ( targetObject.needsUpdate !== undefined ) { // material + function setValue_direct( buffer, offset ) { - versioning = this.Versioning.NeedsUpdate; - this.targetObject = targetObject; + this.targetObject[ this.propertyName ] = buffer[ offset ]; - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + }, - versioning = this.Versioning.MatrixWorldNeedsUpdate; - this.targetObject = targetObject; + function setValue_direct_setNeedsUpdate( buffer, offset ) { - } + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - // determine how the property gets bound - var bindingType = this.BindingType.Direct; + }, - if ( propertyIndex !== undefined ) { + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - // access a sub element of the property array (only primitives are supported right now) + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - 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 ) { + // EntireArray - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; + function setValue_array( buffer, offset ) { - } + var dest = this.resolvedProperty; - if ( targetObject.geometry.isBufferGeometry ) { + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - if ( ! targetObject.geometry.morphAttributes ) { + dest[ i ] = buffer[ offset ++ ]; - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; + } - } + }, - for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + function setValue_array_setNeedsUpdate( buffer, offset ) { - if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + var dest = this.resolvedProperty; - propertyIndex = i; - break; + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - } + dest[ i ] = buffer[ offset ++ ]; - } + } + this.targetObject.needsUpdate = true; - } else { + }, - if ( ! targetObject.geometry.morphTargets ) { + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); - return; + var dest = this.resolvedProperty; - } + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + dest[ i ] = buffer[ offset ++ ]; - if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + } - propertyIndex = i; - break; + this.targetObject.matrixWorldNeedsUpdate = true; - } + } - } + ], [ - } + // ArrayElement - } + function setValue_arrayElement( buffer, offset ) { - bindingType = this.BindingType.ArrayElement; + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; + }, - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - // must use copy for Object3D.Euler/Quaternion + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - bindingType = this.BindingType.HasFromToArray; + }, - this.resolvedProperty = nodeProperty; + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - } else if ( Array.isArray( nodeProperty ) ) { + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - bindingType = this.BindingType.EntireArray; + } - this.resolvedProperty = nodeProperty; + ], [ - } else { + // HasToFromArray - this.propertyName = propertyName; + function setValue_fromArray( buffer, offset ) { - } + this.resolvedProperty.fromArray( buffer, offset ); - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + }, - }, + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - unbind: function () { + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; - 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; + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - } + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; - } ); + } - //!\ 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, + ]; - } ); + PropertyBinding.prototype._getValue_unbound = PropertyBinding.prototype.getValue; + + PropertyBinding.prototype._setValue_unbound = PropertyBinding.prototype.setValue; /** * @@ -41079,29 +41710,31 @@ * @author tschw */ - function AnimationObjectGroup() { + var AnimationObjectGroup = function AnimationObjectGroup() { + var arguments$1 = arguments; + this.uuid = _Math.generateUUID(); // cached objects followed by the active ones this._objects = Array.prototype.slice.call( arguments ); - this.nCachedObjects_ = 0; // threshold + this.nCachedObjects_ = 0; // threshold // note: read by PropertyBinding.Composite var indices = {}; - this._indicesByUUID = indices; // for bookkeeping + this._indicesByUUID = indices; // for bookkeeping for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - indices[ arguments[ i ].uuid ] = i; + indices[ arguments$1[ 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 + 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; @@ -41127,302 +41760,304 @@ }; - } + }; - Object.assign( AnimationObjectGroup.prototype, { + AnimationObjectGroup.prototype.add = function add () { + var arguments$1 = arguments; - isAnimationObjectGroup: true, - add: function () { + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length, + knownObject = undefined; - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length, - knownObject = undefined; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + var object = arguments$1[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + if ( index === undefined ) { - if ( index === undefined ) { + // unknown object -> add it to the ACTIVE region - // unknown object -> add it to the ACTIVE region + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); + // accounting is done, now do the same for all bindings - // accounting is done, now do the same for all bindings + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); - bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + } - } + } else if ( index < nCachedObjects ) { - } else if ( index < nCachedObjects ) { + knownObject = objects[ index ]; - knownObject = objects[ index ]; + // move existing object to the ACTIVE region - // move existing object to the ACTIVE region + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; + // accounting is done, now do the same for all bindings - // accounting is done, now do the same for all bindings + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = lastCached; + bindingsForPath[ index ] = lastCached; - if ( binding === undefined ) { + if ( binding === undefined ) { - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - } + } - bindingsForPath[ firstActiveIndex ] = binding; + bindingsForPath[ firstActiveIndex ] = binding; - } + } - } else if ( objects[ index ] !== knownObject ) { + } 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.' ); + 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 + } // else the object is already where we want it to be - } // for arguments + } // for arguments - this.nCachedObjects_ = nCachedObjects; + this.nCachedObjects_ = nCachedObjects; - }, + }; - remove: function () { + AnimationObjectGroup.prototype.remove = function remove () { + var arguments$1 = arguments; - var objects = this._objects, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - if ( index !== undefined && index >= nCachedObjects ) { + var object = arguments$1[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - // move existing object into the CACHED region + if ( index !== undefined && index >= nCachedObjects ) { - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; + // move existing object into the CACHED region - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; - // accounting is done, now do the same for all bindings + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + // accounting is done, now do the same for all bindings - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; - } + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; } - } // for arguments + } - this.nCachedObjects_ = nCachedObjects; + } // for arguments - }, + this.nCachedObjects_ = nCachedObjects; - // remove & forget - uncache: function () { + }; - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + // remove & forget + AnimationObjectGroup.prototype.uncache = function uncache () { + var arguments$1 = arguments; - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - if ( index !== undefined ) { + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - delete indicesByUUID[ uuid ]; + var object = arguments$1[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - if ( index < nCachedObjects ) { + if ( index !== undefined ) { - // object is cached, shrink the CACHED region + delete indicesByUUID[ uuid ]; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + if ( index < nCachedObjects ) { - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + // object is cached, shrink the CACHED region - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - // accounting is done, now do the same for all bindings + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; + // accounting is done, now do the same for all bindings - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - } + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; - } else { + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); - // object is active, just swap with the last and pop + } - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + } else { - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); + // object is active, just swap with the last and pop - // accounting is done, now do the same for all bindings + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); - var bindingsForPath = bindings[ j ]; + // accounting is done, now do the same for all bindings - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - } + var bindingsForPath = bindings[ j ]; - } // cached or active + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); - } // if object is known + } - } // for arguments + } // cached or active - this.nCachedObjects_ = nCachedObjects; + } // if object is known - }, + } // for arguments - // Internal interface used by befriended PropertyBinding.Composite: + this.nCachedObjects_ = nCachedObjects; - subscribe_: function ( path, parsedPath ) { + }; - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group + // Internal interface used by befriended PropertyBinding.Composite: - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; + AnimationObjectGroup.prototype.subscribe_ = function subscribe_ ( path, parsedPath ) { - if ( index !== undefined ) return bindings[ index ]; + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; - index = bindings.length; + if ( index !== undefined ) { return bindings[ index ]; } - indicesByPath[ path ] = index; + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); + index = bindings.length; - for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + indicesByPath[ path ] = index; - var object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); - } + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { - return bindingsForPath; + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); - }, + } - unsubscribe_: function ( path ) { + return bindingsForPath; - // 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 ]; + AnimationObjectGroup.prototype.unsubscribe_ = function unsubscribe_ ( path ) { - if ( index !== undefined ) { + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; - indicesByPath[ lastBindingsPath ] = index; + if ( index !== undefined ) { - bindings[ index ] = lastBindings; - bindings.pop(); + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); + indicesByPath[ lastBindingsPath ] = index; - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); + bindings[ index ] = lastBindings; + bindings.pop(); - } + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); } - } ); + }; + + AnimationObjectGroup.prototype.isAnimationObjectGroup = true; /** * @@ -41435,7 +42070,7 @@ * */ - function AnimationAction( mixer, clip, localRoot ) { + var AnimationAction = function AnimationAction( mixer, clip, localRoot ) { this._mixer = mixer; this._clip = clip; @@ -41460,13 +42095,13 @@ this._interpolantSettings = interpolantSettings; - this._interpolants = interpolants; // bound by the mixer + 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._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager this._timeScaleInterpolant = null; this._weightInterpolant = null; @@ -41488,352 +42123,348 @@ this.weight = 1; this._effectiveWeight = 1; - this.repetitions = Infinity; // no. of repetitions when looping + this.repetitions = Infinity; // no. of repetitions when looping - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight - this.clampWhenFinished = false; // keep feeding the last frame? + 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 + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true; // clips for start, loop and end - } - - Object.assign( AnimationAction.prototype, { + }; - // State & Scheduling + // State & Scheduling - play: function () { + AnimationAction.prototype.play = function play () { - this._mixer._activateAction( this ); + this._mixer._activateAction( this ); - return this; + return this; - }, + }; - stop: function () { + AnimationAction.prototype.stop = function stop () { - this._mixer._deactivateAction( this ); + this._mixer._deactivateAction( this ); - return this.reset(); + return this.reset(); - }, + }; - reset: function () { + AnimationAction.prototype.reset = function reset () { - this.paused = false; - this.enabled = true; + this.paused = false; + this.enabled = true; - this.time = 0; // restart clip - this._loopCount = - 1; // forget previous loops - this._startTime = null; // forget scheduling + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling - return this.stopFading().stopWarping(); + return this.stopFading().stopWarping(); - }, + }; - isRunning: function () { + AnimationAction.prototype.isRunning = function isRunning () { - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); - }, + }; - // return true when play has been called - isScheduled: function () { + // return true when play has been called + AnimationAction.prototype.isScheduled = function isScheduled () { - return this._mixer._isActiveAction( this ); + return this._mixer._isActiveAction( this ); - }, + }; - startAt: function ( time ) { + AnimationAction.prototype.startAt = function startAt ( time ) { - this._startTime = time; + this._startTime = time; - return this; + return this; - }, + }; - setLoop: function ( mode, repetitions ) { + AnimationAction.prototype.setLoop = function setLoop ( mode, repetitions ) { - this.loop = mode; - this.repetitions = repetitions; + this.loop = mode; + this.repetitions = repetitions; - return this; + return this; - }, + }; - // Weight + // Weight - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight: function ( weight ) { + // 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; + this.weight = weight; - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; - return this.stopFading(); + return this.stopFading(); - }, + }; - // return the weight considering fading and .enabled - getEffectiveWeight: function () { + // return the weight considering fading and .enabled + AnimationAction.prototype.getEffectiveWeight = function getEffectiveWeight () { - return this._effectiveWeight; + return this._effectiveWeight; - }, + }; - fadeIn: function ( duration ) { + AnimationAction.prototype.fadeIn = function fadeIn ( duration ) { - return this._scheduleFading( duration, 0, 1 ); + return this._scheduleFading( duration, 0, 1 ); - }, + }; - fadeOut: function ( duration ) { + AnimationAction.prototype.fadeOut = function fadeOut ( duration ) { - return this._scheduleFading( duration, 1, 0 ); + return this._scheduleFading( duration, 1, 0 ); - }, + }; - crossFadeFrom: function ( fadeOutAction, duration, warp ) { + AnimationAction.prototype.crossFadeFrom = function crossFadeFrom ( fadeOutAction, duration, warp ) { - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); - if ( warp ) { + if ( warp ) { - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); - } + } - return this; + return this; - }, + }; - crossFadeTo: function ( fadeInAction, duration, warp ) { + AnimationAction.prototype.crossFadeTo = function crossFadeTo ( fadeInAction, duration, warp ) { - return fadeInAction.crossFadeFrom( this, duration, warp ); + return fadeInAction.crossFadeFrom( this, duration, warp ); - }, + }; - stopFading: function () { + AnimationAction.prototype.stopFading = function stopFading () { - var weightInterpolant = this._weightInterpolant; + var weightInterpolant = this._weightInterpolant; - if ( weightInterpolant !== null ) { + if ( weightInterpolant !== null ) { - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); - } + } - return this; + return this; - }, + }; - // Time Scale Control + // 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 - setEffectiveTimeScale: function ( timeScale ) { + // 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; + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; - return this.stopWarping(); + return this.stopWarping(); - }, + }; - // return the time scale considering warping and .paused - getEffectiveTimeScale: function () { + // return the time scale considering warping and .paused + AnimationAction.prototype.getEffectiveTimeScale = function getEffectiveTimeScale () { - return this._effectiveTimeScale; + return this._effectiveTimeScale; - }, + }; - setDuration: function ( duration ) { + AnimationAction.prototype.setDuration = function setDuration ( duration ) { - this.timeScale = this._clip.duration / duration; + this.timeScale = this._clip.duration / duration; - return this.stopWarping(); + return this.stopWarping(); - }, + }; - syncWith: function ( action ) { + AnimationAction.prototype.syncWith = function syncWith ( action ) { - this.time = action.time; - this.timeScale = action.timeScale; + this.time = action.time; + this.timeScale = action.timeScale; - return this.stopWarping(); + return this.stopWarping(); - }, + }; - halt: function ( duration ) { + AnimationAction.prototype.halt = function halt ( duration ) { - return this.warp( this._effectiveTimeScale, 0, duration ); + return this.warp( this._effectiveTimeScale, 0, duration ); - }, + }; - warp: function ( startTimeScale, endTimeScale, duration ) { + AnimationAction.prototype.warp = function warp ( startTimeScale, endTimeScale, duration ) { - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, - timeScale = this.timeScale; + timeScale = this.timeScale; - if ( interpolant === null ) { + if ( interpolant === null ) { - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; - } + } - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - times[ 0 ] = now; - times[ 1 ] = now + duration; + times[ 0 ] = now; + times[ 1 ] = now + duration; - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; - return this; + return this; - }, + }; - stopWarping: function () { + AnimationAction.prototype.stopWarping = function stopWarping () { - var timeScaleInterpolant = this._timeScaleInterpolant; + var timeScaleInterpolant = this._timeScaleInterpolant; - if ( timeScaleInterpolant !== null ) { + if ( timeScaleInterpolant !== null ) { - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - } + } - return this; + return this; - }, + }; - // Object Accessors + // Object Accessors - getMixer: function () { + AnimationAction.prototype.getMixer = function getMixer () { - return this._mixer; + return this._mixer; - }, + }; - getClip: function () { + AnimationAction.prototype.getClip = function getClip () { - return this._clip; + return this._clip; - }, + }; - getRoot: function () { + AnimationAction.prototype.getRoot = function getRoot () { - return this._localRoot || this._mixer._root; + return this._localRoot || this._mixer._root; - }, + }; - // Interna + // Interna - _update: function ( time, deltaTime, timeDirection, accuIndex ) { + AnimationAction.prototype._update = function _update ( time, deltaTime, timeDirection, accuIndex ) { - // called by the mixer + // called by the mixer - if ( ! this.enabled ) { + if ( ! this.enabled ) { - // call ._updateWeight() to update ._effectiveWeight + // call ._updateWeight() to update ._effectiveWeight - this._updateWeight( time ); - return; + this._updateWeight( time ); + return; - } + } - var startTime = this._startTime; + var startTime = this._startTime; - if ( startTime !== null ) { + if ( startTime !== null ) { - // check for scheduled start of action + // check for scheduled start of action - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { - return; // yet to come / don't decide when delta = 0 + return; // yet to come / don't decide when delta = 0 - } - - // start + } - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; + // start - } + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; - // apply time scale and advance time + } - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); + // apply time scale and advance time - // note: _updateTime may disable the action resulting in - // an effective weight of 0 + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); - var weight = this._updateWeight( time ); + // note: _updateTime may disable the action resulting in + // an effective weight of 0 - if ( weight > 0 ) { + var weight = this._updateWeight( time ); - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; + if ( weight > 0 ) { - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { - } + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); } - }, + } - _updateWeight: function ( time ) { + }; - var weight = 0; + AnimationAction.prototype._updateWeight = function _updateWeight ( time ) { - if ( this.enabled ) { + var weight = 0; - weight = this.weight; - var interpolant = this._weightInterpolant; + if ( this.enabled ) { - if ( interpolant !== null ) { + weight = this.weight; + var interpolant = this._weightInterpolant; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + if ( interpolant !== null ) { - weight *= interpolantValue; + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - if ( time > interpolant.parameterPositions[ 1 ] ) { + weight *= interpolantValue; - this.stopFading(); + if ( time > interpolant.parameterPositions[ 1 ] ) { - if ( interpolantValue === 0 ) { + this.stopFading(); - // faded out, disable - this.enabled = false; + if ( interpolantValue === 0 ) { - } + // faded out, disable + this.enabled = false; } @@ -41841,42 +42472,42 @@ } - this._effectiveWeight = weight; - return weight; + } - }, + this._effectiveWeight = weight; + return weight; - _updateTimeScale: function ( time ) { + }; - var timeScale = 0; + AnimationAction.prototype._updateTimeScale = function _updateTimeScale ( time ) { - if ( ! this.paused ) { + var timeScale = 0; - timeScale = this.timeScale; + if ( ! this.paused ) { - var interpolant = this._timeScaleInterpolant; + timeScale = this.timeScale; - if ( interpolant !== null ) { + var interpolant = this._timeScaleInterpolant; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + if ( interpolant !== null ) { - timeScale *= interpolantValue; + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - if ( time > interpolant.parameterPositions[ 1 ] ) { + timeScale *= interpolantValue; - this.stopWarping(); + if ( time > interpolant.parameterPositions[ 1 ] ) { - if ( timeScale === 0 ) { + this.stopWarping(); - // motion has halted, pause - this.paused = true; + if ( timeScale === 0 ) { - } else { + // motion has halted, pause + this.paused = true; - // warp done - apply final time scale - this.timeScale = timeScale; + } else { - } + // warp done - apply final time scale + this.timeScale = timeScale; } @@ -41884,213 +42515,213 @@ } - this._effectiveTimeScale = timeScale; - return timeScale; + } - }, + this._effectiveTimeScale = timeScale; + return timeScale; - _updateTime: function ( deltaTime ) { + }; - var time = this.time + deltaTime; - var duration = this._clip.duration; - var loop = this.loop; - var loopCount = this._loopCount; + AnimationAction.prototype._updateTime = function _updateTime ( deltaTime ) { - var pingPong = ( loop === LoopPingPong ); + var time = this.time + deltaTime; + var duration = this._clip.duration; + var loop = this.loop; + var loopCount = this._loopCount; - if ( deltaTime === 0 ) { + var pingPong = ( loop === LoopPingPong ); - if ( loopCount === - 1 ) return time; + if ( deltaTime === 0 ) { - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + if ( loopCount === - 1 ) { return time; } - } + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; - if ( loop === LoopOnce ) { + } - if ( loopCount === - 1 ) { + if ( loop === LoopOnce ) { - // just started + if ( loopCount === - 1 ) { - this._loopCount = 0; - this._setEndings( true, true, false ); + // just started - } + this._loopCount = 0; + this._setEndings( true, true, false ); - handle_stop: { + } - if ( time >= duration ) { + handle_stop: { - time = duration; + if ( time >= duration ) { - } else if ( time < 0 ) { + time = duration; - time = 0; + } else if ( time < 0 ) { - } else break handle_stop; + time = 0; - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + } else { break handle_stop; } - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); + if ( this.clampWhenFinished ) { this.paused = true; } + else { this.enabled = false; } - } + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); - } else { // repetitive Repeat or PingPong + } - if ( loopCount === - 1 ) { + } else { // repetitive Repeat or PingPong - // just started + if ( loopCount === - 1 ) { - if ( deltaTime >= 0 ) { + // just started - loopCount = 0; + if ( deltaTime >= 0 ) { - this._setEndings( true, this.repetitions === 0, pingPong ); + loopCount = 0; - } else { + this._setEndings( true, this.repetitions === 0, pingPong ); - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 + } else { - this._setEndings( this.repetitions === 0, true, pingPong ); + // 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 + if ( time >= duration || time < 0 ) { - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; + // wrap around - loopCount += Math.abs( loopDelta ); + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; - var pending = this.repetitions - loopCount; + loopCount += Math.abs( loopDelta ); - if ( pending <= 0 ) { + var pending = this.repetitions - loopCount; - // have to stop (switch state, clamp time, fire event) + if ( pending <= 0 ) { - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + // have to stop (switch state, clamp time, fire event) - time = deltaTime > 0 ? duration : 0; + if ( this.clampWhenFinished ) { this.paused = true; } + else { this.enabled = false; } - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); + time = deltaTime > 0 ? duration : 0; - } else { + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); - // keep running + } else { - if ( pending === 1 ) { + // keep running - // entering the last round + if ( pending === 1 ) { - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); + // entering the last round - } else { + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); - this._setEndings( false, false, pingPong ); + } else { - } + this._setEndings( false, false, pingPong ); - this._loopCount = loopCount; + } - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); + this._loopCount = loopCount; - } + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); } - if ( pingPong && ( loopCount & 1 ) === 1 ) { + } - // invert time for the "pong round" + if ( pingPong && ( loopCount & 1 ) === 1 ) { - this.time = time; - return duration - time; + // invert time for the "pong round" - } + this.time = time; + return duration - time; } - this.time = time; - return time; + } - }, + this.time = time; + return time; - _setEndings: function ( atStart, atEnd, pingPong ) { + }; - var settings = this._interpolantSettings; + AnimationAction.prototype._setEndings = function _setEndings ( atStart, atEnd, pingPong ) { - if ( pingPong ) { + var settings = this._interpolantSettings; - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; + if ( pingPong ) { - } else { + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; - // assuming for LoopOnce atStart == atEnd == true + } else { - if ( atStart ) { + // assuming for LoopOnce atStart == atEnd == true - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + if ( atStart ) { - } else { + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - settings.endingStart = WrapAroundEnding; + } else { - } + settings.endingStart = WrapAroundEnding; - if ( atEnd ) { + } - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + if ( atEnd ) { - } else { + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - settings.endingEnd = WrapAroundEnding; + } else { - } + settings.endingEnd = WrapAroundEnding; } - }, + } - _scheduleFading: function ( duration, weightNow, weightThen ) { + }; - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; + AnimationAction.prototype._scheduleFading = function _scheduleFading ( duration, weightNow, weightThen ) { - if ( interpolant === null ) { + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; + 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; + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - return this; + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration;values[ 1 ] = weightThen; - } + return this; - } ); + }; /** * @@ -42102,23 +42733,28 @@ * @author tschw */ - function AnimationMixer( root ) { + var AnimationMixer = (function (EventDispatcher$$1) { + function AnimationMixer( root ) { - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; + EventDispatcher$$1.call(this); - this.time = 0; + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; - this.timeScale = 1.0; + this.time = 0; - } + this.timeScale = 1.0; + + } - AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + if ( EventDispatcher$$1 ) AnimationMixer.__proto__ = EventDispatcher$$1; + AnimationMixer.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + AnimationMixer.prototype.constructor = AnimationMixer; - constructor: AnimationMixer, + AnimationMixer.prototype._bindAction = function _bindAction ( action, prototypeAction ) { + var this$1 = this; - _bindAction: function ( action, prototypeAction ) { var root = action._localRoot || this._root, tracks = action._clip.tracks, @@ -42157,7 +42793,7 @@ if ( binding._cacheIndex === null ) { ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + this$1._addInactiveBinding( binding, rootUuid, trackName ); } @@ -42173,7 +42809,7 @@ track.ValueTypeName, track.getValueSize() ); ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + this$1._addInactiveBinding( binding, rootUuid, trackName ); bindings[ i ] = binding; @@ -42183,9 +42819,11 @@ } - }, + }; + + AnimationMixer.prototype._activateAction = function _activateAction ( action ) { + var this$1 = this; - _activateAction: function ( action ) { if ( ! this._isActiveAction( action ) ) { @@ -42214,7 +42852,7 @@ if ( binding.useCount ++ === 0 ) { - this._lendBinding( binding ); + this$1._lendBinding( binding ); binding.saveOriginalState(); } @@ -42225,9 +42863,11 @@ } - }, + }; + + AnimationMixer.prototype._deactivateAction = function _deactivateAction ( action ) { + var this$1 = this; - _deactivateAction: function ( action ) { if ( this._isActiveAction( action ) ) { @@ -42241,7 +42881,7 @@ if ( -- binding.useCount === 0 ) { binding.restoreOriginalState(); - this._takeBackBinding( binding ); + this$1._takeBackBinding( binding ); } @@ -42251,11 +42891,11 @@ } - }, + }; // Memory manager - _initMemoryManager: function () { + AnimationMixer.prototype._initMemoryManager = function _initMemoryManager () { this._actions = []; // 'nActiveActions' followed by inactive ones this._nActiveActions = 0; @@ -42320,18 +42960,18 @@ }; - }, + }; // Memory management for AnimationAction objects - _isActiveAction: function ( action ) { + AnimationMixer.prototype._isActiveAction = function _isActiveAction ( action ) { var index = action._cacheIndex; return index !== null && index < this._nActiveActions; - }, + }; - _addInactiveAction: function ( action, clipUuid, rootUuid ) { + AnimationMixer.prototype._addInactiveAction = function _addInactiveAction ( action, clipUuid, rootUuid ) { var actions = this._actions, actionsByClip = this._actionsByClip, @@ -42364,9 +43004,9 @@ actionsForClip.actionByRoot[ rootUuid ] = action; - }, + }; - _removeInactiveAction: function ( action ) { + AnimationMixer.prototype._removeInactiveAction = function _removeInactiveAction ( action ) { var actions = this._actions, lastInactiveAction = actions[ actions.length - 1 ], @@ -42409,9 +43049,11 @@ this._removeInactiveBindingsForAction( action ); - }, + }; + + AnimationMixer.prototype._removeInactiveBindingsForAction = function _removeInactiveBindingsForAction ( action ) { + var this$1 = this; - _removeInactiveBindingsForAction: function ( action ) { var bindings = action._propertyBindings; for ( var i = 0, n = bindings.length; i !== n; ++ i ) { @@ -42420,15 +43062,15 @@ if ( -- binding.referenceCount === 0 ) { - this._removeInactiveBinding( binding ); + this$1._removeInactiveBinding( binding ); } } - }, + }; - _lendAction: function ( action ) { + AnimationMixer.prototype._lendAction = function _lendAction ( action ) { // [ active actions | inactive actions ] // [ active actions >| inactive actions ] @@ -42449,9 +43091,9 @@ firstInactiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = firstInactiveAction; - }, + }; - _takeBackAction: function ( action ) { + AnimationMixer.prototype._takeBackAction = function _takeBackAction ( action ) { // [ active actions | inactive actions ] // [ active actions |< inactive actions ] @@ -42472,11 +43114,11 @@ lastActiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = lastActiveAction; - }, + }; // Memory management for PropertyMixer objects - _addInactiveBinding: function ( binding, rootUuid, trackName ) { + AnimationMixer.prototype._addInactiveBinding = function _addInactiveBinding ( binding, rootUuid, trackName ) { var bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ], @@ -42495,9 +43137,9 @@ binding._cacheIndex = bindings.length; bindings.push( binding ); - }, + }; - _removeInactiveBinding: function ( binding ) { + AnimationMixer.prototype._removeInactiveBinding = function _removeInactiveBinding ( binding ) { var bindings = this._bindings, propBinding = binding.binding, @@ -42517,15 +43159,15 @@ remove_empty_map: { - for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars + for ( var _ in bindingByName ) { break remove_empty_map; } // eslint-disable-line no-unused-vars delete bindingsByRoot[ rootUuid ]; } - }, + }; - _lendBinding: function ( binding ) { + AnimationMixer.prototype._lendBinding = function _lendBinding ( binding ) { var bindings = this._bindings, prevIndex = binding._cacheIndex, @@ -42540,9 +43182,9 @@ firstInactiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = firstInactiveBinding; - }, + }; - _takeBackBinding: function ( binding ) { + AnimationMixer.prototype._takeBackBinding = function _takeBackBinding ( binding ) { var bindings = this._bindings, prevIndex = binding._cacheIndex, @@ -42557,12 +43199,11 @@ lastActiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = lastActiveBinding; - }, - + }; // Memory management of Interpolants for weight and time scale - _lendControlInterpolant: function () { + AnimationMixer.prototype._lendControlInterpolant = function _lendControlInterpolant () { var interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants ++, @@ -42581,9 +43222,9 @@ return interpolant; - }, + }; - _takeBackControlInterpolant: function ( interpolant ) { + AnimationMixer.prototype._takeBackControlInterpolant = function _takeBackControlInterpolant ( interpolant ) { var interpolants = this._controlInterpolants, prevIndex = interpolant.__cacheIndex, @@ -42598,14 +43239,12 @@ 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 ) { + AnimationMixer.prototype.clipAction = function clipAction ( clip, optionalRoot ) { var root = optionalRoot || this._root, rootUuid = root.uuid, @@ -42635,12 +43274,12 @@ // also, take the clip from the prototype action if ( clipObject === null ) - clipObject = prototypeAction._clip; + { clipObject = prototypeAction._clip; } } // clip must be known when specified via string - if ( clipObject === null ) return null; + if ( clipObject === null ) { return null; } // allocate all resources required to run it var newAction = new AnimationAction( this, clipObject, optionalRoot ); @@ -42652,10 +43291,10 @@ return newAction; - }, + }; // get an existing action - existingAction: function ( clip, optionalRoot ) { + AnimationMixer.prototype.existingAction = function existingAction ( clip, optionalRoot ) { var root = optionalRoot || this._root, rootUuid = root.uuid, @@ -42675,10 +43314,10 @@ return null; - }, + }; // deactivates all previously scheduled actions - stopAllAction: function () { + AnimationMixer.prototype.stopAllAction = function stopAllAction () { var actions = this._actions, nActions = this._nActiveActions, @@ -42702,10 +43341,10 @@ return this; - }, + }; // advance the time and update apply the animation - update: function ( deltaTime ) { + AnimationMixer.prototype.update = function update ( deltaTime ) { deltaTime *= this.timeScale; @@ -42740,17 +43379,19 @@ return this; - }, + }; // return this mixer's root target object - getRoot: function () { + AnimationMixer.prototype.getRoot = function getRoot () { return this._root; - }, + }; // free all resources specific to a particular clip - uncacheClip: function ( clip ) { + AnimationMixer.prototype.uncacheClip = function uncacheClip ( clip ) { + var this$1 = this; + var actions = this._actions, clipUuid = clip.uuid, @@ -42769,7 +43410,7 @@ var action = actionsToRemove[ i ]; - this._deactivateAction( action ); + this$1._deactivateAction( action ); var cacheIndex = action._cacheIndex, lastInactiveAction = actions[ actions.length - 1 ]; @@ -42781,7 +43422,7 @@ actions[ cacheIndex ] = lastInactiveAction; actions.pop(); - this._removeInactiveBindingsForAction( action ); + this$1._removeInactiveBindingsForAction( action ); } @@ -42789,10 +43430,12 @@ } - }, + }; // free all resources specific to a particular root target object - uncacheRoot: function ( root ) { + AnimationMixer.prototype.uncacheRoot = function uncacheRoot ( root ) { + var this$1 = this; + var rootUuid = root.uuid, actionsByClip = this._actionsByClip; @@ -42804,8 +43447,8 @@ if ( action !== undefined ) { - this._deactivateAction( action ); - this._removeInactiveAction( action ); + this$1._deactivateAction( action ); + this$1._removeInactiveAction( action ); } @@ -42820,16 +43463,16 @@ var binding = bindingByName[ trackName ]; binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); + this$1._removeInactiveBinding( binding ); } } - }, + }; // remove a targeted clip from the cache - uncacheAction: function ( clip, optionalRoot ) { + AnimationMixer.prototype.uncacheAction = function uncacheAction ( clip, optionalRoot ) { var action = this.existingAction( clip, optionalRoot ); @@ -42840,15 +43483,18 @@ } - } + }; - } ); + return AnimationMixer; + }(EventDispatcher)); + + AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 ); /** * @author mrdoob / http://mrdoob.com/ */ - function Uniform( value ) { + var Uniform = function Uniform( value ) { if ( typeof value === 'string' ) { @@ -42859,7 +43505,7 @@ this.value = value; - } + }; Uniform.prototype.clone = function () { @@ -42871,98 +43517,104 @@ * @author benaadams / https://twitter.com/ben_a_adams */ - function InstancedBufferGeometry() { + var InstancedBufferGeometry = (function (BufferGeometry$$1) { + function InstancedBufferGeometry() { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; - } - - InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { - - constructor: InstancedBufferGeometry, + } - isInstancedBufferGeometry: true, + if ( BufferGeometry$$1 ) InstancedBufferGeometry.__proto__ = BufferGeometry$$1; + InstancedBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry; - copy: function ( source ) { + InstancedBufferGeometry.prototype.copy = function copy ( source ) { - BufferGeometry.prototype.copy.call( this, source ); + BufferGeometry$$1.prototype.copy.call( this, source ); this.maxInstancedCount = source.maxInstancedCount; return this; - }, + }; - clone: function () { + InstancedBufferGeometry.prototype.clone = function clone () { return new this.constructor().copy( this ); - } + }; - } ); + return InstancedBufferGeometry; + }(BufferGeometry)); + + InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true; /** * @author benaadams / https://twitter.com/ben_a_adams */ - function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - - InterleavedBuffer.call( this, array, stride ); + var InstancedInterleavedBuffer = (function (InterleavedBuffer$$1) { + function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - this.meshPerAttribute = meshPerAttribute || 1; - - } + InterleavedBuffer$$1.call( this, array, stride ); - InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + this.meshPerAttribute = meshPerAttribute || 1; - constructor: InstancedInterleavedBuffer, + } - isInstancedInterleavedBuffer: true, + if ( InterleavedBuffer$$1 ) InstancedInterleavedBuffer.__proto__ = InterleavedBuffer$$1; + InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer$$1 && InterleavedBuffer$$1.prototype ); + InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer; - copy: function ( source ) { + InstancedInterleavedBuffer.prototype.copy = function copy ( source ) { - InterleavedBuffer.prototype.copy.call( this, source ); + InterleavedBuffer$$1.prototype.copy.call( this, source ); this.meshPerAttribute = source.meshPerAttribute; return this; - } + }; - } ); + return InstancedInterleavedBuffer; + }(InterleavedBuffer)); + + InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; /** * @author benaadams / https://twitter.com/ben_a_adams */ - function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - - BufferAttribute.call( this, array, itemSize ); + var InstancedBufferAttribute = (function (BufferAttribute$$1) { + function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - this.meshPerAttribute = meshPerAttribute || 1; - - } + BufferAttribute$$1.call( this, array, itemSize ); - InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + this.meshPerAttribute = meshPerAttribute || 1; - constructor: InstancedBufferAttribute, + } - isInstancedBufferAttribute: true, + if ( BufferAttribute$$1 ) InstancedBufferAttribute.__proto__ = BufferAttribute$$1; + InstancedBufferAttribute.prototype = Object.create( BufferAttribute$$1 && BufferAttribute$$1.prototype ); + InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute; - copy: function ( source ) { + InstancedBufferAttribute.prototype.copy = function copy ( source ) { - BufferAttribute.prototype.copy.call( this, source ); + BufferAttribute$$1.prototype.copy.call( this, source ); this.meshPerAttribute = source.meshPerAttribute; return this; - } + }; - } ); + return InstancedBufferAttribute; + }(BufferAttribute)); + + InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; /** * @author mrdoob / http://mrdoob.com/ @@ -42970,7 +43622,7 @@ * @author stephomi / http://stephaneginier.com/ */ - function Raycaster( origin, direction, near, far ) { + var Raycaster = function Raycaster( origin, direction, near, far ) { this.ray = new Ray( origin, direction ); // direction is assumed to be normalized (for accurate distance calculations) @@ -42997,108 +43649,106 @@ } } ); - } + }; - function ascSort( a, b ) { + Raycaster.prototype.set = function set ( origin, direction ) { - return a.distance - b.distance; + // direction is assumed to be normalized (for accurate distance calculations) - } + this.ray.set( origin, direction ); - function intersectObject( object, raycaster, intersects, recursive ) { + }; - if ( object.visible === false ) return; + Raycaster.prototype.setFromCamera = function setFromCamera ( coords, camera ) { - object.raycast( raycaster, intersects ); + if ( ( camera && camera.isPerspectiveCamera ) ) { - if ( recursive === true ) { + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - var children = object.children; + } else if ( ( camera && camera.isOrthographicCamera ) ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + 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 ); - intersectObject( children[ i ], raycaster, intersects, true ); + } else { - } + console.error( 'THREE.Raycaster: Unsupported camera type.' ); } - } + }; - Object.assign( Raycaster.prototype, { + Raycaster.prototype.intersectObject = function intersectObject$1 ( object, recursive, optionalTarget ) { - linePrecision: 1, + var intersects = optionalTarget || []; - set: function ( origin, direction ) { + intersectObject( object, this, intersects, recursive ); - // direction is assumed to be normalized (for accurate distance calculations) + intersects.sort( ascSort ); - this.ray.set( origin, direction ); + return intersects; - }, + }; - setFromCamera: function ( coords, camera ) { + Raycaster.prototype.intersectObjects = function intersectObjects ( objects, recursive, optionalTarget ) { + var this$1 = this; - 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(); + var intersects = optionalTarget || []; - } else if ( ( camera && camera.isOrthographicCamera ) ) { + if ( Array.isArray( objects ) === false ) { - 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 ); + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; - } else { + } - console.error( 'THREE.Raycaster: Unsupported camera type.' ); + for ( var i = 0, l = objects.length; i < l; i ++ ) { - } + intersectObject( objects[ i ], this$1, intersects, recursive ); - }, + } - intersectObject: function ( object, recursive, optionalTarget ) { + intersects.sort( ascSort ); - var intersects = optionalTarget || []; + return intersects; - intersectObject( object, this, intersects, recursive ); + }; - intersects.sort( ascSort ); + Raycaster.prototype.linePrecision = 1; - return intersects; + function ascSort( a, b ) { - }, + return a.distance - b.distance; + + } - intersectObjects: function ( objects, recursive, optionalTarget ) { + function intersectObject( object, raycaster, intersects, recursive ) { - var intersects = optionalTarget || []; + if ( object.visible === false ) { return; } - if ( Array.isArray( objects ) === false ) { + object.raycast( raycaster, intersects ); - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; + if ( recursive === true ) { - } + var children = object.children; - for ( var i = 0, l = objects.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - intersectObject( objects[ i ], this, intersects, recursive ); + intersectObject( children[ i ], raycaster, intersects, true ); } - intersects.sort( ascSort ); - - return intersects; - } - } ); + } /** * @author alteredq / http://alteredqualia.com/ */ - function Clock( autoStart ) { + var Clock = function Clock( autoStart ) { this.autoStart = ( autoStart !== undefined ) ? autoStart : true; @@ -43108,62 +43758,58 @@ this.running = false; - } - - Object.assign( Clock.prototype, { - - start: function () { - - this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + }; - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; + Clock.prototype.start = function start () { - }, + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 - stop: function () { + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; - this.getElapsedTime(); - this.running = false; - this.autoStart = false; + }; - }, + Clock.prototype.stop = function stop () { - getElapsedTime: function () { + this.getElapsedTime(); + this.running = false; + this.autoStart = false; - this.getDelta(); - return this.elapsedTime; + }; - }, + Clock.prototype.getElapsedTime = function getElapsedTime () { - getDelta: function () { + this.getDelta(); + return this.elapsedTime; - var diff = 0; + }; - if ( this.autoStart && ! this.running ) { + Clock.prototype.getDelta = function getDelta () { - this.start(); - return 0; + var diff = 0; - } + if ( this.autoStart && ! this.running ) { - if ( this.running ) { + this.start(); + return 0; - var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); + } - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; + if ( this.running ) { - this.elapsedTime += diff; + var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); - } + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; - return diff; + this.elapsedTime += diff; } - } ); + return diff; + + }; /** * @author bhouston / http://clara.io @@ -43175,7 +43821,7 @@ * The equator starts at positive z. */ - function Spherical( radius, phi, theta ) { + var Spherical = function Spherical( radius, phi, theta ) { this.radius = ( radius !== undefined ) ? radius : 1.0; this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole @@ -43183,67 +43829,63 @@ return this; - } - - Object.assign( Spherical.prototype, { - - set: function ( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; + }; - return this; + Spherical.prototype.set = function set ( radius, phi, theta ) { - }, + this.radius = radius; + this.phi = phi; + this.theta = theta; - clone: function () { + return this; - return new this.constructor().copy( this ); + }; - }, + Spherical.prototype.clone = function clone () { - copy: function ( other ) { + return new this.constructor().copy( this ); - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; + }; - return this; + Spherical.prototype.copy = function copy ( other ) { - }, + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function () { + return this; - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + }; - 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 ) ); - setFromVector3: function ( vec3 ) { + return this; - this.radius = vec3.length(); + }; - if ( this.radius === 0 ) { + Spherical.prototype.setFromVector3 = function setFromVector3 ( vec3 ) { - this.theta = 0; - this.phi = 0; + this.radius = vec3.length(); - } else { + if ( this.radius === 0 ) { - this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis - this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + this.theta = 0; + this.phi = 0; - } + } else { - return this; + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle } - } ); + return this; + + }; /** * @author Mugen87 / https://github.com/Mugen87 @@ -43252,7 +43894,7 @@ * */ - function Cylindrical( radius, theta, y ) { + 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 @@ -43260,450 +43902,448 @@ return this; - } - - Object.assign( Cylindrical.prototype, { - - set: function ( radius, theta, y ) { + }; - this.radius = radius; - this.theta = theta; - this.y = y; + Cylindrical.prototype.set = function set ( radius, theta, y ) { - return this; + this.radius = radius; + this.theta = theta; + this.y = y; - }, + return this; - clone: function () { + }; - return new this.constructor().copy( this ); + Cylindrical.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( other ) { + }; - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; + Cylindrical.prototype.copy = function copy ( other ) { - return this; + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; - }, + return this; - setFromVector3: function ( vec3 ) { + }; - this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); - this.theta = Math.atan2( vec3.x, vec3.z ); - this.y = vec3.y; + Cylindrical.prototype.setFromVector3 = function setFromVector3 ( vec3 ) { - return this; + this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); + this.theta = Math.atan2( vec3.x, vec3.z ); + this.y = vec3.y; - } + return this; - } ); + }; /** * @author bhouston / http://clara.io */ - function Box2( min, max ) { + var Box2 = function Box2( min, max ) { this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); - } + }; - Object.assign( Box2.prototype, { + Box2.prototype.set = function set ( min, max ) { - set: function ( min, max ) { + this.min.copy( min ); + this.max.copy( max ); - this.min.copy( min ); - this.max.copy( max ); + return this; - return this; + }; - }, + Box2.prototype.setFromPoints = function setFromPoints ( points ) { + var this$1 = this; - setFromPoints: function ( points ) { - this.makeEmpty(); + this.makeEmpty(); - for ( var i = 0, il = points.length; i < il; i ++ ) { + for ( var i = 0, il = points.length; i < il; i ++ ) { - this.expandByPoint( points[ i ] ); + this$1.expandByPoint( points[ i ] ); - } + } - return this; + return this; - }, + }; - setFromCenterAndSize: function () { + Box2.prototype.clone = function clone () { - var v1 = new Vector2(); + return new this.constructor().copy( this ); - return function setFromCenterAndSize( center, size ) { + }; - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + Box2.prototype.copy = function copy ( box ) { - return this; + this.min.copy( box.min ); + this.max.copy( box.max ); - }; + return this; - }(), + }; - clone: function () { + Box2.prototype.makeEmpty = function makeEmpty () { - return new this.constructor().copy( this ); + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; - }, + return this; - copy: function ( box ) { + }; - this.min.copy( box.min ); - this.max.copy( box.max ); + Box2.prototype.isEmpty = function isEmpty () { - return this; + // 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 ); - makeEmpty: function () { + }; - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; + Box2.prototype.getCenter = function getCenter ( target ) { - return this; + if ( target === undefined ) { - }, + console.warn( 'THREE.Box2: .getCenter() target is now required' ); + target = new Vector2(); - isEmpty: function () { + } - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + }; - }, + Box2.prototype.getSize = function getSize ( target ) { - getCenter: function ( target ) { + if ( target === undefined ) { - if ( target === undefined ) { + console.warn( 'THREE.Box2: .getSize() target is now required' ); + target = new Vector2(); - console.warn( 'THREE.Box2: .getCenter() target is now required' ); - target = new Vector2(); + } - } + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); - return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + }; - }, + Box2.prototype.expandByPoint = function expandByPoint ( point ) { - getSize: function ( target ) { + this.min.min( point ); + this.max.max( point ); - if ( target === undefined ) { + return this; - console.warn( 'THREE.Box2: .getSize() target is now required' ); - target = new Vector2(); + }; - } + Box2.prototype.expandByVector = function expandByVector ( vector ) { - return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + this.min.sub( vector ); + this.max.add( vector ); - }, + return this; - expandByPoint: function ( point ) { + }; - this.min.min( point ); - this.max.max( point ); + Box2.prototype.expandByScalar = function expandByScalar ( scalar ) { - return this; + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - }, + return this; - expandByVector: function ( vector ) { + }; - this.min.sub( vector ); - this.max.add( vector ); + Box2.prototype.containsPoint = function containsPoint ( point ) { - return this; + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; - }, + }; - expandByScalar: function ( scalar ) { + Box2.prototype.containsBox = function containsBox ( box ) { - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + 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; - return this; + }; - }, + Box2.prototype.getParameter = function getParameter ( point, target ) { - containsPoint: function ( point ) { + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ? false : true; + if ( target === undefined ) { - }, + console.warn( 'THREE.Box2: .getParameter() target is now required' ); + target = new Vector2(); - containsBox: function ( box ) { + } - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y; + 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 ) + ); - }, + }; - getParameter: function ( point, target ) { + Box2.prototype.intersectsBox = function intersectsBox ( box ) { - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + // using 4 splitting planes to rule out intersections - if ( target === undefined ) { + 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; - console.warn( 'THREE.Box2: .getParameter() target is now required' ); - target = new Vector2(); + }; - } + Box2.prototype.clampPoint = function clampPoint ( point, target ) { - 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 ) - ); + if ( target === undefined ) { - }, + console.warn( 'THREE.Box2: .clampPoint() target is now required' ); + target = new Vector2(); - intersectsBox: function ( box ) { + } - // using 4 splitting planes to rule out intersections + return target.copy( point ).clamp( this.min, this.max ); - 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.intersect = function intersect ( box ) { - clampPoint: function ( point, target ) { + this.min.max( box.min ); + this.max.min( box.max ); - if ( target === undefined ) { + return this; - console.warn( 'THREE.Box2: .clampPoint() target is now required' ); - target = new Vector2(); + }; - } + Box2.prototype.union = function union ( box ) { - return target.copy( point ).clamp( this.min, this.max ); + this.min.min( box.min ); + this.max.max( box.max ); - }, + return this; - distanceToPoint: function () { + }; - var v1 = new Vector2(); + Box2.prototype.translate = function translate ( offset ) { - return function distanceToPoint( point ) { + this.min.add( offset ); + this.max.add( offset ); - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + return this; - }; + }; - }(), + Box2.prototype.equals = function equals ( box ) { - intersect: function ( box ) { + return box.min.equals( this.min ) && box.max.equals( this.max ); - this.min.max( box.min ); - this.max.min( box.max ); + }; - return this; + Box2.prototype.setFromCenterAndSize = function () { - }, + var v1 = new Vector2(); - union: function ( box ) { + return function setFromCenterAndSize( center, size ) { - this.min.min( box.min ); - this.max.max( box.max ); + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); return this; - }, - - translate: function ( offset ) { + }; - this.min.add( offset ); - this.max.add( offset ); + }(); - return this; + Box2.prototype.distanceToPoint = function () { - }, + var v1 = new Vector2(); - equals: function ( box ) { + return function distanceToPoint( point ) { - return box.min.equals( this.min ) && box.max.equals( this.max ); + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); - } + }; - } ); + }(); /** * @author bhouston / http://clara.io */ - function Line3( start, end ) { + var Line3 = function Line3( start, end ) { this.start = ( start !== undefined ) ? start : new Vector3(); this.end = ( end !== undefined ) ? end : new Vector3(); - } - - Object.assign( Line3.prototype, { - - set: function ( start, end ) { + }; - this.start.copy( start ); - this.end.copy( end ); + Line3.prototype.set = function set ( start, end ) { - return this; + this.start.copy( start ); + this.end.copy( end ); - }, + return this; - clone: function () { + }; - return new this.constructor().copy( this ); + Line3.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( line ) { + }; - this.start.copy( line.start ); - this.end.copy( line.end ); + Line3.prototype.copy = function copy ( line ) { - return this; + this.start.copy( line.start ); + this.end.copy( line.end ); - }, + return this; - getCenter: function ( target ) { + }; - if ( target === undefined ) { + Line3.prototype.getCenter = function getCenter ( target ) { - console.warn( 'THREE.Line3: .getCenter() target is now required' ); - target = new Vector3(); + 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 ); + } - }, + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - delta: function ( target ) { + }; - if ( target === undefined ) { + Line3.prototype.delta = function delta ( target ) { - console.warn( 'THREE.Line3: .delta() target is now required' ); - target = new Vector3(); + if ( target === undefined ) { - } + console.warn( 'THREE.Line3: .delta() target is now required' ); + target = new Vector3(); - return target.subVectors( this.end, this.start ); + } - }, + return target.subVectors( this.end, this.start ); - distanceSq: function () { + }; - return this.start.distanceToSquared( this.end ); + Line3.prototype.distanceSq = function distanceSq () { - }, + return this.start.distanceToSquared( this.end ); - distance: function () { + }; - return this.start.distanceTo( this.end ); + Line3.prototype.distance = function distance () { - }, + return this.start.distanceTo( this.end ); - at: function ( t, target ) { + }; - if ( target === undefined ) { + Line3.prototype.at = function at ( t, target ) { - console.warn( 'THREE.Line3: .at() target is now required' ); - target = new Vector3(); + if ( target === undefined ) { - } + console.warn( 'THREE.Line3: .at() target is now required' ); + target = new Vector3(); - return this.delta( target ).multiplyScalar( t ).add( this.start ); + } - }, + return this.delta( target ).multiplyScalar( t ).add( this.start ); - closestPointToPointParameter: function () { + }; - var startP = new Vector3(); - var startEnd = new Vector3(); + Line3.prototype.closestPointToPoint = function closestPointToPoint ( point, clampToLine, target ) { - return function closestPointToPointParameter( point, clampToLine ) { + var t = this.closestPointToPointParameter( point, clampToLine ); - startP.subVectors( point, this.start ); - startEnd.subVectors( this.end, this.start ); + if ( target === undefined ) { - var startEnd2 = startEnd.dot( startEnd ); - var startEnd_startP = startEnd.dot( startP ); + console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); + target = new Vector3(); - var t = startEnd_startP / startEnd2; + } - if ( clampToLine ) { + return this.delta( target ).multiplyScalar( t ).add( this.start ); - t = _Math.clamp( t, 0, 1 ); + }; - } + Line3.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) { - return t; + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); - }; + return this; - }(), + }; - closestPointToPoint: function ( point, clampToLine, target ) { + Line3.prototype.equals = function equals ( line ) { - var t = this.closestPointToPointParameter( point, clampToLine ); + return line.start.equals( this.start ) && line.end.equals( this.end ); - if ( target === undefined ) { + }; - console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); - target = new Vector3(); + Line3.prototype.closestPointToPointParameter = function () { - } + var startP = new Vector3(); + var startEnd = new Vector3(); - return this.delta( target ).multiplyScalar( t ).add( this.start ); + return function closestPointToPointParameter( point, clampToLine ) { - }, + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); - applyMatrix4: function ( matrix ) { + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); + var t = startEnd_startP / startEnd2; - return this; + if ( clampToLine ) { - }, + t = _Math.clamp( t, 0, 1 ); - equals: function ( line ) { + } - return line.start.equals( this.start ) && line.end.equals( this.end ); + return t; - } + }; - } ); + }(); /** * @author alteredq / http://alteredqualia.com/ */ - function ImmediateRenderObject( material ) { + var ImmediateRenderObject = (function (Object3D$$1) { + function ImmediateRenderObject( material ) { - Object3D.call( this ); + Object3D$$1.call(this); + + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + + } + + if ( Object3D$$1 ) ImmediateRenderObject.__proto__ = Object3D$$1; + ImmediateRenderObject.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + + return ImmediateRenderObject; + }(Object3D)); - this.material = material; - this.render = function ( /* renderCallback */ ) {}; - } - ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); - ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; ImmediateRenderObject.prototype.isImmediateRenderObject = true; @@ -43712,52 +44352,60 @@ * @author WestLangley / http://github.com/WestLangley */ - function VertexNormalsHelper( object, size, hex, linewidth ) { + var VertexNormalsHelper = (function (LineSegments$$1) { + function VertexNormalsHelper( object, size, hex, linewidth ) { - this.object = object; + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; - this.size = ( size !== undefined ) ? size : 1; + // + + var nNormals = 0; - var color = ( hex !== undefined ) ? hex : 0xff0000; + if ( objGeometry && objGeometry.isGeometry ) { - var width = ( linewidth !== undefined ) ? linewidth : 1; + nNormals = objGeometry.faces.length * 3; - // + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; - var nNormals = 0; + } - var objGeometry = this.object.geometry; + // - if ( objGeometry && objGeometry.isGeometry ) { + var geometry = new BufferGeometry(); - nNormals = objGeometry.faces.length * 3; + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - } else if ( objGeometry && objGeometry.isBufferGeometry ) { + geometry.addAttribute( 'position', positions ); - nNormals = objGeometry.attributes.normal.count; + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - } + this.object = object; - // + this.size = ( size !== undefined ) ? size : 1; - var geometry = new BufferGeometry(); + var objGeometry = this.object.geometry; - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + // - geometry.addAttribute( 'position', positions ); + this.matrixAutoUpdate = false; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + this.update(); - // + } - this.matrixAutoUpdate = false; + if ( LineSegments$$1 ) VertexNormalsHelper.__proto__ = LineSegments$$1; + VertexNormalsHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + + return VertexNormalsHelper; + }(LineSegments)); - this.update(); - } - VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); - VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; VertexNormalsHelper.prototype.update = ( function () { @@ -43766,6 +44414,8 @@ var normalMatrix = new Matrix3(); return function update() { + var this$1 = this; + var keys = [ 'a', 'b', 'c' ]; @@ -43801,7 +44451,7 @@ v1.copy( vertex ).applyMatrix4( matrixWorld ); - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this$1.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); @@ -43831,7 +44481,7 @@ v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); - v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this$1.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); @@ -43857,53 +44507,61 @@ * @author WestLangley / http://github.com/WestLangley */ - function SpotLightHelper( light, color ) { + var SpotLightHelper = (function (Object3D$$1) { + function SpotLightHelper( light, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - var geometry = new BufferGeometry(); + var geometry = new BufferGeometry(); - var positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; - for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - var p1 = ( i / l ) * Math.PI * 2; - var p2 = ( j / l ) * Math.PI * 2; + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); - } + } - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - var material = new LineBasicMaterial( { fog: false } ); + var material = new LineBasicMaterial( { fog: false } ); - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + if ( Object3D$$1 ) SpotLightHelper.__proto__ = Object3D$$1; + SpotLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; + + return SpotLightHelper; + }(Object3D)); - this.update(); - } - SpotLightHelper.prototype = Object.create( Object3D.prototype ); - SpotLightHelper.prototype.constructor = SpotLightHelper; SpotLightHelper.prototype.dispose = function () { @@ -43973,50 +44631,58 @@ } - function SkeletonHelper( object ) { + var SkeletonHelper = (function (LineSegments$$1) { + function SkeletonHelper( object ) { - var bones = getBoneList( object ); + var bones = getBoneList( object ); - var geometry = new BufferGeometry(); + var geometry = new BufferGeometry(); - var vertices = []; - var colors = []; + var vertices = []; + var colors = []; - var color1 = new Color( 0, 0, 1 ); - var color2 = new Color( 0, 1, 0 ); + var color1 = new Color( 0, 0, 1 ); + var color2 = new Color( 0, 1, 0 ); - for ( var i = 0; i < bones.length; i ++ ) { + for ( var i = 0; i < bones.length; i ++ ) { - var bone = bones[ i ]; + var bone = bones[ i ]; - if ( bone.parent && bone.parent.isBone ) { + 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 ); + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } } - } + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + LineSegments$$1.call( this, geometry, material ); - var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + this.root = object; + this.bones = bones; - LineSegments.call( this, geometry, material ); + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; - this.root = object; - this.bones = bones; + } + + if ( LineSegments$$1 ) SkeletonHelper.__proto__ = LineSegments$$1; + SkeletonHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; + + return SkeletonHelper; + }(LineSegments)); - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - } - SkeletonHelper.prototype = Object.create( LineSegments.prototype ); - SkeletonHelper.prototype.constructor = SkeletonHelper; SkeletonHelper.prototype.updateMatrixWorld = function () { @@ -44067,50 +44733,58 @@ * @author mrdoob / http://mrdoob.com/ */ - function PointLightHelper( light, sphereSize, color ) { + var PointLightHelper = (function (Mesh$$1) { + function PointLightHelper( light, sphereSize, color ) { - this.light = light; - this.light.updateMatrixWorld(); + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - this.color = color; + Mesh$$1.call( this, geometry, material ); - var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + this.light = light; + this.light.updateMatrixWorld(); - Mesh.call( this, geometry, material ); + this.color = color; - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; - this.update(); + this.update(); - /* - var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - var d = light.distance; + var d = light.distance; - if ( d === 0.0 ) { + if ( d === 0.0 ) { - this.lightDistance.visible = false; + this.lightDistance.visible = false; - } else { + } else { - this.lightDistance.scale.set( d, d, d ); + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ } - this.add( this.lightDistance ); - */ + if ( Mesh$$1 ) PointLightHelper.__proto__ = Mesh$$1; + PointLightHelper.prototype = Object.create( Mesh$$1 && Mesh$$1.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; + + return PointLightHelper; + }(Mesh)); + - } - PointLightHelper.prototype = Object.create( Mesh.prototype ); - PointLightHelper.prototype.constructor = PointLightHelper; PointLightHelper.prototype.dispose = function () { @@ -44154,34 +44828,42 @@ * @author WestLangley / http://github.com/WestLangley */ - function RectAreaLightHelper( light, color ) { + var RectAreaLightHelper = (function (Object3D$$1) { + function RectAreaLightHelper( light, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - var material = new LineBasicMaterial( { fog: false } ); + var material = new LineBasicMaterial( { fog: false } ); - var geometry = new BufferGeometry(); + var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); - this.line = new Line( geometry, material ); - this.add( this.line ); + this.line = new Line( geometry, material ); + this.add( this.line ); - this.update(); + this.update(); + + } + + if ( Object3D$$1 ) RectAreaLightHelper.__proto__ = Object3D$$1; + RectAreaLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + + return RectAreaLightHelper; + }(Object3D)); + - } - RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); - RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; RectAreaLightHelper.prototype.dispose = function () { @@ -44228,37 +44910,45 @@ * @author Mugen87 / https://github.com/Mugen87 */ - function HemisphereLightHelper( light, size, color ) { + var HemisphereLightHelper = (function (Object3D$$1) { + function HemisphereLightHelper( light, size, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - var geometry = new OctahedronBufferGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); - this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - if ( this.color === undefined ) this.material.vertexColors = VertexColors; + this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + if ( this.color === undefined ) { this.material.vertexColors = VertexColors; } - var position = geometry.getAttribute( 'position' ); - var colors = new Float32Array( position.count * 3 ); + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); - geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); - this.add( new Mesh( geometry, this.material ) ); + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + if ( Object3D$$1 ) HemisphereLightHelper.__proto__ = Object3D$$1; + HemisphereLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + + return HemisphereLightHelper; + }(Object3D)); - this.update(); - } - HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); - HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; HemisphereLightHelper.prototype.dispose = function () { @@ -44311,45 +45001,50 @@ * @author mrdoob / http://mrdoob.com/ */ - function GridHelper( size, divisions, color1, color2 ) { + var GridHelper = (function (LineSegments$$1) { + 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 ); + 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 center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; - var vertices = [], colors = []; + var vertices = [], colors = []; - for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + 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 ); + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); - var color = i === center ? color1 : color2; + 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; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; - } + } - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - LineSegments.call( this, geometry, material ); + LineSegments$$1.call( this, geometry, material ); - } + } - GridHelper.prototype = Object.create( LineSegments.prototype ); - GridHelper.prototype.constructor = GridHelper; + if ( LineSegments$$1 ) GridHelper.__proto__ = LineSegments$$1; + GridHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + GridHelper.prototype.constructor = GridHelper; + + return GridHelper; + }(LineSegments)); /** * @author mrdoob / http://mrdoob.com/ @@ -44357,139 +45052,152 @@ * @author Hectate / http://www.github.com/Hectate */ - function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + var PolarGridHelper = (function (LineSegments$$1) { + 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 ); + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - var vertices = []; - var colors = []; + var vertices = []; + var colors = []; - var x, z; - var v, i, j, r, color; + var x, z; + var v, i, j, r, color; - // create the radials + // create the radials - for ( i = 0; i <= radials; i ++ ) { + for ( i = 0; i <= radials; i ++ ) { - v = ( i / radials ) * ( Math.PI * 2 ); + v = ( i / radials ) * ( Math.PI * 2 ); - x = Math.sin( v ) * radius; - z = Math.cos( v ) * radius; + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); - color = ( i & 1 ) ? color1 : color2; + color = ( i & 1 ) ? color1 : color2; - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); - } + } - // create the circles + // create the circles - for ( i = 0; i <= circles; i ++ ) { + for ( i = 0; i <= circles; i ++ ) { - color = ( i & 1 ) ? color1 : color2; + color = ( i & 1 ) ? color1 : color2; - r = radius - ( radius / circles * i ); + r = radius - ( radius / circles * i ); - for ( j = 0; j < divisions; j ++ ) { + for ( j = 0; j < divisions; j ++ ) { - // first vertex + // first vertex - v = ( j / divisions ) * ( Math.PI * 2 ); + v = ( j / divisions ) * ( Math.PI * 2 ); - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); - // second vertex + // second vertex - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } } - } + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + LineSegments$$1.call( this, geometry, material ); - LineSegments.call( this, geometry, material ); + } - } + if ( LineSegments$$1 ) PolarGridHelper.__proto__ = LineSegments$$1; + PolarGridHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + PolarGridHelper.prototype.constructor = PolarGridHelper; - PolarGridHelper.prototype = Object.create( LineSegments.prototype ); - PolarGridHelper.prototype.constructor = PolarGridHelper; + return PolarGridHelper; + }(LineSegments)); /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ - function FaceNormalsHelper( object, size, hex, linewidth ) { + var FaceNormalsHelper = (function (LineSegments$$1) { + function FaceNormalsHelper( object, size, hex, linewidth ) { - // FaceNormalsHelper only supports THREE.Geometry + var color = ( hex !== undefined ) ? hex : 0xffff00; - this.object = object; + var width = ( linewidth !== undefined ) ? linewidth : 1; - this.size = ( size !== undefined ) ? size : 1; + // - var color = ( hex !== undefined ) ? hex : 0xffff00; + var nNormals = 0; - var width = ( linewidth !== undefined ) ? linewidth : 1; + if ( objGeometry && objGeometry.isGeometry ) { - // + nNormals = objGeometry.faces.length; - var nNormals = 0; + } else { - var objGeometry = this.object.geometry; + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); - if ( objGeometry && objGeometry.isGeometry ) { + } - nNormals = objGeometry.faces.length; + // - } else { + var geometry = new BufferGeometry(); - console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - } + geometry.addAttribute( 'position', positions ); - // + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - var geometry = new BufferGeometry(); + // FaceNormalsHelper only supports THREE.Geometry - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + this.object = object; - geometry.addAttribute( 'position', positions ); + this.size = ( size !== undefined ) ? size : 1; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + var objGeometry = this.object.geometry; - // + // + + this.matrixAutoUpdate = false; + this.update(); + + } + + if ( LineSegments$$1 ) FaceNormalsHelper.__proto__ = LineSegments$$1; + FaceNormalsHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + + return FaceNormalsHelper; + }(LineSegments)); - this.matrixAutoUpdate = false; - this.update(); - } - FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); - FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; FaceNormalsHelper.prototype.update = ( function () { @@ -44498,6 +45206,8 @@ var normalMatrix = new Matrix3(); return function update() { + var this$1 = this; + this.object.updateMatrixWorld( true ); @@ -44529,7 +45239,7 @@ .divideScalar( 3 ) .applyMatrix4( matrixWorld ); - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this$1.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); @@ -44553,46 +45263,54 @@ * @author WestLangley / http://github.com/WestLangley */ - function DirectionalLightHelper( light, size, color ) { + var DirectionalLightHelper = (function (Object3D$$1) { + function DirectionalLightHelper( light, size, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - if ( size === undefined ) size = 1; + if ( size === undefined ) { size = 1; } - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); - var material = new LineBasicMaterial( { fog: false } ); + var material = new LineBasicMaterial( { fog: false } ); - this.lightPlane = new Line( geometry, material ); - this.add( this.lightPlane ); + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); - geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - this.targetLine = new Line( geometry, material ); - this.add( this.targetLine ); + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + if ( Object3D$$1 ) DirectionalLightHelper.__proto__ = Object3D$$1; + DirectionalLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + + return DirectionalLightHelper; + }(Object3D)); - this.update(); - } - DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); - DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; DirectionalLightHelper.prototype.dispose = function () { @@ -44646,112 +45364,120 @@ * http://evanw.github.com/lightgl.js/tests/shadowmap.html */ - function CameraHelper( camera ) { + var CameraHelper = (function (LineSegments$$1) { + function CameraHelper( camera ) { - var geometry = new BufferGeometry(); - var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + + var vertices = []; + var colors = []; - var vertices = []; - var colors = []; + var pointMap = {}; - var pointMap = {}; + // colors - // 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 ); - 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 - // near + addLine( 'n1', 'n2', colorFrustum ); + addLine( 'n2', 'n4', colorFrustum ); + addLine( 'n4', 'n3', colorFrustum ); + addLine( 'n3', 'n1', colorFrustum ); - addLine( 'n1', 'n2', colorFrustum ); - addLine( 'n2', 'n4', colorFrustum ); - addLine( 'n4', 'n3', colorFrustum ); - addLine( 'n3', 'n1', colorFrustum ); + // far - // far + addLine( 'f1', 'f2', colorFrustum ); + addLine( 'f2', 'f4', colorFrustum ); + addLine( 'f4', 'f3', colorFrustum ); + addLine( 'f3', 'f1', colorFrustum ); - addLine( 'f1', 'f2', colorFrustum ); - addLine( 'f2', 'f4', colorFrustum ); - addLine( 'f4', 'f3', colorFrustum ); - addLine( 'f3', 'f1', colorFrustum ); + // sides - // sides + addLine( 'n1', 'f1', colorFrustum ); + addLine( 'n2', 'f2', colorFrustum ); + addLine( 'n3', 'f3', colorFrustum ); + addLine( 'n4', 'f4', colorFrustum ); - addLine( 'n1', 'f1', colorFrustum ); - addLine( 'n2', 'f2', colorFrustum ); - addLine( 'n3', 'f3', colorFrustum ); - addLine( 'n4', 'f4', colorFrustum ); + // cone - // cone + addLine( 'p', 'n1', colorCone ); + addLine( 'p', 'n2', colorCone ); + addLine( 'p', 'n3', colorCone ); + addLine( 'p', 'n4', colorCone ); - addLine( 'p', 'n1', colorCone ); - addLine( 'p', 'n2', colorCone ); - addLine( 'p', 'n3', colorCone ); - addLine( 'p', 'n4', colorCone ); + // up - // up + addLine( 'u1', 'u2', colorUp ); + addLine( 'u2', 'u3', colorUp ); + addLine( 'u3', 'u1', colorUp ); - addLine( 'u1', 'u2', colorUp ); - addLine( 'u2', 'u3', colorUp ); - addLine( 'u3', 'u1', colorUp ); + // target - // target + addLine( 'c', 't', colorTarget ); + addLine( 'p', 'c', colorCross ); - addLine( 'c', 't', colorTarget ); - addLine( 'p', 'c', colorCross ); + // cross - // cross + addLine( 'cn1', 'cn2', colorCross ); + addLine( 'cn3', 'cn4', colorCross ); - addLine( 'cn1', 'cn2', colorCross ); - addLine( 'cn3', 'cn4', colorCross ); + addLine( 'cf1', 'cf2', colorCross ); + addLine( 'cf3', 'cf4', colorCross ); - addLine( 'cf1', 'cf2', colorCross ); - addLine( 'cf3', 'cf4', colorCross ); + function addLine( a, b, color ) { - function addLine( a, b, color ) { + addPoint( a, color ); + addPoint( b, color ); - addPoint( a, color ); - addPoint( b, color ); + } - } + function addPoint( id, color ) { - function addPoint( id, color ) { + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); - vertices.push( 0, 0, 0 ); - colors.push( color.r, color.g, color.b ); + if ( pointMap[ id ] === undefined ) { - if ( pointMap[ id ] === undefined ) { + pointMap[ id ] = []; - pointMap[ id ] = []; + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); } - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - } + LineSegments$$1.call( this, geometry, material ); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); } - LineSegments.call( this, geometry, material ); + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + this.pointMap = pointMap; - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; + this.update(); - this.pointMap = pointMap; + } + + if ( LineSegments$$1 ) CameraHelper.__proto__ = LineSegments$$1; + CameraHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + CameraHelper.prototype.constructor = CameraHelper; + + return CameraHelper; + }(LineSegments)); - this.update(); - } - CameraHelper.prototype = Object.create( LineSegments.prototype ); - CameraHelper.prototype.constructor = CameraHelper; CameraHelper.prototype.update = function () { @@ -44840,29 +45566,37 @@ * @author Mugen87 / http://github.com/Mugen87 */ - function BoxHelper( object, color ) { + var BoxHelper = (function (LineSegments$$1) { + function BoxHelper( object, color ) { - this.object = object; + if ( color === undefined ) { color = 0xffff00; } - if ( color === undefined ) color = 0xffff00; + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); - var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - var positions = new Float32Array( 8 * 3 ); + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); - var geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + this.object = object; - this.matrixAutoUpdate = false; + this.matrixAutoUpdate = false; + + this.update(); + + } + + if ( LineSegments$$1 ) BoxHelper.__proto__ = LineSegments$$1; + BoxHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + BoxHelper.prototype.constructor = BoxHelper; + + return BoxHelper; + }(LineSegments)); - this.update(); - } - BoxHelper.prototype = Object.create( LineSegments.prototype ); - BoxHelper.prototype.constructor = BoxHelper; BoxHelper.prototype.update = ( function () { @@ -44882,7 +45616,7 @@ } - if ( box.isEmpty() ) return; + if ( box.isEmpty() ) { return; } var min = box.min; var max = box.max; @@ -44936,38 +45670,46 @@ * @author WestLangley / http://github.com/WestLangley */ - function Box3Helper( box, hex ) { + var Box3Helper = (function (LineSegments$$1) { + function Box3Helper( box, hex ) { - this.type = 'Box3Helper'; + var color = ( hex !== undefined ) ? hex : 0xffff00; - this.box = box; + 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 color = ( hex !== undefined ) ? hex : 0xffff00; + 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 ]; - 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 geometry = new BufferGeometry(); - 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 ]; + geometry.setIndex( new BufferAttribute( indices, 1 ) ); - var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + this.type = 'Box3Helper'; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + this.box = box; + + this.geometry.computeBoundingSphere(); + + } + + if ( LineSegments$$1 ) Box3Helper.__proto__ = LineSegments$$1; + Box3Helper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + Box3Helper.prototype.constructor = Box3Helper; + + return Box3Helper; + }(LineSegments)); - this.geometry.computeBoundingSphere(); - } - Box3Helper.prototype = Object.create( LineSegments.prototype ); - Box3Helper.prototype.constructor = Box3Helper; Box3Helper.prototype.updateMatrixWorld = function ( force ) { var box = this.box; - if ( box.isEmpty() ) return; + if ( box.isEmpty() ) { return; } box.getCenter( this.position ); @@ -44983,44 +45725,52 @@ * @author WestLangley / http://github.com/WestLangley */ - function PlaneHelper( plane, size, hex ) { + var PlaneHelper = (function (Line$$1) { + function PlaneHelper( plane, size, hex ) { - this.type = 'PlaneHelper'; + var color = ( hex !== undefined ) ? hex : 0xffff00; - this.plane = plane; + 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 ]; - this.size = ( size === undefined ) ? 1 : size; + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); - var color = ( hex !== undefined ) ? hex : 0xffff00; + Line$$1.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ]; + this.type = 'PlaneHelper'; - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); + this.plane = plane; - Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + this.size = ( size === undefined ) ? 1 : size; - // + // - var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; + var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; - var geometry2 = new BufferGeometry(); - geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); + var geometry2 = new BufferGeometry(); + geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); + + } + + if ( Line$$1 ) PlaneHelper.__proto__ = Line$$1; + PlaneHelper.prototype = Object.create( Line$$1 && Line$$1.prototype ); + PlaneHelper.prototype.constructor = PlaneHelper; + + return PlaneHelper; + }(Line)); - this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); - } - PlaneHelper.prototype = Object.create( Line.prototype ); - PlaneHelper.prototype.constructor = PlaneHelper; PlaneHelper.prototype.updateMatrixWorld = function ( force ) { var scale = - this.plane.constant; - if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter + if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); @@ -45050,44 +45800,52 @@ var lineGeometry, coneGeometry; - function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + var ArrowHelper = (function (Object3D$$1) { + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + Object3D$$1.call(this); - // dir is assumed to be normalized + if ( color === undefined ) { color = 0xffff00; } + if ( length === undefined ) { length = 1; } + if ( headLength === undefined ) { headLength = 0.2 * length; } + if ( headWidth === undefined ) { headWidth = 0.2 * headLength; } - Object3D.call( this ); + if ( lineGeometry === undefined ) { - if ( color === undefined ) color = 0xffff00; - if ( length === undefined ) length = 1; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - if ( lineGeometry === undefined ) { + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); - lineGeometry = new BufferGeometry(); - lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + } - coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - coneGeometry.translate( 0, - 0.5, 0 ); + this.position.copy( origin ); - } + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); - this.position.copy( origin ); + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); - this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); - this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); + } + + if ( Object3D$$1 ) ArrowHelper.__proto__ = Object3D$$1; + ArrowHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; + + return ArrowHelper; + }(Object3D)); - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); - } - ArrowHelper.prototype = Object.create( Object3D.prototype ); - ArrowHelper.prototype.constructor = ArrowHelper; ArrowHelper.prototype.setDirection = ( function () { @@ -45122,8 +45880,8 @@ ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + if ( headLength === undefined ) { headLength = 0.2 * length; } + if ( headWidth === undefined ) { headWidth = 0.2 * headLength; } this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); this.line.updateMatrix(); @@ -45146,60 +45904,65 @@ * @author mrdoob / http://mrdoob.com/ */ - function AxesHelper( size ) { + var AxesHelper = (function (LineSegments$$1) { + function AxesHelper( size ) { - size = size || 1; + size = size || 1; - var vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; + 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 colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - LineSegments.call( this, geometry, material ); + LineSegments$$1.call( this, geometry, material ); - } + } - AxesHelper.prototype = Object.create( LineSegments.prototype ); - AxesHelper.prototype.constructor = AxesHelper; + if ( LineSegments$$1 ) AxesHelper.__proto__ = LineSegments$$1; + AxesHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + AxesHelper.prototype.constructor = AxesHelper; + + return AxesHelper; + }(LineSegments)); /** * @author mrdoob / http://mrdoob.com/ */ - function Face4( a, b, c, d, normal, color, materialIndex ) { + var Face4 = function Face4( a, b, c, d, normal, color, materialIndex ) { console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); return new Face3( a, b, c, normal, color, materialIndex ); - } + }; var LineStrip = 0; var LinePieces = 1; - function MeshFaceMaterial( materials ) { + var MeshFaceMaterial = function MeshFaceMaterial( materials ) { console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); return materials; - } + }; - function MultiMaterial( materials ) { + var MultiMaterial = function MultiMaterial( materials ) { - if ( materials === undefined ) materials = []; + if ( materials === undefined ) { materials = []; } console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); materials.isMultiMaterial = true; @@ -45211,128 +45974,128 @@ }; return materials; - } + }; - function PointCloud( geometry, material ) { + var PointCloud = function PointCloud( geometry, material ) { console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); return new Points( geometry, material ); - } + }; - function Particle( material ) { + var Particle = function Particle( material ) { console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); return new Sprite( material ); - } + }; - function ParticleSystem( geometry, material ) { + var ParticleSystem = function ParticleSystem( geometry, material ) { console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); return new Points( geometry, material ); - } + }; - function PointCloudMaterial( parameters ) { + var PointCloudMaterial = function PointCloudMaterial( parameters ) { console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters ); - } + }; - function ParticleBasicMaterial( parameters ) { + var ParticleBasicMaterial = function ParticleBasicMaterial( parameters ) { console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters ); - } + }; - function ParticleSystemMaterial( parameters ) { + var ParticleSystemMaterial = function ParticleSystemMaterial( parameters ) { console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters ); - } + }; - function Vertex( x, y, z ) { + var Vertex = 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 ) { + var DynamicBufferAttribute = function DynamicBufferAttribute( array, itemSize ) { console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); return new BufferAttribute( array, itemSize ).setDynamic( true ); - } + }; - function Int8Attribute( array, itemSize ) { + var Int8Attribute = 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 ) { + var Uint8Attribute = 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 ) { + var Uint8ClampedAttribute = 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 ) { + var Int16Attribute = 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 ) { + var Uint16Attribute = 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 ) { + var Int32Attribute = 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 ) { + var Uint32Attribute = 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 ) { + var Float32Attribute = 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 ) { + var Float64Attribute = function Float64Attribute( array, itemSize ) { console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); return new Float64BufferAttribute( array, itemSize ); - } + }; // @@ -45350,144 +46113,112 @@ // - 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 ClosedSplineCurve3 = (function (CatmullRomCurve3$$1) { + function ClosedSplineCurve3( points ) { - var geometry = new Geometry(); + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - for ( var i = 0, l = points.length; i < l; i ++ ) { + CatmullRomCurve3$$1.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; - var point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + } - } + if ( CatmullRomCurve3$$1 ) ClosedSplineCurve3.__proto__ = CatmullRomCurve3$$1; + ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3$$1 && CatmullRomCurve3$$1.prototype ); + ClosedSplineCurve3.prototype.constructor = ClosedSplineCurve3; - return geometry; + return ClosedSplineCurve3; + }(CatmullRomCurve3)); - } - } ); // - Object.assign( Path.prototype, { + var SplineCurve3 = (function (CatmullRomCurve3$$1) { + function SplineCurve3( points ) { - fromPoints: function ( points ) { + console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); - this.setFromPoints( points ); + CatmullRomCurve3$$1.call( this, points ); + this.type = 'catmullrom'; } - } ); - - // - - function ClosedSplineCurve3( points ) { + if ( CatmullRomCurve3$$1 ) SplineCurve3.__proto__ = CatmullRomCurve3$$1; + SplineCurve3.prototype = Object.create( CatmullRomCurve3$$1 && CatmullRomCurve3$$1.prototype ); + SplineCurve3.prototype.constructor = SplineCurve3; - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + return SplineCurve3; + }(CatmullRomCurve3)); - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; - } - - ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); // - function SplineCurve3( points ) { + var Spline = (function (CatmullRomCurve3$$1) { + function Spline( points ) { - console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - - } + CatmullRomCurve3$$1.call( this, points ); + this.type = 'catmullrom'; - SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); - - // - - function Spline( points ) { + } - console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); + if ( CatmullRomCurve3$$1 ) Spline.__proto__ = CatmullRomCurve3$$1; + Spline.prototype = Object.create( CatmullRomCurve3$$1 && CatmullRomCurve3$$1.prototype ); + Spline.prototype.constructor = Spline; - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; + Spline.prototype.initFromArray = function initFromArray ( /* a */ ) { - } + console.error( 'THREE.Spline: .initFromArray() has been removed.' ); - Spline.prototype = Object.create( CatmullRomCurve3.prototype ); + }; - Object.assign( Spline.prototype, { + Spline.prototype.getControlPointsArray = function getControlPointsArray ( /* optionalTarget */ ) { - initFromArray: function ( /* a */ ) { + console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); - console.error( 'THREE.Spline: .initFromArray() has been removed.' ); + }; - }, - getControlPointsArray: function ( /* optionalTarget */ ) { + Spline.prototype.reparametrizeByArcLength = function reparametrizeByArcLength ( /* samplingCoef */ ) { - console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); + console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); - }, - reparametrizeByArcLength: function ( /* samplingCoef */ ) { + }; - console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); + return Spline; + }(CatmullRomCurve3)); - } - } ); // - function AxisHelper( size ) { + var AxisHelper = function AxisHelper( size ) { console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); return new AxesHelper( size ); - } + }; - function BoundingBoxHelper( object, color ) { + var BoundingBoxHelper = 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 ) { + var EdgesHelper = 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 () { @@ -45501,104 +46232,31 @@ }; - function WireframeHelper( object, hex ) { + var WireframeHelper = 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 ); - - } - - } ); - - function XHRLoader( manager ) { + var XHRLoader = function XHRLoader( manager ) { console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); return new FileLoader( manager ); - } + }; - function BinaryTextureLoader( manager ) { + var BinaryTextureLoader = function BinaryTextureLoader( manager ) { console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); return new DataTextureLoader( manager ); - } + }; // - Object.assign( Box2.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } - } ); - - Object.assign( Box3.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - isIntersectionSphere: function ( sphere ) { - - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } - } ); - Line3.prototype.center = function ( optionalTarget ) { console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); @@ -45606,176 +46264,6 @@ }; - Object.assign( _Math, { - - 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 _Math.floorPowerOfTwo( value ); - - }, - - nextPowerOfTwo: function ( value ) { - - console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); - return _Math.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.' ); - - }, - applyToBuffer: function ( buffer /*, offset, length */ ) { - - console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); - - } - - } ); - - Object.assign( Matrix4.prototype, { - - extractPosition: function ( m ) { - - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); - - }, - flattenToArrayOffset: function ( array, offset ) { - - console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); - - }, - getPosition: function () { - - var v1; - - return function getPosition() { - - if ( v1 === undefined ) v1 = new Vector3(); - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return v1.setFromMatrixColumn( this, 3 ); - - }; - - }(), - setRotationFromQuaternion: function ( q ) { - - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); - - }, - 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.' ); - - }, - applyToBuffer: function ( buffer /*, offset, length */ ) { - - console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - - }, - makeFrustum: function ( left, right, bottom, top, near, far ) { - - console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); - return this.makePerspective( left, right, top, bottom, near, far ); - - } - - } ); - Plane.prototype.isIntersectionLine = function ( line ) { console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); @@ -45790,245 +46278,8 @@ }; - 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.' ); - - } - - } ); - - 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.' ); - - } - - } ); - Object.defineProperties( Object3D.prototype, { eulerOrder: { @@ -46112,7 +46363,7 @@ console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + "Use .setFocalLength and .filmGauge for a photographic setup." ); - if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; } this.setFocalLength( focalLength ); }; @@ -46243,44 +46494,6 @@ } ); - Object.assign( BufferGeometry.prototype, { - - addIndex: function ( index ) { - - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); - - }, - addDrawCall: function ( start, count, indexOffset ) { - - if ( indexOffset !== undefined ) { - - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); - - }, - clearDrawCalls: function () { - - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); - - }, - computeTangents: function () { - - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - - }, - computeOffsets: function () { - - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - - } - - } ); - Object.defineProperties( BufferGeometry.prototype, { drawcalls: { @@ -46304,28 +46517,6 @@ // - 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.defineProperties( Uniform.prototype, { @@ -46428,125 +46619,6 @@ // - Object.assign( WebGLRenderer.prototype, { - - 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.' ); - - } - - } ); - Object.defineProperties( WebGLRenderer.prototype, { shadowMapEnabled: { @@ -46869,7 +46941,7 @@ var texture = loader.load( url, onLoad, undefined, onError ); - if ( mapping ) texture.mapping = mapping; + if ( mapping ) { texture.mapping = mapping; } return texture; @@ -46884,7 +46956,7 @@ var texture = loader.load( urls, onLoad, undefined, onError ); - if ( mapping ) texture.mapping = mapping; + if ( mapping ) { texture.mapping = mapping; } return texture; @@ -46904,7 +46976,7 @@ // - function Projector() { + var Projector = function Projector() { console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); @@ -46928,11 +47000,11 @@ }; - } + }; // - function CanvasRenderer() { + var CanvasRenderer = function CanvasRenderer() { console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); @@ -46942,7 +47014,7 @@ this.setClearColor = function () {}; this.setSize = function () {}; - } + }; // @@ -46970,11 +47042,11 @@ // - function LensFlare() { + var LensFlare = function LensFlare() { console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' ); - } + }; exports.WebGLRenderTargetCube = WebGLRenderTargetCube; exports.WebGLRenderTarget = WebGLRenderTarget; diff --git a/build/three.module.js b/build/three.module.js index 399d112848a9fe..d0dd73de1ad8e4 100644 --- a/build/three.module.js +++ b/build/three.module.js @@ -58,6 +58,8 @@ if ( Object.assign === undefined ) { ( function () { Object.assign = function ( target ) { + var arguments$1 = arguments; + if ( target === undefined || target === null ) { @@ -69,7 +71,7 @@ if ( Object.assign === undefined ) { for ( var index = 1; index < arguments.length; index ++ ) { - var source = arguments[ index ]; + var source = arguments$1[ index ]; if ( source !== undefined && source !== null ) { @@ -99,85 +101,83 @@ if ( Object.assign === undefined ) { * https://github.com/mrdoob/eventdispatcher.js/ */ -function EventDispatcher() {} - -Object.assign( EventDispatcher.prototype, { - - addEventListener: function ( type, listener ) { +var EventDispatcher = function EventDispatcher () {}; - if ( this._listeners === undefined ) this._listeners = {}; +EventDispatcher.prototype.addEventListener = function addEventListener ( type, listener ) { - var listeners = this._listeners; + if ( this._listeners === undefined ) { this._listeners = {}; } - if ( listeners[ type ] === undefined ) { + var listeners = this._listeners; - listeners[ type ] = []; + if ( listeners[ type ] === undefined ) { - } + listeners[ type ] = []; - if ( listeners[ type ].indexOf( listener ) === - 1 ) { + } - listeners[ type ].push( listener ); + if ( listeners[ type ].indexOf( listener ) === - 1 ) { - } + listeners[ type ].push( listener ); - }, + } - hasEventListener: function ( type, listener ) { +}; - if ( this._listeners === undefined ) return false; +EventDispatcher.prototype.hasEventListener = function hasEventListener ( type, listener ) { - var listeners = this._listeners; + if ( this._listeners === undefined ) { return false; } - return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + var listeners = this._listeners; - }, + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; - removeEventListener: function ( type, listener ) { +}; - if ( this._listeners === undefined ) return; +EventDispatcher.prototype.removeEventListener = function removeEventListener ( type, listener ) { - var listeners = this._listeners; - var listenerArray = listeners[ type ]; + if ( this._listeners === undefined ) { return; } - if ( listenerArray !== undefined ) { + var listeners = this._listeners; + var listenerArray = listeners[ type ]; - var index = listenerArray.indexOf( listener ); + if ( listenerArray !== undefined ) { - if ( index !== - 1 ) { + var index = listenerArray.indexOf( listener ); - listenerArray.splice( index, 1 ); + if ( index !== - 1 ) { - } + listenerArray.splice( index, 1 ); } - }, + } - dispatchEvent: function ( event ) { +}; - if ( this._listeners === undefined ) return; +EventDispatcher.prototype.dispatchEvent = function dispatchEvent ( event ) { + var this$1 = this; - var listeners = this._listeners; - var listenerArray = listeners[ event.type ]; - if ( listenerArray !== undefined ) { + if ( this._listeners === undefined ) { return; } - event.target = this; + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; - var array = listenerArray.slice( 0 ); + if ( listenerArray !== undefined ) { - for ( var i = 0, l = array.length; i < l; i ++ ) { + event.target = this; - array[ i ].call( this, event ); + var array = listenerArray.slice( 0 ); - } + for ( var i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this$1, event ); } } -} ); +}; var REVISION = '96dev'; var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; @@ -396,8 +396,8 @@ var _Math = { smoothstep: function ( x, min, max ) { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( x <= min ) { return 0; } + if ( x >= max ) { return 1; } x = ( x - min ) / ( max - min ); @@ -407,8 +407,8 @@ var _Math = { smootherstep: function ( x, min, max ) { - if ( x <= min ) return 0; - if ( x >= max ) return 1; + if ( x <= min ) { return 0; } + if ( x >= max ) { return 1; } x = ( x - min ) / ( max - min ); @@ -479,491 +479,487 @@ var _Math = { * @author zz85 / http://www.lab4games.net/zz85/blog */ -function Vector2( x, y ) { +var Vector2 = function Vector2( x, y ) { this.x = x || 0; this.y = y || 0; -} - -Object.defineProperties( Vector2.prototype, { +}; - "width": { +Vector2.prototype.set = function set ( x, y ) { - get: function () { + this.x = x; + this.y = y; - return this.x; + return this; - }, +}; - set: function ( value ) { +Vector2.prototype.setScalar = function setScalar ( scalar ) { - this.x = value; + this.x = scalar; + this.y = scalar; - } + return this; - }, +}; - "height": { +Vector2.prototype.setX = function setX ( x ) { - get: function () { + this.x = x; - return this.y; + return this; - }, +}; - set: function ( value ) { +Vector2.prototype.setY = function setY ( y ) { - this.y = value; + this.y = y; - } + return this; - } +}; -} ); +Vector2.prototype.setComponent = function setComponent ( index, value ) { -Object.assign( Vector2.prototype, { + switch ( index ) { - isVector2: true, + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); - set: function ( x, y ) { + } - this.x = x; - this.y = y; + return this; - return this; +}; - }, +Vector2.prototype.getComponent = function getComponent ( index ) { - setScalar: function ( scalar ) { + switch ( index ) { - this.x = scalar; - this.y = scalar; + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); - return this; + } - }, +}; - setX: function ( x ) { +Vector2.prototype.clone = function clone () { - this.x = x; + return new this.constructor( this.x, this.y ); - return this; +}; - }, +Vector2.prototype.copy = function copy ( v ) { - setY: function ( y ) { + this.x = v.x; + this.y = v.y; - this.y = y; + return this; - return this; +}; - }, +Vector2.prototype.add = function add ( v, w ) { - setComponent: function ( index, value ) { + if ( w !== undefined ) { - switch ( index ) { + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); + } - } + this.x += v.x; + this.y += v.y; - return this; + return this; - }, +}; - getComponent: function ( index ) { +Vector2.prototype.addScalar = function addScalar ( s ) { - switch ( index ) { + this.x += s; + this.y += s; - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); - - } + return this; - }, +}; - clone: function () { +Vector2.prototype.addVectors = function addVectors ( a, b ) { - return new this.constructor( this.x, this.y ); + this.x = a.x + b.x; + this.y = a.y + b.y; - }, + return this; - copy: function ( v ) { +}; - this.x = v.x; - this.y = v.y; +Vector2.prototype.addScaledVector = function addScaledVector ( v, s ) { - return this; + this.x += v.x * s; + this.y += v.y * s; - }, + return this; - add: function ( v, w ) { +}; - if ( w !== undefined ) { +Vector2.prototype.sub = function sub ( v, w ) { - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( 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; + this.x -= v.x; + this.y -= v.y; - }, + return this; - addScalar: function ( s ) { +}; - this.x += s; - this.y += s; +Vector2.prototype.subScalar = function subScalar ( s ) { - return this; + this.x -= s; + this.y -= s; - }, + return this; - addVectors: function ( a, b ) { +}; - this.x = a.x + b.x; - this.y = a.y + b.y; +Vector2.prototype.subVectors = function subVectors ( a, b ) { - return this; + this.x = a.x - b.x; + this.y = a.y - b.y; - }, + return this; - addScaledVector: function ( v, s ) { +}; - this.x += v.x * s; - this.y += v.y * s; +Vector2.prototype.multiply = function multiply ( v ) { - return this; + this.x *= v.x; + this.y *= v.y; - }, + return this; - sub: function ( v, w ) { +}; - if ( w !== undefined ) { +Vector2.prototype.multiplyScalar = function multiplyScalar ( scalar ) { - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + this.x *= scalar; + this.y *= scalar; - } + return this; - this.x -= v.x; - this.y -= v.y; +}; - return this; +Vector2.prototype.divide = function divide ( v ) { - }, + this.x /= v.x; + this.y /= v.y; - subScalar: function ( s ) { + return this; - this.x -= s; - this.y -= s; +}; - return this; +Vector2.prototype.divideScalar = function divideScalar ( scalar ) { - }, + return this.multiplyScalar( 1 / scalar ); - subVectors: function ( a, b ) { +}; - this.x = a.x - b.x; - this.y = a.y - b.y; +Vector2.prototype.applyMatrix3 = function applyMatrix3 ( m ) { - return this; + 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 ]; - multiply: function ( v ) { + return this; - this.x *= v.x; - this.y *= v.y; +}; - return this; +Vector2.prototype.min = function min ( v ) { - }, + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); - multiplyScalar: function ( scalar ) { + return this; - this.x *= scalar; - this.y *= scalar; +}; - return this; +Vector2.prototype.max = function max ( v ) { - }, + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); - divide: function ( v ) { + return this; - this.x /= v.x; - this.y /= v.y; +}; - return this; +Vector2.prototype.clamp = function clamp ( min, max ) { - }, + // assumes min < max, componentwise - divideScalar: function ( scalar ) { + 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.multiplyScalar( 1 / scalar ); + return this; - }, +}; - applyMatrix3: function ( m ) { +Vector2.prototype.clampLength = function clampLength ( min, max ) { - var x = this.x, y = this.y; - var e = m.elements; + var length = this.length(); - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - return this; +}; - }, +Vector2.prototype.floor = function floor () { - min: function ( v ) { + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); + return this; - return this; +}; - }, +Vector2.prototype.ceil = function ceil () { - max: function ( v ) { + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); + return this; - return this; +}; - }, +Vector2.prototype.round = function round () { - clamp: function ( min, max ) { + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); - // assumes min < max, componentwise + return this; - 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.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 ); - clampScalar: function () { + return this; - var min = new Vector2(); - var max = new Vector2(); +}; - return function clampScalar( minVal, maxVal ) { +Vector2.prototype.negate = function negate () { - min.set( minVal, minVal ); - max.set( maxVal, maxVal ); + this.x = - this.x; + this.y = - this.y; - return this.clamp( min, max ); + return this; - }; +}; - }(), +Vector2.prototype.dot = function dot ( v ) { - clampLength: function ( min, max ) { + return this.x * v.x + this.y * v.y; - var length = this.length(); +}; - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); +Vector2.prototype.cross = function cross ( v ) { - }, + return this.x * v.y - this.y * v.x; - floor: function () { +}; - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); +Vector2.prototype.lengthSq = function lengthSq () { - return this; + return this.x * this.x + this.y * this.y; - }, +}; - ceil: function () { +Vector2.prototype.length = function length () { - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); + return Math.sqrt( this.x * this.x + this.y * this.y ); - return this; +}; - }, +Vector2.prototype.manhattanLength = function manhattanLength () { - round: function () { + return Math.abs( this.x ) + Math.abs( this.y ); - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); +}; - return this; +Vector2.prototype.normalize = function normalize () { - }, + return this.divideScalar( this.length() || 1 ); - roundToZero: function () { +}; - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); +Vector2.prototype.angle = function angle () { - return this; + // computes the angle in radians with respect to the positive x-axis - }, + var angle = Math.atan2( this.y, this.x ); - negate: function () { + if ( angle < 0 ) { angle += 2 * Math.PI; } - this.x = - this.x; - this.y = - this.y; + return angle; - return this; +}; - }, +Vector2.prototype.distanceTo = function distanceTo ( v ) { - dot: function ( v ) { + return Math.sqrt( this.distanceToSquared( v ) ); - return this.x * v.x + this.y * v.y; +}; - }, +Vector2.prototype.distanceToSquared = function distanceToSquared ( v ) { - cross: function ( v ) { + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; - return this.x * v.y - this.y * v.x; +}; - }, +Vector2.prototype.manhattanDistanceTo = function manhattanDistanceTo ( v ) { - lengthSq: function () { + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - return this.x * this.x + this.y * this.y; +}; - }, +Vector2.prototype.setLength = function setLength ( length ) { - length: function () { + return this.normalize().multiplyScalar( length ); - return Math.sqrt( this.x * this.x + this.y * this.y ); +}; - }, +Vector2.prototype.lerp = function lerp ( v, alpha ) { - manhattanLength: function () { + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; - return Math.abs( this.x ) + Math.abs( this.y ); + return this; - }, +}; - normalize: function () { +Vector2.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) { - return this.divideScalar( this.length() || 1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, +}; - angle: function () { +Vector2.prototype.equals = function equals ( v ) { - // computes the angle in radians with respect to the positive x-axis + return ( ( v.x === this.x ) && ( v.y === this.y ) ); - var angle = Math.atan2( this.y, this.x ); +}; - if ( angle < 0 ) angle += 2 * Math.PI; +Vector2.prototype.fromArray = function fromArray ( array, offset ) { - return angle; + if ( offset === undefined ) { offset = 0; } - }, + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; - distanceTo: function ( v ) { + return this; - return Math.sqrt( this.distanceToSquared( v ) ); +}; - }, +Vector2.prototype.toArray = function toArray ( array, offset ) { - distanceToSquared: function ( v ) { + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - var dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; - }, + return array; - manhattanDistanceTo: function ( v ) { +}; - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); +Vector2.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) { - }, + if ( offset !== undefined ) { - setLength: function ( length ) { + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); - return this.normalize().multiplyScalar( length ); + } - }, + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); - lerp: function ( v, alpha ) { + return this; - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; +}; - return this; +Vector2.prototype.rotateAround = function rotateAround ( center, angle ) { - }, + var c = Math.cos( angle ), s = Math.sin( angle ); - lerpVectors: function ( v1, v2, alpha ) { + var x = this.x - center.x; + var y = this.y - center.y; - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; - }, + return this; - equals: function ( v ) { +}; - return ( ( v.x === this.x ) && ( v.y === this.y ) ); +Vector2.prototype.isVector2 = true; - }, +Vector2.prototype.clampScalar = function () { - fromArray: function ( array, offset ) { + var min = new Vector2(); + var max = new Vector2(); - if ( offset === undefined ) offset = 0; + return function clampScalar( minVal, maxVal ) { - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); - return this; + return this.clamp( min, max ); - }, + }; - toArray: function ( array, offset ) { +}(); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; +Object.defineProperties( Vector2.prototype, { - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; + "width": { - return array; + get: function () { - }, + return this.x; - fromBufferAttribute: function ( attribute, index, offset ) { + }, - if ( offset !== undefined ) { + set: function ( value ) { - console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + this.x = value; } - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); + }, - return this; + "height": { - }, + get: function () { - rotateAround: function ( center, angle ) { + return this.y; - var c = Math.cos( angle ), s = Math.sin( angle ); + }, - var x = this.x - center.x; - var y = this.y - center.y; + set: function ( value ) { - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; + this.y = value; - return this; + } } @@ -982,7 +978,7 @@ Object.assign( Vector2.prototype, { * @author WestLangley / http://github.com/WestLangley */ -function Matrix4() { +var Matrix4 = function Matrix4() { this.elements = [ @@ -999,909 +995,909 @@ function Matrix4() { } -} +}; -Object.assign( Matrix4.prototype, { +Matrix4.prototype.set = function set ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - isMatrix4: true, + var te = this.elements; - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + 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; - var te = this.elements; + return this; - 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( - identity: function () { + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - this.set( + ); - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + return this; - ); +}; - return this; +Matrix4.prototype.clone = function clone () { - }, + return new Matrix4().fromArray( this.elements ); - clone: function () { +}; - return new Matrix4().fromArray( this.elements ); +Matrix4.prototype.copy = function copy ( m ) { - }, + var te = this.elements; + var me = m.elements; - copy: function ( m ) { + 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 ]; - var te = this.elements; - var me = m.elements; + return this; - 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; - copyPosition: function ( m ) { + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; - var te = this.elements, me = m.elements; + return this; - 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 ); - extractBasis: function ( xAxis, yAxis, zAxis ) { + return this; - 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 + ); - makeBasis: function ( xAxis, yAxis, zAxis ) { + return this; - 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.makeRotationFromEuler = function makeRotationFromEuler ( euler ) { - }, + if ( ! ( euler && euler.isEuler ) ) { - extractRotation: function () { + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); - var v1 = new Vector3(); + } - return function extractRotation( m ) { + var te = this.elements; - // this method does not support reflection matrices + 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 ); - var te = this.elements; - var me = m.elements; + if ( euler.order === 'XYZ' ) { - var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); - var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); - var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + var ae = a * e, af = a * f, be = b * e, bf = b * f; - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + } else if ( euler.order === 'YXZ' ) { - return this; + 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; - makeRotationFromEuler: function ( euler ) { + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; - if ( ! ( euler && euler.isEuler ) ) { + } else if ( euler.order === 'ZXY' ) { - console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + var ce = c * e, cf = c * f, de = d * e, df = d * f; - } + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; - var te = this.elements; + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; - 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 ); + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; - if ( euler.order === 'XYZ' ) { + } else if ( euler.order === 'ZYX' ) { - var ae = a * e, af = a * f, be = b * e, bf = b * f; + 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[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; - } else if ( euler.order === 'YXZ' ) { + } else if ( euler.order === 'YZX' ) { - var ce = c * e, cf = c * f, de = d * e, df = d * f; + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; - } else if ( euler.order === 'ZXY' ) { + } else if ( euler.order === 'XZY' ) { - var ce = c * e, cf = c * f, de = d * e, df = d * f; + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; - } else if ( euler.order === 'ZYX' ) { + } - var ae = a * e, af = a * f, be = b * e, bf = b * f; + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; + return this; - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; +}; - } else if ( euler.order === 'YZX' ) { +Matrix4.prototype.multiply = function multiply ( m, n ) { - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + if ( n !== undefined ) { - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); - 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; + return this.multiplyMatrices( this, m ); - } else if ( euler.order === 'XZY' ) { +}; - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; +Matrix4.prototype.premultiply = function premultiply ( m ) { - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; + return this.multiplyMatrices( m, this ); - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; +}; - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; +Matrix4.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) { - } + var ae = a.elements; + var be = b.elements; + var te = this.elements; - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + 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 ]; - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + 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 ]; - return this; + 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; - makeRotationFromQuaternion: function () { + 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; - var zero = new Vector3( 0, 0, 0 ); - var one = new Vector3( 1, 1, 1 ); + 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 function makeRotationFromQuaternion( q ) { + return this; - return this.compose( zero, q, one ); +}; - }; +Matrix4.prototype.multiplyScalar = function multiplyScalar ( s ) { - }(), + var te = this.elements; - lookAt: function () { + 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; - var x = new Vector3(); - var y = new Vector3(); - var z = new Vector3(); + return this; - return function lookAt( eye, target, up ) { +}; - var te = this.elements; +Matrix4.prototype.determinant = function determinant () { - z.subVectors( eye, target ); + var te = this.elements; - if ( z.lengthSq() === 0 ) { + 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 ]; - // eye and target are in the same position + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - z.z = 1; + 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 + ) - } + ); - z.normalize(); - x.crossVectors( up, z ); +}; - if ( x.lengthSq() === 0 ) { +Matrix4.prototype.transpose = function transpose () { - // up and z are parallel + var te = this.elements; + var tmp; - if ( Math.abs( up.z ) === 1 ) { + 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; - z.x += 0.0001; + 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; - } else { + return this; - z.z += 0.0001; +}; - } +Matrix4.prototype.setPosition = function setPosition ( v ) { - z.normalize(); - x.crossVectors( up, z ); + var te = this.elements; - } + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; - x.normalize(); - y.crossVectors( z, x ); + return this; - 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.getInverse = function getInverse ( m, throwOnDegenerate ) { - }; + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, - }(), + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], - multiply: function ( m, n ) { + 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; - if ( n !== undefined ) { + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); + if ( det === 0 ) { - } + var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; - return this.multiplyMatrices( this, m ); + if ( throwOnDegenerate === true ) { - }, + throw new Error( msg ); - premultiply: function ( m ) { + } else { - return this.multiplyMatrices( m, this ); + console.warn( msg ); - }, + } - multiplyMatrices: function ( a, b ) { + return this.identity(); - 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 detInv = 1 / det; - 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 ] = 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[ 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[ 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[ 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[ 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[ 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[ 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; - 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; - return this; +}; - }, +Matrix4.prototype.scale = function scale ( v ) { - multiplyScalar: function ( s ) { + var te = this.elements; + var x = v.x, y = v.y, z = v.z; - var te = this.elements; + 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; - 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; - return this; +}; - }, +Matrix4.prototype.getMaxScaleOnAxis = function getMaxScaleOnAxis () { - applyToBufferAttribute: function () { + var te = this.elements; - var v1 = new Vector3(); + 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 function applyToBufferAttribute( attribute ) { + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - for ( var i = 0, l = attribute.count; i < l; i ++ ) { +}; - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); +Matrix4.prototype.makeTranslation = function makeTranslation ( x, y, z ) { - v1.applyMatrix4( this ); + this.set( - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 - } + ); - return attribute; + return this; - }; +}; - }(), +Matrix4.prototype.makeRotationX = function makeRotationX ( theta ) { - determinant: function () { + var c = Math.cos( theta ), s = Math.sin( theta ); - var te = this.elements; + this.set( - 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 ]; + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 - //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 - ) + return this; - ); +}; - }, +Matrix4.prototype.makeRotationY = function makeRotationY ( theta ) { - transpose: function () { + var c = Math.cos( theta ), s = Math.sin( theta ); - var te = this.elements; - var tmp; + this.set( - 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; + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 - 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; + return this; - }, +}; - setPosition: function ( v ) { +Matrix4.prototype.makeRotationZ = function makeRotationZ ( theta ) { - var te = this.elements; + var c = Math.cos( theta ), s = Math.sin( theta ); - te[ 12 ] = v.x; - te[ 13 ] = v.y; - te[ 14 ] = v.z; + this.set( - return this; + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - }, + ); - getInverse: function ( m, throwOnDegenerate ) { + return this; - // 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 ], +Matrix4.prototype.makeRotationAxis = function makeRotationAxis ( axis, angle ) { - 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; + // Based on http://www.gamedev.net/reference/articles/article1199.asp - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + 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; - if ( det === 0 ) { + this.set( - var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; + 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 - if ( throwOnDegenerate === true ) { + ); - throw new Error( msg ); + return this; - } else { +}; - console.warn( msg ); +Matrix4.prototype.makeScale = function makeScale ( x, y, z ) { - } + this.set( - return this.identity(); + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 - } + ); - var detInv = 1 / det; + return this; - 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; +Matrix4.prototype.makeShear = function makeShear ( x, y, z ) { - 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; + this.set( - 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; + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 - return this; + ); - }, + return this; - scale: function ( v ) { +}; - var te = this.elements; - var x = v.x, y = v.y, z = v.z; +Matrix4.prototype.compose = function compose ( position, quaternion, scale ) { - 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; + var te = this.elements; - return this; + 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; - getMaxScaleOnAxis: function () { + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; - var te = this.elements; + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; - 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 ]; + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; - }, + return this; - makeTranslation: function ( x, y, z ) { +}; - this.set( +Matrix4.prototype.makePerspective = function makePerspective ( left, right, top, bottom, near, far ) { - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 + if ( far === undefined ) { - ); + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); - return this; + } - }, + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); - makeRotationX: function ( theta ) { + 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 ); - var c = Math.cos( theta ), s = Math.sin( theta ); + 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; - this.set( + return this; - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 +}; - ); +Matrix4.prototype.makeOrthographic = function makeOrthographic ( left, right, top, bottom, near, far ) { - return this; + 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; - makeRotationY: function ( theta ) { + 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; - var c = Math.cos( theta ), s = Math.sin( theta ); + return this; - this.set( +}; - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 +Matrix4.prototype.equals = function equals ( matrix ) { - ); + var te = this.elements; + var me = matrix.elements; - return this; + for ( var i = 0; i < 16; i ++ ) { - }, + if ( te[ i ] !== me[ i ] ) { return false; } - makeRotationZ: function ( theta ) { + } - var c = Math.cos( theta ), s = Math.sin( theta ); + return true; - this.set( +}; - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 +Matrix4.prototype.fromArray = function fromArray ( array, offset ) { + var this$1 = this; - ); - return this; + if ( offset === undefined ) { offset = 0; } - }, + for ( var i = 0; i < 16; i ++ ) { - makeRotationAxis: function ( axis, angle ) { + this$1.elements[ i ] = array[ i + offset ]; - // 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; + return this; - 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 +Matrix4.prototype.toArray = function toArray ( array, offset ) { - ); + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - return this; + var te = this.elements; - }, + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; - makeScale: function ( x, y, z ) { + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; - this.set( + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; - ); + return array; - return this; +}; - }, +Matrix4.prototype.isMatrix4 = true; - makeShear: function ( x, y, z ) { +Matrix4.prototype.extractRotation = function () { - this.set( + var v1 = new Vector3(); - 1, y, z, 0, - x, 1, z, 0, - x, y, 1, 0, - 0, 0, 0, 1 + return function extractRotation( m ) { - ); + // this method does not support reflection matrices - return this; + var te = this.elements; + var me = m.elements; - }, + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); - compose: function ( position, quaternion, scale ) { + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; - var te = this.elements; + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; - 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; + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; - var sx = scale.x, sy = scale.y, sz = scale.z; + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; + return this; - 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; +Matrix4.prototype.makeRotationFromQuaternion = function () { - return this; + var zero = new Vector3( 0, 0, 0 ); + var one = new Vector3( 1, 1, 1 ); - }, + return function makeRotationFromQuaternion( q ) { - decompose: function () { + return this.compose( zero, q, one ); - var vector = new Vector3(); - var matrix = new Matrix4(); + }; + +}(); - return function decompose( position, quaternion, scale ) { +Matrix4.prototype.lookAt = function () { - var te = this.elements; + var x = new Vector3(); + var y = new Vector3(); + var z = new Vector3(); - var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + return function lookAt( eye, target, up ) { - // if determine is negative, we need to invert one scale - var det = this.determinant(); - if ( det < 0 ) sx = - sx; + var te = this.elements; - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; + z.subVectors( eye, target ); - // scale the rotation part - matrix.copy( this ); + if ( z.lengthSq() === 0 ) { - var invSX = 1 / sx; - var invSY = 1 / sy; - var invSZ = 1 / sz; + // eye and target are in the same position - matrix.elements[ 0 ] *= invSX; - matrix.elements[ 1 ] *= invSX; - matrix.elements[ 2 ] *= invSX; + z.z = 1; - matrix.elements[ 4 ] *= invSY; - matrix.elements[ 5 ] *= invSY; - matrix.elements[ 6 ] *= invSY; + } - matrix.elements[ 8 ] *= invSZ; - matrix.elements[ 9 ] *= invSZ; - matrix.elements[ 10 ] *= invSZ; + z.normalize(); + x.crossVectors( up, z ); - quaternion.setFromRotationMatrix( matrix ); + if ( x.lengthSq() === 0 ) { - scale.x = sx; - scale.y = sy; - scale.z = sz; + // up and z are parallel - return this; + if ( Math.abs( up.z ) === 1 ) { - }; + z.x += 0.0001; - }(), + } else { - makePerspective: function ( left, right, top, bottom, near, far ) { + z.z += 0.0001; - if ( far === undefined ) { + } - console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + z.normalize(); + x.crossVectors( up, z ); } - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); + x.normalize(); + y.crossVectors( z, x ); - 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; + 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; - }, - - makeOrthographic: function ( left, right, top, bottom, near, far ) { + }; - var te = this.elements; - var w = 1.0 / ( right - left ); - var h = 1.0 / ( top - bottom ); - var p = 1.0 / ( far - near ); +}(); - var x = ( right + left ) * w; - var y = ( top + bottom ) * h; - var z = ( far + near ) * p; +Matrix4.prototype.applyToBufferAttribute = function () { - 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; + var v1 = new Vector3(); - return this; + return function applyToBufferAttribute( attribute ) { + var this$1 = this; - }, - equals: function ( matrix ) { + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - var te = this.elements; - var me = matrix.elements; + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); - for ( var i = 0; i < 16; i ++ ) { + v1.applyMatrix4( this$1 ); - if ( te[ i ] !== me[ i ] ) return false; + attribute.setXYZ( i, v1.x, v1.y, v1.z ); } - return true; + return attribute; - }, + }; - fromArray: function ( array, offset ) { +}(); - if ( offset === undefined ) offset = 0; +Matrix4.prototype.decompose = function () { - for ( var i = 0; i < 16; i ++ ) { + var vector = new Vector3(); + var matrix = new Matrix4(); - this.elements[ i ] = array[ i + offset ]; + return function decompose( position, quaternion, scale ) { - } + var te = this.elements; - return this; + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - }, + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) { sx = - sx; } - toArray: function ( array, offset ) { + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + // scale the rotation part + matrix.copy( this ); - var te = this.elements; + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; + quaternion.setFromRotationMatrix( matrix ); - return array; + scale.x = sx; + scale.y = sy; + scale.z = sz; - } + return this; -} ); + }; + +}(); /** * @author mikael emtinger / http://gomo.se/ @@ -2166,7 +2162,7 @@ Object.assign( Quaternion.prototype, { } - if ( update !== false ) this.onChangeCallback(); + if ( update !== false ) { this.onChangeCallback(); } return this; @@ -2261,7 +2257,7 @@ Object.assign( Quaternion.prototype, { return function setFromUnitVectors( vFrom, vTo ) { - if ( v1 === undefined ) v1 = new Vector3(); + if ( v1 === undefined ) { v1 = new Vector3(); } r = vFrom.dot( vTo ) + 1; @@ -2306,7 +2302,7 @@ Object.assign( Quaternion.prototype, { var angle = this.angleTo( q ); - if ( angle === 0 ) return this; + if ( angle === 0 ) { return this; } var t = Math.min( 1, step / angle ); @@ -2421,8 +2417,8 @@ Object.assign( Quaternion.prototype, { slerp: function ( qb, t ) { - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); + 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; @@ -2494,7 +2490,7 @@ Object.assign( Quaternion.prototype, { fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) { offset = 0; } this._x = array[ offset ]; this._y = array[ offset + 1 ]; @@ -2509,8 +2505,8 @@ Object.assign( Quaternion.prototype, { toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } array[ offset ] = this._x; array[ offset + 1 ] = this._y; @@ -3216,7 +3212,7 @@ Object.assign( Vector3.prototype, { fromArray: function ( array, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset === undefined ) { offset = 0; } this.x = array[ offset ]; this.y = array[ offset + 1 ]; @@ -3228,8 +3224,8 @@ Object.assign( Vector3.prototype, { toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } array[ offset ] = this.x; array[ offset + 1 ] = this.y; @@ -3264,7 +3260,7 @@ Object.assign( Vector3.prototype, { * @author tschw */ -function Matrix3() { +var Matrix3 = function Matrix3() { this.elements = [ @@ -3280,366 +3276,366 @@ function Matrix3() { } -} +}; -Object.assign( Matrix3.prototype, { +Matrix3.prototype.set = function set ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - isMatrix3: true, + var te = this.elements; - set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + 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; - var te = this.elements; + return this; - 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( - identity: function () { + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - this.set( + ); - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + return this; - ); +}; - return this; +Matrix3.prototype.clone = function clone () { - }, + return new this.constructor().fromArray( this.elements ); - clone: function () { +}; - return new this.constructor().fromArray( this.elements ); +Matrix3.prototype.copy = function copy ( m ) { - }, + var te = this.elements; + var me = m.elements; - copy: function ( m ) { + 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 ]; - var te = this.elements; - var me = m.elements; + return this; - 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.setFromMatrix4 = function setFromMatrix4 ( m ) { - }, + var me = m.elements; - setFromMatrix4: function ( m ) { + this.set( - var me = m.elements; + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] - this.set( + ); - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] + return this; - ); +}; - return this; +Matrix3.prototype.multiply = function multiply ( m ) { - }, + return this.multiplyMatrices( this, m ); - applyToBufferAttribute: function () { +}; - var v1 = new Vector3(); +Matrix3.prototype.premultiply = function premultiply ( m ) { - return function applyToBufferAttribute( attribute ) { + return this.multiplyMatrices( m, this ); - for ( var i = 0, l = attribute.count; i < l; i ++ ) { +}; - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); +Matrix3.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) { - v1.applyMatrix3( this ); + var ae = a.elements; + var be = b.elements; + var te = this.elements; - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + 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 ]; - return attribute; + 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; - multiply: function ( m ) { + return this; - return this.multiplyMatrices( this, m ); +}; - }, +Matrix3.prototype.multiplyScalar = function multiplyScalar ( s ) { - premultiply: function ( m ) { + var te = this.elements; - return this.multiplyMatrices( m, this ); + 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; - multiplyMatrices: function ( a, b ) { +}; - var ae = a.elements; - var be = b.elements; - var te = this.elements; +Matrix3.prototype.determinant = function determinant () { - 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 te = this.elements; - 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 ]; + 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 ]; - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - 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; +Matrix3.prototype.getInverse = function getInverse ( matrix, throwOnDegenerate ) { - return this; + if ( matrix && matrix.isMatrix4 ) { - }, + console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); - multiplyScalar: function ( s ) { + } - var te = this.elements; + var me = matrix.elements, + 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; + 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 ], - return this; + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, - }, + det = n11 * t11 + n21 * t12 + n31 * t13; - determinant: function () { + if ( det === 0 ) { - var te = this.elements; + var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; - 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 ]; + if ( throwOnDegenerate === true ) { - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + throw new Error( msg ); - }, + } else { - getInverse: function ( matrix, throwOnDegenerate ) { + console.warn( msg ); - if ( matrix && matrix.isMatrix4 ) { + } - console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); + return this.identity(); - } + } - var me = matrix.elements, - te = this.elements, + var detInv = 1 / det; - 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 ], + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - det = n11 * t11 + n21 * t12 + n31 * t13; + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - if ( det === 0 ) { + return this; - var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; +}; - if ( throwOnDegenerate === true ) { +Matrix3.prototype.transpose = function transpose () { - throw new Error( msg ); + var tmp, m = this.elements; - } else { + 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; - console.warn( msg ); + return this; - } +}; - return this.identity(); +Matrix3.prototype.getNormalMatrix = function getNormalMatrix ( matrix4 ) { - } + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - var detInv = 1 / det; +}; - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; +Matrix3.prototype.transposeIntoArray = function transposeIntoArray ( r ) { - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + var m = this.elements; - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + 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; + return this; - }, +}; - transpose: function () { +Matrix3.prototype.setUvTransform = function setUvTransform ( tx, ty, sx, sy, rotation, cx, cy ) { - var tmp, m = this.elements; + var c = Math.cos( rotation ); + var s = Math.sin( rotation ); - 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; + 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 + ); - return this; +}; - }, +Matrix3.prototype.scale = function scale ( sx, sy ) { - getNormalMatrix: function ( matrix4 ) { + var te = this.elements; - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; - }, + return this; - transposeIntoArray: function ( r ) { +}; - var m = this.elements; +Matrix3.prototype.rotate = function rotate ( theta ) { - 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 ]; + var c = Math.cos( theta ); + var s = Math.sin( theta ); - return this; + var te = this.elements; - }, + var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; - setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + te[ 0 ] = c * a11 + s * a21; + te[ 3 ] = c * a12 + s * a22; + te[ 6 ] = c * a13 + s * a23; - var c = Math.cos( rotation ); - var s = Math.sin( rotation ); + te[ 1 ] = - s * a11 + c * a21; + te[ 4 ] = - s * a12 + c * a22; + te[ 7 ] = - s * a13 + c * a23; - 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 - ); + return this; - }, +}; - scale: function ( sx, sy ) { +Matrix3.prototype.translate = function translate ( tx, ty ) { - var te = this.elements; + var te = this.elements; - te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; - te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + 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; + return this; - }, +}; - rotate: function ( theta ) { +Matrix3.prototype.equals = function equals ( matrix ) { - var c = Math.cos( theta ); - var s = Math.sin( theta ); + var te = this.elements; + var me = matrix.elements; - var te = this.elements; + for ( var i = 0; i < 9; i ++ ) { - var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; - var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + if ( te[ i ] !== me[ i ] ) { return false; } - 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 true; - return this; +}; - }, +Matrix3.prototype.fromArray = function fromArray ( array, offset ) { + var this$1 = this; - translate: function ( tx, ty ) { - var te = this.elements; + if ( offset === undefined ) { offset = 0; } - 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 ]; + for ( var i = 0; i < 9; i ++ ) { - return this; + this$1.elements[ i ] = array[ i + offset ]; - }, + } - equals: function ( matrix ) { + return this; - var te = this.elements; - var me = matrix.elements; +}; - for ( var i = 0; i < 9; i ++ ) { +Matrix3.prototype.toArray = function toArray ( array, offset ) { - if ( te[ i ] !== me[ i ] ) return false; + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - } + var te = this.elements; - return true; + 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 ]; - fromArray: function ( array, offset ) { + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; - if ( offset === undefined ) offset = 0; + return array; - for ( var i = 0; i < 9; i ++ ) { +}; - this.elements[ i ] = array[ i + offset ]; +Matrix3.prototype.isMatrix3 = true; - } +Matrix3.prototype.applyToBufferAttribute = function () { - return this; + var v1 = new Vector3(); - }, + return function applyToBufferAttribute( attribute ) { + var this$1 = this; - toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + for ( var i = 0, l = attribute.count; i < l; i ++ ) { - var te = this.elements; + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; + v1.applyMatrix3( this$1 ); - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; + attribute.setXYZ( i, v1.x, v1.y, v1.z ); - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; + } - return array; + return attribute; - } + }; -} ); +}(); /** * @author mrdoob / http://mrdoob.com/ @@ -3707,76 +3703,74 @@ var ImageUtils = { var textureId = 0; -function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - - Object.defineProperty( this, 'id', { value: textureId ++ } ); - - this.uuid = _Math.generateUUID(); +var Texture = (function (EventDispatcher$$1) { + function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - this.name = ''; + EventDispatcher$$1.call(this); - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; + Object.defineProperty( this, 'id', { value: textureId ++ } ); - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + this.uuid = _Math.generateUUID(); - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + this.name = ''; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; - this.format = format !== undefined ? format : RGBAFormat; - this.type = type !== undefined ? type : UnsignedByteType; + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; - // 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.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; - this.version = 0; - this.onUpdate = null; + 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) -Texture.DEFAULT_IMAGE = undefined; -Texture.DEFAULT_MAPPING = UVMapping; + // 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; -Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.version = 0; + this.onUpdate = null; - constructor: Texture, + } - isTexture: true, + if ( EventDispatcher$$1 ) Texture.__proto__ = EventDispatcher$$1; + Texture.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Texture.prototype.constructor = Texture; - updateMatrix: function () { + Texture.prototype.updateMatrix = function updateMatrix () { 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 () { + Texture.prototype.clone = function clone () { return new this.constructor().copy( this ); - }, + }; - copy: function ( source ) { + Texture.prototype.copy = function copy ( source ) { this.name = source.name; @@ -3812,9 +3806,9 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { return this; - }, + }; - toJSON: function ( meta ) { + Texture.prototype.toJSON = function toJSON ( meta ) { var isRootObject = ( meta === undefined || typeof meta === 'string' ); @@ -3908,17 +3902,17 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { return output; - }, + }; - dispose: function () { + Texture.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - }, + }; - transformUv: function ( uv ) { + Texture.prototype.transformUv = function transformUv ( uv ) { - if ( this.mapping !== UVMapping ) return; + if ( this.mapping !== UVMapping ) { return; } uv.applyMatrix3( this.matrix ); @@ -3990,15 +3984,21 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { } - } + }; -} ); + return Texture; +}(EventDispatcher)); + +Texture.prototype.isTexture = true; + +Texture.DEFAULT_IMAGE = undefined; +Texture.DEFAULT_MAPPING = UVMapping; Object.defineProperty( Texture.prototype, "needsUpdate", { set: function ( value ) { - if ( value === true ) this.version ++; + if ( value === true ) { this.version ++; } } @@ -4012,624 +4012,620 @@ Object.defineProperty( Texture.prototype, "needsUpdate", { * @author WestLangley / http://github.com/WestLangley */ -function Vector4( x, y, z, w ) { +var Vector4 = function Vector4( x, y, z, w ) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1; -} - -Object.assign( Vector4.prototype, { - - isVector4: true, +}; - set: function ( x, y, z, w ) { +Vector4.prototype.set = function set ( x, y, z, w ) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; + this.x = x; + this.y = y; + this.z = z; + this.w = w; - return this; + return this; - }, +}; - setScalar: function ( scalar ) { +Vector4.prototype.setScalar = function setScalar ( scalar ) { - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; - return this; + return this; - }, +}; - setX: function ( x ) { +Vector4.prototype.setX = function setX ( x ) { - this.x = x; + this.x = x; - return this; + return this; - }, +}; - setY: function ( y ) { +Vector4.prototype.setY = function setY ( y ) { - this.y = y; + this.y = y; - return this; + return this; - }, +}; - setZ: function ( z ) { +Vector4.prototype.setZ = function setZ ( z ) { - this.z = z; + this.z = z; - return this; + return this; - }, +}; - setW: function ( w ) { +Vector4.prototype.setW = function setW ( w ) { - this.w = w; + this.w = w; - return this; + return this; - }, +}; - setComponent: function ( index, value ) { +Vector4.prototype.setComponent = function setComponent ( index, value ) { - switch ( index ) { + 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 ); + 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; + return this; - }, +}; - getComponent: function ( index ) { +Vector4.prototype.getComponent = function getComponent ( index ) { - switch ( 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 ); + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); - } + } - }, +}; - clone: function () { +Vector4.prototype.clone = function clone () { - return new this.constructor( this.x, this.y, this.z, this.w ); + return new this.constructor( this.x, this.y, this.z, this.w ); - }, +}; - copy: function ( v ) { +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; + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; - return this; + return this; - }, +}; - add: function ( v, w ) { +Vector4.prototype.add = function add ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + 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; + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; - return this; + return this; - }, +}; - addScalar: function ( s ) { +Vector4.prototype.addScalar = function addScalar ( s ) { - this.x += s; - this.y += s; - this.z += s; - this.w += s; + this.x += s; + this.y += s; + this.z += s; + this.w += s; - return this; + return this; - }, +}; - addVectors: function ( a, b ) { +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; + 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; + return this; - }, +}; - addScaledVector: function ( v, s ) { +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; + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; - return this; + return this; - }, +}; - sub: function ( v, w ) { +Vector4.prototype.sub = function sub ( v, w ) { - if ( w !== undefined ) { + if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + 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; + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; - return this; + return this; - }, +}; - subScalar: function ( s ) { +Vector4.prototype.subScalar = function subScalar ( s ) { - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; - return this; + return this; - }, +}; - subVectors: function ( a, b ) { +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; + 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; + return this; - }, +}; - multiplyScalar: function ( scalar ) { +Vector4.prototype.multiplyScalar = function multiplyScalar ( scalar ) { - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; - return this; + return this; - }, +}; - applyMatrix4: function ( m ) { +Vector4.prototype.applyMatrix4 = function applyMatrix4 ( m ) { - var x = this.x, y = this.y, z = this.z, w = this.w; - var e = m.elements; + 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; + 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; + return this; - }, +}; - divideScalar: function ( scalar ) { +Vector4.prototype.divideScalar = function divideScalar ( scalar ) { - return this.multiplyScalar( 1 / scalar ); + return this.multiplyScalar( 1 / scalar ); - }, +}; - setAxisAngleFromQuaternion: function ( q ) { +Vector4.prototype.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion ( q ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - // q is assumed to be normalized + // q is assumed to be normalized - this.w = 2 * Math.acos( q.w ); + this.w = 2 * Math.acos( q.w ); - var s = Math.sqrt( 1 - q.w * q.w ); + var s = Math.sqrt( 1 - q.w * q.w ); - if ( s < 0.0001 ) { + if ( s < 0.0001 ) { - this.x = 1; - this.y = 0; - this.z = 0; + this.x = 1; + this.y = 0; + this.z = 0; - } else { + } else { - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; - } + } - return this; + return this; - }, +}; - setAxisAngleFromRotationMatrix: function ( m ) { +Vector4.prototype.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix ( m ) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + // 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) + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var angle, x, y, z, // variables for result - epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees - te = m.elements, + 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 ]; + 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 ) && + 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 + // 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 ) && + 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 singularity is identity matrix so angle = 0 - this.set( 1, 0, 0, 0 ); + this.set( 1, 0, 0, 0 ); - return this; // zero angle, arbitrary axis - - } + return this; // zero angle, arbitrary axis - // otherwise this singularity is angle = 180 + } - angle = Math.PI; + // otherwise this singularity is angle = 180 - 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; + angle = Math.PI; - if ( ( xx > yy ) && ( xx > zz ) ) { + 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; - // m11 is the largest diagonal term + if ( ( xx > yy ) && ( xx > zz ) ) { - if ( xx < epsilon ) { + // m11 is the largest diagonal term - x = 0; - y = 0.707106781; - z = 0.707106781; + if ( xx < epsilon ) { - } else { + x = 0; + y = 0.707106781; + z = 0.707106781; - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; + } else { - } + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; - } else if ( yy > zz ) { + } - // m22 is the largest diagonal term + } else if ( yy > zz ) { - if ( yy < epsilon ) { + // m22 is the largest diagonal term - x = 0.707106781; - y = 0; - z = 0.707106781; + if ( yy < epsilon ) { - } else { + x = 0.707106781; + y = 0; + z = 0.707106781; - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; + } else { - } + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; - } else { + } - // m33 is the largest diagonal term so base result on this + } else { - if ( zz < epsilon ) { + // m33 is the largest diagonal term so base result on this - x = 0.707106781; - y = 0.707106781; - z = 0; + if ( zz < epsilon ) { - } else { + x = 0.707106781; + y = 0.707106781; + z = 0; - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; + } else { - } + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; } - this.set( x, y, z, angle ); + } - return this; // return 180 deg rotation + 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 + } + + // as we have reached here there are no singularities so we can handle normally - var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + 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; + 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 + // 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 ); + 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; + return this; - }, +}; - min: function ( v ) { +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 ); + 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; + return this; - }, +}; - max: function ( v ) { +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 ); + 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; + return this; - }, +}; - clamp: function ( min, max ) { +Vector4.prototype.clamp = function clamp ( min, max ) { - // assumes min < max, componentwise + // 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 ) ); + 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; + return this; - }, +}; - clampScalar: function () { +Vector4.prototype.clampLength = function clampLength ( min, max ) { - var min, max; + var length = this.length(); - return function clampScalar( minVal, maxVal ) { + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - if ( min === undefined ) { +}; - min = new Vector4(); - max = new Vector4(); +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 ); - min.set( minVal, minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal, maxVal ); + return this; - return this.clamp( min, max ); +}; - }; +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 ); - clampLength: function ( min, max ) { + return this; - var length = this.length(); +}; - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); +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 ); - floor: function () { + return this; - 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.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 ); - ceil: function () { + return this; - 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.negate = function negate () { - }, + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; - round: function () { + return this; - 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.dot = function dot ( v ) { - }, + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - roundToZero: function () { +}; - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); +Vector4.prototype.lengthSq = function lengthSq () { - return this; + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - }, +}; - negate: function () { +Vector4.prototype.length = function length () { - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - return this; +}; - }, +Vector4.prototype.manhattanLength = function manhattanLength () { - dot: function ( v ) { + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; +}; - }, +Vector4.prototype.normalize = function normalize () { - lengthSq: function () { + return this.divideScalar( this.length() || 1 ); - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; +}; - }, +Vector4.prototype.setLength = function setLength ( length ) { - length: function () { + return this.normalize().multiplyScalar( length ); - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); +}; - }, +Vector4.prototype.lerp = function lerp ( v, alpha ) { - manhattanLength: function () { + 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 Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + return this; - }, +}; - normalize: function () { +Vector4.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) { - return this.divideScalar( this.length() || 1 ); + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - }, +}; - setLength: function ( length ) { +Vector4.prototype.equals = function equals ( v ) { - return this.normalize().multiplyScalar( length ); + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - }, +}; - lerp: function ( v, alpha ) { +Vector4.prototype.fromArray = function fromArray ( array, offset ) { - 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; + if ( offset === undefined ) { offset = 0; } - return this; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; - }, + return this; - lerpVectors: function ( v1, v2, alpha ) { +}; - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); +Vector4.prototype.toArray = function toArray ( array, offset ) { - }, + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - equals: function ( v ) { + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + return array; - }, +}; - fromArray: function ( array, offset ) { +Vector4.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) { - if ( offset === undefined ) offset = 0; + if ( offset !== undefined ) { - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); - return this; + } - }, + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); - toArray: function ( array, offset ) { + return this; - 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; +Vector4.prototype.isVector4 = true; - return array; +Vector4.prototype.clampScalar = function () { - }, + var min, max; - fromBufferAttribute: function ( attribute, index, offset ) { + return function clampScalar( minVal, maxVal ) { - if ( offset !== undefined ) { + if ( min === undefined ) { - console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + min = new Vector4(); + max = new Vector4(); } - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - this.w = attribute.getW( index ); + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); - return this; + return this.clamp( min, max ); - } + }; -} ); +}(); /** * @author szimek / https://github.com/szimek/ @@ -4642,37 +4638,38 @@ Object.assign( Vector4.prototype, { * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ -function WebGLRenderTarget( width, height, options ) { +var WebGLRenderTarget = (function (EventDispatcher$$1) { + function WebGLRenderTarget( width, height, options ) { - this.width = width; - this.height = height; + EventDispatcher$$1.call(this); - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; + this.width = width; + this.height = height; - this.viewport = new Vector4( 0, 0, width, height ); + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; - options = options || {}; + this.viewport = new Vector4( 0, 0, width, height ); - if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + options = options || {}; - this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + if ( options.minFilter === undefined ) { options.minFilter = LinearFilter; } - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true; + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; - -} + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true; -WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; - constructor: WebGLRenderTarget, + } - isWebGLRenderTarget: true, + if ( EventDispatcher$$1 ) WebGLRenderTarget.__proto__ = EventDispatcher$$1; + WebGLRenderTarget.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + WebGLRenderTarget.prototype.constructor = WebGLRenderTarget; - setSize: function ( width, height ) { + WebGLRenderTarget.prototype.setSize = function setSize ( width, height ) { if ( this.width !== width || this.height !== height ) { @@ -4686,15 +4683,15 @@ WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prot this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height ); - }, + }; - clone: function () { + WebGLRenderTarget.prototype.clone = function clone () { return new this.constructor().copy( this ); - }, + }; - copy: function ( source ) { + WebGLRenderTarget.prototype.copy = function copy ( source ) { this.width = source.width; this.height = source.height; @@ -4709,31 +4706,42 @@ WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prot return this; - }, + }; - dispose: function () { + WebGLRenderTarget.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; -} ); + return WebGLRenderTarget; +}(EventDispatcher)); + +WebGLRenderTarget.prototype.isWebGLRenderTarget = true; /** * @author alteredq / http://alteredqualia.com */ -function WebGLRenderTargetCube( width, height, options ) { +var WebGLRenderTargetCube = (function (WebGLRenderTarget$$1) { + function WebGLRenderTargetCube( width, height, options ) { - WebGLRenderTarget.call( this, width, height, options ); + WebGLRenderTarget$$1.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + + } + + if ( WebGLRenderTarget$$1 ) WebGLRenderTargetCube.__proto__ = WebGLRenderTarget$$1; + WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget$$1 && WebGLRenderTarget$$1.prototype ); + WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + + return WebGLRenderTargetCube; +}(WebGLRenderTarget)); - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 - this.activeMipMapLevel = 0; -} -WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); -WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; @@ -4741,23 +4749,31 @@ WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; * @author alteredq / http://alteredqualia.com/ */ -function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { +var DataTexture = (function (Texture$$1) { + 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 ); + Texture$$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.image = { data: data, width: width, height: height }; + this.image = { data: data, width: width, height: height }; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + + if ( Texture$$1 ) DataTexture.__proto__ = Texture$$1; + DataTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + DataTexture.prototype.constructor = DataTexture; + + return DataTexture; +}(Texture)); - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; -} -DataTexture.prototype = Object.create( Texture.prototype ); -DataTexture.prototype.constructor = DataTexture; DataTexture.prototype.isDataTexture = true; @@ -4802,13 +4818,13 @@ Object.assign( Box3.prototype, { 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 < 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; + if ( x > maxX ) { maxX = x; } + if ( y > maxY ) { maxY = y; } + if ( z > maxZ ) { maxZ = z; } } @@ -4835,13 +4851,13 @@ Object.assign( Box3.prototype, { 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 < 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; + if ( x > maxX ) { maxX = x; } + if ( y > maxY ) { maxY = y; } + if ( z > maxZ ) { maxZ = z; } } @@ -4853,12 +4869,14 @@ Object.assign( Box3.prototype, { }, setFromPoints: function ( points ) { + var this$1 = this; + this.makeEmpty(); for ( var i = 0, il = points.length; i < il; i ++ ) { - this.expandByPoint( points[ i ] ); + this$1.expandByPoint( points[ i ] ); } @@ -5304,7 +5322,7 @@ Object.assign( Box3.prototype, { 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(); + if ( this.isEmpty() ) { this.makeEmpty(); } return this; @@ -5335,7 +5353,7 @@ Object.assign( Box3.prototype, { return function applyMatrix4( matrix ) { // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; + 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 @@ -5377,415 +5395,407 @@ Object.assign( Box3.prototype, { * @author mrdoob / http://mrdoob.com/ */ -function Sphere( center, radius ) { +var Sphere = function Sphere( center, radius ) { this.center = ( center !== undefined ) ? center : new Vector3(); this.radius = ( radius !== undefined ) ? radius : 0; -} - -Object.assign( Sphere.prototype, { - - set: function ( center, radius ) { +}; - this.center.copy( center ); - this.radius = radius; +Sphere.prototype.set = function set ( center, radius ) { - return this; + this.center.copy( center ); + this.radius = radius; - }, + return this; - setFromPoints: function () { +}; - var box = new Box3(); +Sphere.prototype.clone = function clone () { - return function setFromPoints( points, optionalCenter ) { + return new this.constructor().copy( this ); - var center = this.center; +}; - if ( optionalCenter !== undefined ) { +Sphere.prototype.copy = function copy ( sphere ) { - center.copy( optionalCenter ); + this.center.copy( sphere.center ); + this.radius = sphere.radius; - } else { + return this; - box.setFromPoints( points ).getCenter( center ); +}; - } +Sphere.prototype.empty = function empty () { - var maxRadiusSq = 0; + return ( this.radius <= 0 ); - for ( var i = 0, il = points.length; i < il; i ++ ) { +}; - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); +Sphere.prototype.containsPoint = function containsPoint ( point ) { - } + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - this.radius = Math.sqrt( maxRadiusSq ); +}; - return this; +Sphere.prototype.distanceToPoint = function distanceToPoint ( point ) { - }; + return ( point.distanceTo( this.center ) - this.radius ); - }(), +}; - clone: function () { +Sphere.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - return new this.constructor().copy( this ); + var radiusSum = this.radius + sphere.radius; - }, + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - copy: function ( sphere ) { +}; - this.center.copy( sphere.center ); - this.radius = sphere.radius; +Sphere.prototype.intersectsBox = function intersectsBox ( box ) { - return this; + return box.intersectsSphere( this ); - }, +}; - empty: function () { +Sphere.prototype.intersectsPlane = function intersectsPlane ( plane ) { - return ( this.radius <= 0 ); + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - }, +}; - containsPoint: function ( point ) { +Sphere.prototype.clampPoint = function clampPoint ( point, target ) { - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + var deltaLengthSq = this.center.distanceToSquared( point ); - }, + if ( target === undefined ) { - distanceToPoint: function ( point ) { + console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); + target = new Vector3(); - return ( point.distanceTo( this.center ) - this.radius ); + } - }, + target.copy( point ); - intersectsSphere: function ( sphere ) { + if ( deltaLengthSq > ( this.radius * this.radius ) ) { - var radiusSum = this.radius + sphere.radius; + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + } - }, + return target; - intersectsBox: function ( box ) { +}; - return box.intersectsSphere( this ); +Sphere.prototype.getBoundingBox = function getBoundingBox ( target ) { - }, + if ( target === undefined ) { - intersectsPlane: function ( plane ) { + console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); + target = new Box3(); - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + } - }, + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); - clampPoint: function ( point, target ) { + return target; - var deltaLengthSq = this.center.distanceToSquared( point ); +}; - if ( target === undefined ) { +Sphere.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) { - console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); - target = new Vector3(); + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); - } + return this; - target.copy( point ); +}; - if ( deltaLengthSq > ( this.radius * this.radius ) ) { +Sphere.prototype.translate = function translate ( offset ) { - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); + this.center.add( offset ); - } + return this; - return target; +}; - }, +Sphere.prototype.equals = function equals ( sphere ) { - getBoundingBox: function ( target ) { + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - if ( target === undefined ) { +}; - console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); - target = new Box3(); +Sphere.prototype.setFromPoints = function () { - } + var box = new Box3(); - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); + return function setFromPoints( points, optionalCenter ) { - return target; + var center = this.center; - }, + if ( optionalCenter !== undefined ) { - applyMatrix4: function ( matrix ) { + center.copy( optionalCenter ); - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); + } else { - return this; + box.setFromPoints( points ).getCenter( center ); - }, + } - translate: function ( offset ) { + var maxRadiusSq = 0; - this.center.add( offset ); + for ( var i = 0, il = points.length; i < il; i ++ ) { - return this; + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - }, + } - equals: function ( sphere ) { + this.radius = Math.sqrt( maxRadiusSq ); - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + return this; - } + }; -} ); +}(); /** * @author bhouston / http://clara.io */ -function Plane( normal, constant ) { +var Plane = function Plane( normal, constant ) { // normal is assumed to be normalized this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); this.constant = ( constant !== undefined ) ? constant : 0; -} +}; -Object.assign( Plane.prototype, { +Plane.prototype.set = function set ( normal, constant ) { - set: function ( normal, constant ) { + this.normal.copy( normal ); + this.constant = constant; - this.normal.copy( normal ); - this.constant = constant; + return this; - return this; +}; - }, +Plane.prototype.setComponents = function setComponents ( x, y, z, w ) { - setComponents: function ( x, y, z, w ) { + this.normal.set( x, y, z ); + this.constant = w; - this.normal.set( x, y, z ); - this.constant = w; + return this; - return this; +}; - }, +Plane.prototype.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint ( normal, point ) { - setFromNormalAndCoplanarPoint: function ( normal, point ) { + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); + return this; - return this; +}; - }, +Plane.prototype.clone = function clone () { - setFromCoplanarPoints: function () { + return new this.constructor().copy( this ); - var v1 = new Vector3(); - var v2 = new Vector3(); +}; - return function setFromCoplanarPoints( a, b, c ) { +Plane.prototype.copy = function copy ( plane ) { - var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + this.normal.copy( plane.normal ); + this.constant = plane.constant; - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + return this; - this.setFromNormalAndCoplanarPoint( normal, a ); +}; - 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; - clone: function () { + return this; - return new this.constructor().copy( this ); +}; - }, +Plane.prototype.negate = function negate () { - copy: function ( plane ) { + this.constant *= - 1; + this.normal.negate(); - this.normal.copy( plane.normal ); - this.constant = plane.constant; + return this; - return this; +}; - }, +Plane.prototype.distanceToPoint = function distanceToPoint ( point ) { - normalize: function () { + return this.normal.dot( point ) + this.constant; - // 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; +Plane.prototype.distanceToSphere = function distanceToSphere ( sphere ) { - return this; + return this.distanceToPoint( sphere.center ) - sphere.radius; - }, +}; - negate: function () { +Plane.prototype.projectPoint = function projectPoint ( point, target ) { - this.constant *= - 1; - this.normal.negate(); + if ( target === undefined ) { - return this; + console.warn( 'THREE.Plane: .projectPoint() target is now required' ); + target = new Vector3(); - }, + } - distanceToPoint: function ( point ) { + return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); - return this.normal.dot( point ) + this.constant; +}; - }, +Plane.prototype.intersectsLine = function intersectsLine ( line ) { - distanceToSphere: function ( sphere ) { + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - return this.distanceToPoint( sphere.center ) - sphere.radius; + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); - }, + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - projectPoint: function ( point, target ) { +}; - if ( target === undefined ) { +Plane.prototype.intersectsBox = function intersectsBox ( box ) { - console.warn( 'THREE.Plane: .projectPoint() target is now required' ); - target = new Vector3(); + return box.intersectsPlane( this ); - } +}; - return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); +Plane.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - }, + return sphere.intersectsPlane( this ); - intersectLine: function () { +}; - var v1 = new Vector3(); +Plane.prototype.coplanarPoint = function coplanarPoint ( target ) { - return function intersectLine( line, target ) { + if ( target === undefined ) { - if ( target === undefined ) { + console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); + target = new Vector3(); - console.warn( 'THREE.Plane: .intersectLine() target is now required' ); - target = new Vector3(); + } - } + return target.copy( this.normal ).multiplyScalar( - this.constant ); - var direction = line.delta( v1 ); +}; - var denominator = this.normal.dot( direction ); +Plane.prototype.translate = function translate ( offset ) { - if ( denominator === 0 ) { + this.constant -= offset.dot( this.normal ); - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { + return this; - return target.copy( line.start ); +}; - } +Plane.prototype.equals = function equals ( plane ) { - // Unsure if this is the correct method to handle this case. - return undefined; + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - } +}; - var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; +Plane.prototype.setFromCoplanarPoints = function () { - if ( t < 0 || t > 1 ) { + var v1 = new Vector3(); + var v2 = new Vector3(); - return undefined; + return function setFromCoplanarPoints( a, b, c ) { - } + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); - return target.copy( direction ).multiplyScalar( t ).add( line.start ); + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - }; + this.setFromNormalAndCoplanarPoint( normal, a ); - }(), + return this; - intersectsLine: function ( line ) { + }; - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. +}(); - var startSign = this.distanceToPoint( line.start ); - var endSign = this.distanceToPoint( line.end ); +Plane.prototype.intersectLine = function () { - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + var v1 = new Vector3(); - }, + return function intersectLine( line, target ) { - intersectsBox: function ( box ) { + if ( target === undefined ) { - return box.intersectsPlane( this ); + console.warn( 'THREE.Plane: .intersectLine() target is now required' ); + target = new Vector3(); - }, + } - intersectsSphere: function ( sphere ) { + var direction = line.delta( v1 ); - return sphere.intersectsPlane( this ); + var denominator = this.normal.dot( direction ); - }, + if ( denominator === 0 ) { - coplanarPoint: function ( target ) { + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { - if ( target === undefined ) { + return target.copy( line.start ); - console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); - target = new Vector3(); + } + + // Unsure if this is the correct method to handle this case. + return undefined; } - return target.copy( this.normal ).multiplyScalar( - this.constant ); + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; - }, + if ( t < 0 || t > 1 ) { - applyMatrix4: function () { + return undefined; - var v1 = new Vector3(); - var m1 = new Matrix3(); + } - return function applyMatrix4( matrix, optionalNormalMatrix ) { + return target.copy( direction ).multiplyScalar( t ).add( line.start ); - var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + }; - var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); +}(); - var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); +Plane.prototype.applyMatrix4 = function () { - this.constant = - referencePoint.dot( normal ); + var v1 = new Vector3(); + var m1 = new Matrix3(); - return this; + return function applyMatrix4( matrix, optionalNormalMatrix ) { - }; + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); - }(), + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); - translate: function ( offset ) { + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - this.constant -= offset.dot( this.normal ); + this.constant = - referencePoint.dot( normal ); return this; - }, - - equals: function ( plane ) { - - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); - - } + }; -} ); +}(); /** * @author mrdoob / http://mrdoob.com/ @@ -5793,7 +5803,7 @@ Object.assign( Plane.prototype, { * @author bhouston / http://clara.io */ -function Frustum( p0, p1, p2, p3, p4, p5 ) { +var Frustum = function Frustum( p0, p1, p2, p3, p4, p5 ) { this.planes = [ @@ -5806,162 +5816,158 @@ function Frustum( p0, p1, p2, p3, p4, p5 ) { ]; -} - -Object.assign( Frustum.prototype, { +}; - set: function ( p0, p1, p2, p3, p4, p5 ) { +Frustum.prototype.set = function set ( p0, p1, p2, p3, p4, p5 ) { - var planes = this.planes; + 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 ); + 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; + return this; - }, +}; - clone: function () { +Frustum.prototype.clone = function clone () { - return new this.constructor().copy( this ); + return new this.constructor().copy( this ); - }, +}; - copy: function ( frustum ) { +Frustum.prototype.copy = function copy ( frustum ) { - var planes = this.planes; + var planes = this.planes; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - planes[ i ].copy( frustum.planes[ i ] ); + planes[ i ].copy( frustum.planes[ i ] ); - } + } - return this; + return this; - }, +}; - setFromMatrix: function ( m ) { +Frustum.prototype.setFromMatrix = function setFromMatrix ( 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(); + 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 ]; - return this; + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - }, + return this; - intersectsObject: function () { +}; - var sphere = new Sphere(); +Frustum.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - return function intersectsObject( object ) { + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; - var geometry = object.geometry; + for ( var i = 0; i < 6; i ++ ) { - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + var distance = planes[ i ].distanceToPoint( center ); - sphere.copy( geometry.boundingSphere ) - .applyMatrix4( object.matrixWorld ); + if ( distance < negRadius ) { - return this.intersectsSphere( sphere ); + return false; - }; + } - }(), + } - intersectsSprite: function () { + return true; - var sphere = new Sphere(); +}; - return function intersectsSprite( sprite ) { +Frustum.prototype.containsPoint = function containsPoint ( point ) { - sphere.center.set( 0, 0, 0 ); - sphere.radius = 0.7071067811865476; - sphere.applyMatrix4( sprite.matrixWorld ); + var planes = this.planes; - return this.intersectsSphere( sphere ); + for ( var i = 0; i < 6; i ++ ) { - }; + if ( planes[ i ].distanceToPoint( point ) < 0 ) { - }(), + return false; - intersectsSphere: function ( sphere ) { + } - var planes = this.planes; - var center = sphere.center; - var negRadius = - sphere.radius; + } - for ( var i = 0; i < 6; i ++ ) { + return true; - var distance = planes[ i ].distanceToPoint( center ); +}; - if ( distance < negRadius ) { +Frustum.prototype.intersectsObject = function () { - return false; + var sphere = new Sphere(); - } + return function intersectsObject( object ) { - } + var geometry = object.geometry; - return true; + if ( geometry.boundingSphere === null ) + { geometry.computeBoundingSphere(); } - }, + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); - intersectsBox: function () { + return this.intersectsSphere( sphere ); - var p = new Vector3(); + }; - return function intersectsBox( box ) { +}(); - var planes = this.planes; +Frustum.prototype.intersectsSprite = function () { - for ( var i = 0; i < 6; i ++ ) { + var sphere = new Sphere(); - var plane = planes[ i ]; + return function intersectsSprite( sprite ) { - // corner at max distance + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); - p.x = plane.normal.x > 0 ? box.max.x : box.min.x; - p.y = plane.normal.y > 0 ? box.max.y : box.min.y; - p.z = plane.normal.z > 0 ? box.max.z : box.min.z; + return this.intersectsSphere( sphere ); - if ( plane.distanceToPoint( p ) < 0 ) { + }; - return false; +}(); - } +Frustum.prototype.intersectsBox = function () { - } + var p = new Vector3(); - return true; + return function intersectsBox( box ) { - }; + var planes = this.planes; - }(), + for ( var i = 0; i < 6; i ++ ) { - containsPoint: function ( point ) { + var plane = planes[ i ]; - var planes = this.planes; + // corner at max distance - for ( var i = 0; i < 6; i ++ ) { + p.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p.z = plane.normal.z > 0 ? box.max.z : box.min.z; - if ( planes[ i ].distanceToPoint( point ) < 0 ) { + if ( plane.distanceToPoint( p ) < 0 ) { return false; @@ -5971,9 +5977,9 @@ Object.assign( Frustum.prototype, { return true; - } + }; -} ); +}(); var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; @@ -6331,12 +6337,14 @@ var ShaderChunk = { var UniformsUtils = { merge: function ( uniforms ) { + var this$1 = this; + var merged = {}; for ( var u = 0; u < uniforms.length; u ++ ) { - var tmp = this.clone( uniforms[ u ] ); + var tmp = this$1.clone( uniforms[ u ] ); for ( var p in tmp ) { @@ -6418,7 +6426,7 @@ var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0 '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 }; -function Color( r, g, b ) { +var Color = function Color( r, g, b ) { if ( g === undefined && b === undefined ) { @@ -6429,545 +6437,567 @@ function Color( r, g, b ) { return this.setRGB( r, g, b ); -} +}; -Object.assign( Color.prototype, { +Color.prototype.set = function set ( value ) { - isColor: true, + if ( value && value.isColor ) { - r: 1, g: 1, b: 1, + this.copy( value ); - set: function ( value ) { + } else if ( typeof value === 'number' ) { - if ( value && value.isColor ) { + this.setHex( value ); - this.copy( value ); + } else if ( typeof value === 'string' ) { - } else if ( typeof value === 'number' ) { + this.setStyle( value ); - this.setHex( value ); + } - } else if ( typeof value === 'string' ) { + return this; - this.setStyle( value ); +}; - } +Color.prototype.setScalar = function setScalar ( scalar ) { - return this; + this.r = scalar; + this.g = scalar; + this.b = scalar; - }, + return this; - setScalar: function ( scalar ) { +}; - this.r = scalar; - this.g = scalar; - this.b = scalar; +Color.prototype.setHex = function setHex ( hex ) { - return this; + hex = Math.floor( hex ); - }, + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; - setHex: function ( hex ) { + return this; - hex = Math.floor( hex ); +}; - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; +Color.prototype.setRGB = function setRGB ( r, g, b ) { - return this; + this.r = r; + this.g = g; + this.b = b; - }, + return this; - setRGB: function ( r, g, b ) { +}; - this.r = r; - this.g = g; - this.b = b; +Color.prototype.setStyle = function setStyle ( style ) { - return this; + function handleAlpha( string ) { - }, + if ( string === undefined ) { return; } - setHSL: function () { + if ( parseFloat( string ) < 1 ) { - 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; + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); } - return function setHSL( h, s, l ) { + } - // h,s,l ranges are in 0.0 - 1.0 - h = _Math.euclideanModulo( h, 1 ); - s = _Math.clamp( s, 0, 1 ); - l = _Math.clamp( l, 0, 1 ); - if ( s === 0 ) { + var m; - this.r = this.g = this.b = l; + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { - } else { + // rgb / hsl - var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - var q = ( 2 * l ) - p; + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); + switch ( name ) { - } + case 'rgb': + case 'rgba': - return this; + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - }; + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; - }(), + handleAlpha( color[ 5 ] ); - setStyle: function ( style ) { + return this; - function handleAlpha( string ) { + } - if ( string === undefined ) return; + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - if ( parseFloat( string ) < 1 ) { + // 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; - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + handleAlpha( color[ 5 ] ); - } + return this; - } + } + break; - var m; + case 'hsl': + case 'hsla': - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - // rgb / hsl + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; + handleAlpha( color[ 5 ] ); - switch ( name ) { + return this.setHSL( h, s, l ); - case 'rgb': - case 'rgba': + } - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + break; - // 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 ] ); + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { - return this; + // hex color - } + var hex = m[ 1 ]; + var size = hex.length; - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( size === 3 ) { - // 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; + // #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; - handleAlpha( color[ 5 ] ); + return this; - 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; - break; + return this; - case 'hsl': - case 'hsla': + } - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + } - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat( color[ 1 ] ) / 360; - var s = parseInt( color[ 2 ], 10 ) / 100; - var l = parseInt( color[ 3 ], 10 ) / 100; + if ( style && style.length > 0 ) { - handleAlpha( color[ 5 ] ); + // color keywords + var hex = ColorKeywords[ style ]; - return this.setHSL( h, s, l ); + if ( hex !== undefined ) { - } + // red + this.setHex( hex ); - break; + } else { - } + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + } - // hex color + } - var hex = m[ 1 ]; - var size = hex.length; + return this; - 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; +Color.prototype.clone = function clone () { - return this; + return new this.constructor( this.r, this.g, this.b ); - } 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; +Color.prototype.copy = function copy ( color ) { - return this; + this.r = color.r; + this.g = color.g; + this.b = color.b; - } + return this; - } +}; - if ( style && style.length > 0 ) { +Color.prototype.copyGammaToLinear = function copyGammaToLinear ( color, gammaFactor ) { - // color keywords - var hex = ColorKeywords[ style ]; + if ( gammaFactor === undefined ) { gammaFactor = 2.0; } - if ( hex !== undefined ) { + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); - // red - this.setHex( hex ); + return this; - } else { +}; - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); +Color.prototype.copyLinearToGamma = function copyLinearToGamma ( color, gammaFactor ) { - } + if ( gammaFactor === undefined ) { gammaFactor = 2.0; } - } + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; - return this; + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); - }, + return this; - clone: function () { +}; - return new this.constructor( this.r, this.g, this.b ); +Color.prototype.convertGammaToLinear = function convertGammaToLinear ( gammaFactor ) { - }, + this.copyGammaToLinear( this, gammaFactor ); - copy: function ( color ) { + return this; - this.r = color.r; - this.g = color.g; - this.b = color.b; +}; - return this; +Color.prototype.convertLinearToGamma = function convertLinearToGamma ( gammaFactor ) { - }, + this.copyLinearToGamma( this, gammaFactor ); - copyGammaToLinear: function ( color, gammaFactor ) { + return this; - 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 ); +Color.prototype.convertSRGBToLinear = function convertSRGBToLinear () { - return this; + this.copySRGBToLinear( this ); - }, + return this; - copyLinearToGamma: function ( color, gammaFactor ) { +}; - if ( gammaFactor === undefined ) gammaFactor = 2.0; +Color.prototype.convertLinearToSRGB = function convertLinearToSRGB () { - var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + this.copyLinearToSRGB( this ); - this.r = Math.pow( color.r, safeInverse ); - this.g = Math.pow( color.g, safeInverse ); - this.b = Math.pow( color.b, safeInverse ); + return this; - return this; +}; - }, +Color.prototype.getHex = function getHex () { - convertGammaToLinear: function ( gammaFactor ) { + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; - this.copyGammaToLinear( this, gammaFactor ); +}; - return this; +Color.prototype.getHexString = function getHexString () { - }, + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); - convertLinearToGamma: function ( gammaFactor ) { +}; - this.copyLinearToGamma( this, gammaFactor ); +Color.prototype.getHSL = function getHSL ( target ) { - return this; + // h,s,l ranges are in 0.0 - 1.0 - }, + if ( target === undefined ) { - copySRGBToLinear: function () { + console.warn( 'THREE.Color: .getHSL() target is now required' ); + target = { h: 0, s: 0, l: 0 }; - function SRGBToLinear( c ) { + } - return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + var r = this.r, g = this.g, b = this.b; - } + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); - return function copySRGBToLinear( color ) { + var hue, saturation; + var lightness = ( min + max ) / 2.0; - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); + if ( min === max ) { - return this; + hue = 0; + saturation = 0; - }; + } else { - }(), + var delta = max - min; - copyLinearToSRGB: function () { + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - function LinearToSRGB( c ) { + switch ( max ) { - return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + 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; } - return function copyLinearToSRGB( color ) { + hue /= 6; - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); + } - return this; + target.h = hue; + target.s = saturation; + target.l = lightness; - }; + return target; - }(), +}; - convertSRGBToLinear: function () { +Color.prototype.getStyle = function getStyle () { - this.copySRGBToLinear( this ); + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; - return this; +}; - }, +Color.prototype.add = function add ( color ) { - convertLinearToSRGB: function () { + this.r += color.r; + this.g += color.g; + this.b += color.b; - this.copyLinearToSRGB( this ); + return this; - return this; +}; - }, +Color.prototype.addColors = function addColors ( color1, color2 ) { - getHex: function () { + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + return this; - }, +}; - getHexString: function () { +Color.prototype.addScalar = function addScalar ( s ) { - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + this.r += s; + this.g += s; + this.b += s; - }, + return this; - getHSL: function ( target ) { +}; - // h,s,l ranges are in 0.0 - 1.0 +Color.prototype.sub = function sub ( color ) { - if ( target === undefined ) { + 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 ); - console.warn( 'THREE.Color: .getHSL() target is now required' ); - target = { h: 0, s: 0, l: 0 }; + return this; - } +}; - var r = this.r, g = this.g, b = this.b; +Color.prototype.multiply = function multiply ( color ) { - var max = Math.max( r, g, b ); - var min = Math.min( r, g, b ); + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; - var hue, saturation; - var lightness = ( min + max ) / 2.0; + return this; - if ( min === max ) { +}; - hue = 0; - saturation = 0; +Color.prototype.multiplyScalar = function multiplyScalar ( s ) { - } else { + this.r *= s; + this.g *= s; + this.b *= s; - var delta = max - min; + return this; - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); +}; - switch ( max ) { +Color.prototype.lerp = function lerp ( color, alpha ) { - 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; + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; - } + return this; - hue /= 6; +}; - } +Color.prototype.equals = function equals ( c ) { - target.h = hue; - target.s = saturation; - target.l = lightness; + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - return target; +}; - }, +Color.prototype.fromArray = function fromArray ( array, offset ) { - getStyle: function () { + if ( offset === undefined ) { offset = 0; } - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; - }, + return this; - offsetHSL: function () { +}; - var hsl = {}; +Color.prototype.toArray = function toArray ( array, offset ) { - return function ( h, s, l ) { + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - this.getHSL( hsl ); + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; - hsl.h += h; hsl.s += s; hsl.l += l; + return array; - this.setHSL( hsl.h, hsl.s, hsl.l ); +}; - return this; +Color.prototype.toJSON = function toJSON () { - }; + return this.getHex(); - }(), +}; - add: function ( color ) { +Color.prototype.isColor = true; - this.r += color.r; - this.g += color.g; - this.b += color.b; +Color.prototype.r = 1; - return this; +Color.prototype.g = 1; - }, +Color.prototype.b = 1; - addColors: function ( color1, color2 ) { +Color.prototype.setHSL = function () { - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; + function hue2rgb( p, q, t ) { - return this; + 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; - }, + } - addScalar: function ( s ) { + return function setHSL( h, s, l ) { - this.r += s; - this.g += s; - this.b += s; + // h,s,l ranges are in 0.0 - 1.0 + h = _Math.euclideanModulo( h, 1 ); + s = _Math.clamp( s, 0, 1 ); + l = _Math.clamp( l, 0, 1 ); - return this; + if ( s === 0 ) { - }, + this.r = this.g = this.b = l; + + } else { - sub: function ( color ) { + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; - 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 ); + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } return this; - }, + }; - multiply: function ( color ) { +}(); - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; +Color.prototype.copySRGBToLinear = function () { - return this; + function SRGBToLinear( c ) { - }, + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + + } - multiplyScalar: function ( s ) { + return function copySRGBToLinear( color ) { - this.r *= s; - this.g *= s; - this.b *= s; + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); return this; - }, + }; + +}(); + +Color.prototype.copyLinearToSRGB = function () { + + function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; - lerp: function ( color, alpha ) { + } + + return function copyLinearToSRGB( color ) { - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); return this; - }, + }; - equals: function ( c ) { +}(); - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); +Color.prototype.offsetHSL = function () { - }, + var hsl = {}; - fromArray: function ( array, offset ) { + return function ( h, s, l ) { - if ( offset === undefined ) offset = 0; + this.getHSL( hsl ); - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); return this; - }, + }; - toArray: function ( array, offset ) { +}(); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; +Color.prototype.lerpHSL = function () { - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; + var hslA = { h: 0, s: 0, l: 0 }; + var hslB = { h: 0, s: 0, l: 0 }; - return array; + return function lerpHSL( color, alpha ) { - }, + this.getHSL( hslA ); + color.getHSL( hslB ); - toJSON: function () { + var h = _Math.lerp( hslA.h, hslB.h, alpha ); + var s = _Math.lerp( hslA.s, hslB.s, alpha ); + var l = _Math.lerp( hslA.l, hslB.l, alpha ); - return this.getHex(); + this.setHSL( h, s, l ); - } + return this; -} ); + }; + +}(); /** * Uniforms library for shared webgl shaders @@ -7387,8 +7417,7 @@ var ShaderLib = { { color: { value: new Color( 0x00000 ) }, opacity: { value: 1.0 } - }, - ] ), + } ] ), vertexShader: ShaderChunk.shadow_vert, fragmentShader: ShaderChunk.shadow_frag @@ -7416,7 +7445,7 @@ ShaderLib.physical = { * @author mrdoob / http://mrdoob.com/ */ -function WebGLAnimation() { +var WebGLAnimation = function WebGLAnimation() { var context = null; var isAnimating = false; @@ -7424,7 +7453,7 @@ function WebGLAnimation() { function onAnimationFrame( time, frame ) { - if ( isAnimating === false ) return; + if ( isAnimating === false ) { return; } animationLoop( time, frame ); @@ -7436,8 +7465,8 @@ function WebGLAnimation() { start: function () { - if ( isAnimating === true ) return; - if ( animationLoop === null ) return; + if ( isAnimating === true ) { return; } + if ( animationLoop === null ) { return; } context.requestAnimationFrame( onAnimationFrame ); @@ -7465,13 +7494,13 @@ function WebGLAnimation() { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLAttributes( gl ) { +var WebGLAttributes = function WebGLAttributes( gl ) { var buffers = new WeakMap(); @@ -7568,7 +7597,7 @@ function WebGLAttributes( gl ) { function get( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; } return buffers.get( attribute ); @@ -7576,7 +7605,7 @@ function WebGLAttributes( gl ) { function remove( attribute ) { - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; } var data = buffers.get( attribute ); @@ -7592,7 +7621,7 @@ function WebGLAttributes( gl ) { function update( attribute, bufferType ) { - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; } var data = buffers.get( attribute ); @@ -7618,7 +7647,7 @@ function WebGLAttributes( gl ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ @@ -7626,342 +7655,338 @@ function WebGLAttributes( gl ) { * @author bhouston / http://clara.io */ -function Euler( x, y, z, order ) { +var Euler = function Euler( x, y, z, order ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._order = order || Euler.DefaultOrder; -} - -Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; +}; -Euler.DefaultOrder = 'XYZ'; +Euler.prototype.set = function set ( x, y, z, order ) { -Object.defineProperties( Euler.prototype, { + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; - x: { + this.onChangeCallback(); - get: function () { + return this; - return this._x; +}; - }, +Euler.prototype.clone = function clone () { - set: function ( value ) { + return new this.constructor( this._x, this._y, this._z, this._order ); - this._x = value; - this.onChangeCallback(); +}; - } +Euler.prototype.copy = function copy ( euler ) { - }, + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; - y: { + this.onChangeCallback(); - get: function () { + return this; - return this._y; +}; - }, +Euler.prototype.setFromRotationMatrix = function setFromRotationMatrix ( m, order, update ) { - set: function ( value ) { + var clamp = _Math.clamp; - this._y = value; - this.onChangeCallback(); + // 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; - z: { + if ( order === 'XYZ' ) { - get: function () { + this._y = Math.asin( clamp( m13, - 1, 1 ) ); - return this._z; + if ( Math.abs( m13 ) < 0.99999 ) { - }, + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); - set: function ( value ) { + } else { - this._z = value; - this.onChangeCallback(); + this._x = Math.atan2( m32, m22 ); + this._z = 0; } - }, + } else if ( order === 'YXZ' ) { - order: { + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); - get: function () { + if ( Math.abs( m23 ) < 0.99999 ) { - return this._order; + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); - }, - - set: function ( value ) { + } else { - this._order = value; - this.onChangeCallback(); + this._y = Math.atan2( - m31, m11 ); + this._z = 0; } - } - -} ); + } else if ( order === 'ZXY' ) { -Object.assign( Euler.prototype, { + this._x = Math.asin( clamp( m32, - 1, 1 ) ); - isEuler: true, + if ( Math.abs( m32 ) < 0.99999 ) { - set: function ( x, y, z, order ) { + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; + } else { - this.onChangeCallback(); + this._y = 0; + this._z = Math.atan2( m21, m11 ); - return this; + } - }, + } else if ( order === 'ZYX' ) { - clone: function () { + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - return new this.constructor( this._x, this._y, this._z, this._order ); + if ( Math.abs( m31 ) < 0.99999 ) { - }, + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); - copy: function ( euler ) { + } else { - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; + this._x = 0; + this._z = Math.atan2( - m12, m22 ); - this.onChangeCallback(); + } - return this; + } else if ( order === 'YZX' ) { - }, + this._z = Math.asin( clamp( m21, - 1, 1 ) ); - setFromRotationMatrix: function ( m, order, update ) { + if ( Math.abs( m21 ) < 0.99999 ) { - var clamp = _Math.clamp; + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); - // 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 ]; + } else { - order = order || this._order; + this._x = 0; + this._y = Math.atan2( m13, m33 ); - if ( order === 'XYZ' ) { + } - this._y = Math.asin( clamp( m13, - 1, 1 ) ); + } else if ( order === 'XZY' ) { - if ( Math.abs( m13 ) < 0.99999 ) { + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); + if ( Math.abs( m12 ) < 0.99999 ) { - } else { + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); - this._x = Math.atan2( m32, m22 ); - this._z = 0; + } else { - } + this._x = Math.atan2( - m23, m33 ); + this._y = 0; - } else if ( order === 'YXZ' ) { + } - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + } else { - if ( Math.abs( m23 ) < 0.99999 ) { + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); + } - } else { + this._order = order; - this._y = Math.atan2( - m31, m11 ); - this._z = 0; + if ( update !== false ) { this.onChangeCallback(); } - } + return this; - } else if ( order === 'ZXY' ) { +}; - this._x = Math.asin( clamp( m32, - 1, 1 ) ); +Euler.prototype.setFromVector3 = function setFromVector3 ( v, order ) { - if ( Math.abs( m32 ) < 0.99999 ) { + return this.set( v.x, v.y, v.z, order || this._order ); - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); +}; - } else { +Euler.prototype.equals = function equals ( euler ) { - this._y = 0; - this._z = Math.atan2( m21, m11 ); + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - } +}; - } else if ( order === 'ZYX' ) { +Euler.prototype.fromArray = function fromArray ( array ) { - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; } - if ( Math.abs( m31 ) < 0.99999 ) { + this.onChangeCallback(); - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); + return this; - } else { +}; - this._x = 0; - this._z = Math.atan2( - m12, m22 ); +Euler.prototype.toArray = function toArray ( array, offset ) { - } + if ( array === undefined ) { array = []; } + if ( offset === undefined ) { offset = 0; } - } else if ( order === 'YZX' ) { + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; - this._z = Math.asin( clamp( m21, - 1, 1 ) ); + return array; - if ( Math.abs( m21 ) < 0.99999 ) { +}; - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); +Euler.prototype.toVector3 = function toVector3 ( optionalResult ) { - } else { + if ( optionalResult ) { - this._x = 0; - this._y = Math.atan2( m13, m33 ); + return optionalResult.set( this._x, this._y, this._z ); - } + } else { - } else if ( order === 'XZY' ) { + return new Vector3( this._x, this._y, this._z ); - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + } - if ( Math.abs( m12 ) < 0.99999 ) { +}; - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); +Euler.prototype.onChange = function onChange ( callback ) { - } else { + this.onChangeCallback = callback; - this._x = Math.atan2( - m23, m33 ); - this._y = 0; + return this; - } +}; - } else { +Euler.prototype.onChangeCallback = function onChangeCallback () {}; - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); +Euler.prototype.isEuler = true; - } +Euler.prototype.setFromQuaternion = function () { - this._order = order; + var matrix = new Matrix4(); - if ( update !== false ) this.onChangeCallback(); + return function setFromQuaternion( q, order, update ) { - return this; + matrix.makeRotationFromQuaternion( q ); - }, + return this.setFromRotationMatrix( matrix, order, update ); - setFromQuaternion: function () { + }; - var matrix = new Matrix4(); +}(); - return function setFromQuaternion( q, order, update ) { +Euler.prototype.reorder = function () { - matrix.makeRotationFromQuaternion( q ); + // WARNING: this discards revolution information -bhouston - return this.setFromRotationMatrix( matrix, order, update ); + var q = new Quaternion(); - }; + return function reorder( newOrder ) { - }(), + q.setFromEuler( this ); - setFromVector3: function ( v, order ) { + return this.setFromQuaternion( q, newOrder ); - return this.set( v.x, v.y, v.z, order || this._order ); + }; - }, +}(); - reorder: function () { +Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; - // WARNING: this discards revolution information -bhouston +Euler.DefaultOrder = 'XYZ'; - var q = new Quaternion(); +Object.defineProperties( Euler.prototype, { - return function reorder( newOrder ) { + x: { - q.setFromEuler( this ); + get: function () { - return this.setFromQuaternion( q, newOrder ); + return this._x; - }; + }, - }(), + set: function ( value ) { - equals: function ( euler ) { + this._x = value; + this.onChangeCallback(); - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + } }, - fromArray: function ( array ) { - - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - - this.onChangeCallback(); + y: { - return this; + get: function () { - }, + return this._y; - toArray: function ( array, offset ) { + }, - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + set: function ( value ) { - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; + this._y = value; + this.onChangeCallback(); - return array; + } }, - toVector3: function ( optionalResult ) { + z: { - if ( optionalResult ) { + get: function () { - return optionalResult.set( this._x, this._y, this._z ); + return this._z; - } else { + }, - return new Vector3( this._x, this._y, this._z ); + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); } }, - onChange: function ( callback ) { + order: { - this.onChangeCallback = callback; + get: function () { - return this; + return this._order; - }, + }, - onChangeCallback: function () {} + set: function ( value ) { + + this._order = value; + this.onChangeCallback(); + + } + + } } ); @@ -7969,45 +7994,41 @@ Object.assign( Euler.prototype, { * @author mrdoob / http://mrdoob.com/ */ -function Layers() { +var Layers = function Layers() { this.mask = 1 | 0; -} - -Object.assign( Layers.prototype, { - - set: function ( channel ) { +}; - this.mask = 1 << channel | 0; +Layers.prototype.set = function set ( channel ) { - }, + this.mask = 1 << channel | 0; - enable: function ( channel ) { +}; - this.mask |= 1 << channel | 0; +Layers.prototype.enable = function enable ( channel ) { - }, + this.mask |= 1 << channel | 0; - toggle: function ( channel ) { +}; - this.mask ^= 1 << channel | 0; +Layers.prototype.toggle = function toggle ( channel ) { - }, + this.mask ^= 1 << channel | 0; - disable: function ( channel ) { +}; - this.mask &= ~ ( 1 << channel | 0 ); +Layers.prototype.disable = function disable ( channel ) { - }, + this.mask &= ~ ( 1 << channel | 0 ); - test: function ( layers ) { +}; - return ( this.mask & layers.mask ) !== 0; +Layers.prototype.test = function test ( layers ) { - } + return ( this.mask & layers.mask ) !== 0; -} ); +}; /** * @author mrdoob / http://mrdoob.com/ @@ -8019,332 +8040,157 @@ Object.assign( Layers.prototype, { var object3DId = 0; -function Object3D() { +var Object3D = (function (EventDispatcher$$1) { + function Object3D() { - Object.defineProperty( this, 'id', { value: object3DId ++ } ); + EventDispatcher$$1.call(this); - this.uuid = _Math.generateUUID(); + Object.defineProperty( this, 'id', { value: object3DId ++ } ); - this.name = ''; - this.type = 'Object3D'; + this.uuid = _Math.generateUUID(); - this.parent = null; - this.children = []; + this.name = ''; + this.type = 'Object3D'; - this.up = Object3D.DefaultUp.clone(); + this.parent = null; + this.children = []; - var position = new Vector3(); - var rotation = new Euler(); - var quaternion = new Quaternion(); - var scale = new Vector3( 1, 1, 1 ); - - function onRotationChange() { + this.up = Object3D.DefaultUp.clone(); - quaternion.setFromEuler( rotation, false ); + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); - } + function onRotationChange() { - function onQuaternionChange() { + quaternion.setFromEuler( rotation, false ); - rotation.setFromQuaternion( quaternion, undefined, false ); + } - } + function onQuaternionChange() { - rotation.onChange( onRotationChange ); - quaternion.onChange( onQuaternionChange ); + rotation.setFromQuaternion( quaternion, undefined, false ); - Object.defineProperties( this, { - position: { - enumerable: true, - value: position - }, - rotation: { - enumerable: true, - value: rotation - }, - quaternion: { - enumerable: true, - value: quaternion - }, - scale: { - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() } - } ); - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); - this.layers = new Layers(); - this.visible = true; + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); - this.castShadow = false; - this.receiveShadow = false; + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; - this.frustumCulled = true; - this.renderOrder = 0; + this.layers = new Layers(); + this.visible = true; - this.userData = {}; + this.castShadow = false; + this.receiveShadow = false; -} + this.frustumCulled = true; + this.renderOrder = 0; -Object3D.DefaultUp = new Vector3( 0, 1, 0 ); -Object3D.DefaultMatrixAutoUpdate = true; + this.userData = {}; -Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Object3D, + if ( EventDispatcher$$1 ) Object3D.__proto__ = EventDispatcher$$1; + Object3D.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Object3D.prototype.constructor = Object3D; - isObject3D: true, + Object3D.prototype.onBeforeRender = function onBeforeRender () {}; - onBeforeRender: function () {}, - onAfterRender: function () {}, + Object3D.prototype.onAfterRender = function onAfterRender () {}; - applyMatrix: function ( matrix ) { + Object3D.prototype.applyMatrix = function applyMatrix ( matrix ) { this.matrix.multiplyMatrices( matrix, this.matrix ); this.matrix.decompose( this.position, this.quaternion, this.scale ); - }, + }; - applyQuaternion: function ( q ) { + Object3D.prototype.applyQuaternion = function applyQuaternion ( q ) { this.quaternion.premultiply( q ); return this; - }, + }; - setRotationFromAxisAngle: function ( axis, angle ) { + Object3D.prototype.setRotationFromAxisAngle = function setRotationFromAxisAngle ( axis, angle ) { // assumes axis is normalized this.quaternion.setFromAxisAngle( axis, angle ); - }, + }; - setRotationFromEuler: function ( euler ) { + Object3D.prototype.setRotationFromEuler = function setRotationFromEuler ( euler ) { this.quaternion.setFromEuler( euler, true ); - }, + }; - setRotationFromMatrix: function ( m ) { + Object3D.prototype.setRotationFromMatrix = function setRotationFromMatrix ( m ) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) this.quaternion.setFromRotationMatrix( m ); - }, + }; - setRotationFromQuaternion: function ( q ) { + Object3D.prototype.setRotationFromQuaternion = function setRotationFromQuaternion ( q ) { // assumes q is normalized this.quaternion.copy( q ); - }, - - rotateOnAxis: function () { - - // rotate object on axis in object space - // axis is assumed to be normalized - - var q1 = new Quaternion(); - - return function rotateOnAxis( axis, angle ) { - - q1.setFromAxisAngle( axis, angle ); - - this.quaternion.multiply( q1 ); - - return this; - - }; - - }(), - - rotateOnWorldAxis: function () { - - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent - - var q1 = new Quaternion(); - - return function rotateOnWorldAxis( axis, angle ) { - - q1.setFromAxisAngle( axis, angle ); - - this.quaternion.premultiply( q1 ); - - return this; - - }; - - }(), - - rotateX: function () { - - var v1 = new Vector3( 1, 0, 0 ); - - return function rotateX( angle ) { - - return this.rotateOnAxis( v1, angle ); - - }; - - }(), - - rotateY: function () { - - var v1 = new Vector3( 0, 1, 0 ); - - return function rotateY( angle ) { - - return this.rotateOnAxis( v1, angle ); - - }; - - }(), - - rotateZ: function () { - - var v1 = new Vector3( 0, 0, 1 ); - - return function rotateZ( angle ) { - - return this.rotateOnAxis( v1, angle ); - - }; - - }(), - - translateOnAxis: function () { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - var v1 = new Vector3(); - - return function translateOnAxis( axis, distance ) { - - v1.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( v1.multiplyScalar( distance ) ); - - return this; - - }; - - }(), - - translateX: function () { - - var v1 = new Vector3( 1, 0, 0 ); - - return function translateX( distance ) { - - return this.translateOnAxis( v1, distance ); - - }; - - }(), - - translateY: function () { - - var v1 = new Vector3( 0, 1, 0 ); - - return function translateY( distance ) { - - return this.translateOnAxis( v1, distance ); - - }; - - }(), - - translateZ: function () { - - var v1 = new Vector3( 0, 0, 1 ); - - return function translateZ( distance ) { - - return this.translateOnAxis( v1, distance ); - - }; - - }(), + }; - localToWorld: function ( vector ) { + Object3D.prototype.localToWorld = function localToWorld ( vector ) { return vector.applyMatrix4( this.matrixWorld ); - }, - - worldToLocal: function () { - - var m1 = new Matrix4(); - - return function worldToLocal( vector ) { - - return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); - - }; - - }(), - - lookAt: function () { - - // This method does not support objects with rotated and/or translated parent(s) - - var m1 = new Matrix4(); - var vector = new Vector3(); - - return function lookAt( x, y, z ) { - - if ( x.isVector3 ) { - - vector.copy( x ); - - } else { - - vector.set( x, y, z ); - - } - - if ( this.isCamera ) { - - m1.lookAt( this.position, vector, this.up ); - - } else { - - m1.lookAt( vector, this.position, this.up ); - - } - - this.quaternion.setFromRotationMatrix( m1 ); - - }; + }; - }(), + Object3D.prototype.add = function add ( object ) { + var arguments$1 = arguments; + var this$1 = this; - add: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { - this.add( arguments[ i ] ); + this$1.add( arguments$1[ i ] ); } @@ -8380,15 +8226,18 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, + }; + + Object3D.prototype.remove = function remove ( object ) { + var arguments$1 = arguments; + var this$1 = this; - remove: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i ++ ) { - this.remove( arguments[ i ] ); + this$1.remove( arguments$1[ i ] ); } @@ -8410,27 +8259,29 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, + }; - getObjectById: function ( id ) { + Object3D.prototype.getObjectById = function getObjectById ( id ) { return this.getObjectByProperty( 'id', id ); - }, + }; - getObjectByName: function ( name ) { + Object3D.prototype.getObjectByName = function getObjectByName ( name ) { return this.getObjectByProperty( 'name', name ); - }, + }; + + Object3D.prototype.getObjectByProperty = function getObjectByProperty ( name, value ) { + var this$1 = this; - getObjectByProperty: function ( name, value ) { - if ( this[ name ] === value ) return this; + if ( this[ name ] === value ) { return this; } for ( var i = 0, l = this.children.length; i < l; i ++ ) { - var child = this.children[ i ]; + var child = this$1.children[ i ]; var object = child.getObjectByProperty( name, value ); if ( object !== undefined ) { @@ -8443,9 +8294,9 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return undefined; - }, + }; - getWorldPosition: function ( target ) { + Object3D.prototype.getWorldPosition = function getWorldPosition ( target ) { if ( target === undefined ) { @@ -8458,80 +8309,11 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return target.setFromMatrixPosition( this.matrixWorld ); - }, - - getWorldQuaternion: function () { - - var position = new Vector3(); - var scale = new Vector3(); - - return function getWorldQuaternion( 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 () { - - var position = new Vector3(); - var quaternion = new Quaternion(); - - return function getWorldScale( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - this.matrixWorld.decompose( position, quaternion, target ); - - return target; - - }; - - }(), - - getWorldDirection: function () { - - var quaternion = new Quaternion(); - - return function getWorldDirection( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); - target = new Vector3(); - - } - - this.getWorldQuaternion( quaternion ); - - return target.set( 0, 0, 1 ).applyQuaternion( quaternion ); - - }; - - }(), + }; - raycast: function () {}, + Object3D.prototype.raycast = function raycast () {}; - traverse: function ( callback ) { + Object3D.prototype.traverse = function traverse ( callback ) { callback( this ); @@ -8543,11 +8325,11 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; - traverseVisible: function ( callback ) { + Object3D.prototype.traverseVisible = function traverseVisible ( callback ) { - if ( this.visible === false ) return; + if ( this.visible === false ) { return; } callback( this ); @@ -8559,9 +8341,9 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; - traverseAncestors: function ( callback ) { + Object3D.prototype.traverseAncestors = function traverseAncestors ( callback ) { var parent = this.parent; @@ -8573,19 +8355,19 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; - updateMatrix: function () { + Object3D.prototype.updateMatrix = function updateMatrix () { this.matrix.compose( this.position, this.quaternion, this.scale ); this.matrixWorldNeedsUpdate = true; - }, + }; - updateMatrixWorld: function ( force ) { + Object3D.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) { - if ( this.matrixAutoUpdate ) this.updateMatrix(); + if ( this.matrixAutoUpdate ) { this.updateMatrix(); } if ( this.matrixWorldNeedsUpdate || force ) { @@ -8615,9 +8397,11 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; + + Object3D.prototype.toJSON = function toJSON ( meta ) { + var this$1 = this; - toJSON: function ( meta ) { // meta is a string when called from JSON.stringify var isRootObject = ( meta === undefined || typeof meta === 'string' ); @@ -8653,18 +8437,18 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), 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; + 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; + if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; } // @@ -8718,7 +8502,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( var i = 0, l = this.material.length; i < l; i ++ ) { - uuids.push( serialize( meta.materials, this.material[ i ] ) ); + uuids.push( serialize( meta.materials, this$1.material[ i ] ) ); } @@ -8740,7 +8524,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( var i = 0; i < this.children.length; i ++ ) { - object.children.push( this.children[ i ].toJSON( meta ).object ); + object.children.push( this$1.children[ i ].toJSON( meta ).object ); } @@ -8754,11 +8538,11 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var images = extractFromCache( meta.images ); var shapes = 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.length > 0 ) output.shapes = 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.length > 0 ) { output.shapes = shapes; } } @@ -8783,17 +8567,19 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; - clone: function ( recursive ) { + Object3D.prototype.clone = function clone ( recursive ) { return new this.constructor().copy( this, recursive ); - }, + }; + + Object3D.prototype.copy = function copy ( source, recursive ) { + var this$1 = this; - copy: function ( source, recursive ) { - if ( recursive === undefined ) recursive = true; + if ( recursive === undefined ) { recursive = true; } this.name = source.name; @@ -8825,7 +8611,7 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( var i = 0; i < source.children.length; i ++ ) { var child = source.children[ i ]; - this.add( child.clone() ); + this$1.add( child.clone() ); } @@ -8833,9 +8619,261 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - } + }; -} ); + return Object3D; +}(EventDispatcher)); + +Object3D.prototype.isObject3D = true; + +Object3D.prototype.rotateOnAxis = function () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + +}(); + +Object3D.prototype.rotateOnWorldAxis = function () { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + var q1 = new Quaternion(); + + return function rotateOnWorldAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( q1 ); + + return this; + + }; + +}(); + +Object3D.prototype.rotateX = function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + +}(); + +Object3D.prototype.rotateY = function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + +}(); + +Object3D.prototype.rotateZ = function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function rotateZ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + +}(); + +Object3D.prototype.translateOnAxis = function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + +}(); + +Object3D.prototype.translateX = function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + +}(); + +Object3D.prototype.translateY = function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + +}(); + +Object3D.prototype.translateZ = function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + +}(); + +Object3D.prototype.worldToLocal = function () { + + var m1 = new Matrix4(); + + return function worldToLocal( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + +}(); + +Object3D.prototype.lookAt = function () { + + // This method does not support objects with rotated and/or translated parent(s) + + var m1 = new Matrix4(); + var vector = new Vector3(); + + return function lookAt( x, y, z ) { + + if ( x.isVector3 ) { + + vector.copy( x ); + + } else { + + vector.set( x, y, z ); + + } + + if ( this.isCamera ) { + + m1.lookAt( this.position, vector, this.up ); + + } else { + + m1.lookAt( vector, this.position, this.up ); + + } + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + +}(); + +Object3D.prototype.getWorldQuaternion = function () { + + var position = new Vector3(); + var scale = new Vector3(); + + return function getWorldQuaternion( 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; + + }; + +}(); + +Object3D.prototype.getWorldScale = function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + + return function getWorldScale( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, target ); + + return target; + + }; + +}(); + +Object3D.prototype.getWorldDirection = function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.getWorldQuaternion( quaternion ); + + return target.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + }; + +}(); + +Object3D.DefaultUp = new Vector3( 0, 1, 0 ); +Object3D.DefaultMatrixAutoUpdate = true; /** * @author mrdoob / http://mrdoob.com/ @@ -8843,106 +8881,107 @@ Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), * @author WestLangley / http://github.com/WestLangley */ -function Camera() { +var Camera = (function (Object3D$$1) { + function Camera() { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Camera'; + this.type = 'Camera'; - this.matrixWorldInverse = new Matrix4(); - this.projectionMatrix = new Matrix4(); + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); -} - -Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Camera, + } - isCamera: true, + if ( Object3D$$1 ) Camera.__proto__ = Object3D$$1; + Camera.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Camera.prototype.constructor = Camera; - copy: function ( source, recursive ) { + Camera.prototype.copy = function copy ( source, recursive ) { - Object3D.prototype.copy.call( this, source, recursive ); + Object3D$$1.prototype.copy.call( this, source, recursive ); this.matrixWorldInverse.copy( source.matrixWorldInverse ); this.projectionMatrix.copy( source.projectionMatrix ); return this; - }, + }; - getWorldDirection: function () { + Camera.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) { - var quaternion = new Quaternion(); + Object3D$$1.prototype.updateMatrixWorld.call( this, force ); - return function getWorldDirection( target ) { + this.matrixWorldInverse.getInverse( this.matrixWorld ); - if ( target === undefined ) { + }; - console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); - target = new Vector3(); + Camera.prototype.clone = function clone () { - } + return new this.constructor().copy( this ); - this.getWorldQuaternion( quaternion ); + }; - return target.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + return Camera; +}(Object3D)); - }; +Camera.prototype.isCamera = true; - }(), +Camera.prototype.getWorldDirection = function () { - updateMatrixWorld: function ( force ) { + var quaternion = new Quaternion(); - Object3D.prototype.updateMatrixWorld.call( this, force ); + return function getWorldDirection( target ) { - this.matrixWorldInverse.getInverse( this.matrixWorld ); + if ( target === undefined ) { - }, + console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); + target = new Vector3(); - clone: function () { + } - return new this.constructor().copy( this ); + this.getWorldQuaternion( quaternion ); - } + return target.set( 0, 0, - 1 ).applyQuaternion( quaternion ); -} ); + }; + +}(); /** * @author alteredq / http://alteredqualia.com/ * @author arose / http://github.com/arose */ -function OrthographicCamera( left, right, top, bottom, near, far ) { +var OrthographicCamera = (function (Camera$$1) { + function OrthographicCamera( left, right, top, bottom, near, far ) { - Camera.call( this ); + Camera$$1.call(this); - this.type = 'OrthographicCamera'; + this.type = 'OrthographicCamera'; - this.zoom = 1; - this.view = null; + this.zoom = 1; + this.view = null; - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; - this.updateProjectionMatrix(); - -} - -OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + this.updateProjectionMatrix(); - constructor: OrthographicCamera, + } - isOrthographicCamera: true, + if ( Camera$$1 ) OrthographicCamera.__proto__ = Camera$$1; + OrthographicCamera.prototype = Object.create( Camera$$1 && Camera$$1.prototype ); + OrthographicCamera.prototype.constructor = OrthographicCamera; - copy: function ( source, recursive ) { + OrthographicCamera.prototype.copy = function copy ( source, recursive ) { - Camera.prototype.copy.call( this, source, recursive ); + Camera$$1.prototype.copy.call( this, source, recursive ); this.left = source.left; this.right = source.right; @@ -8956,9 +8995,9 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), return this; - }, + }; - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + OrthographicCamera.prototype.setViewOffset = function setViewOffset ( fullWidth, fullHeight, x, y, width, height ) { if ( this.view === null ) { @@ -8984,9 +9023,9 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), this.updateProjectionMatrix(); - }, + }; - clearViewOffset: function () { + OrthographicCamera.prototype.clearViewOffset = function clearViewOffset () { if ( this.view !== null ) { @@ -8996,9 +9035,9 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), this.updateProjectionMatrix(); - }, + }; - updateProjectionMatrix: function () { + OrthographicCamera.prototype.updateProjectionMatrix = function updateProjectionMatrix () { var dx = ( this.right - this.left ) / ( 2 * this.zoom ); var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); @@ -9026,9 +9065,9 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); - }, + }; - toJSON: function ( meta ) { + OrthographicCamera.prototype.toJSON = function toJSON ( meta ) { var data = Object3D.prototype.toJSON.call( this, meta ); @@ -9040,20 +9079,23 @@ OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), data.object.near = this.near; data.object.far = this.far; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); } return data; - } + }; -} ); + return OrthographicCamera; +}(Camera)); + +OrthographicCamera.prototype.isOrthographicCamera = true; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ -function Face3( a, b, c, normal, color, materialIndex ) { +var Face3 = function Face3( a, b, c, normal, color, materialIndex ) { this.a = a; this.b = b; @@ -9067,44 +9109,42 @@ function Face3( a, b, c, normal, color, materialIndex ) { this.materialIndex = materialIndex !== undefined ? materialIndex : 0; -} - -Object.assign( Face3.prototype, { - - clone: function () { +}; - return new this.constructor().copy( this ); +Face3.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( source ) { +}; - this.a = source.a; - this.b = source.b; - this.c = source.c; +Face3.prototype.copy = function copy ( source ) { + var this$1 = this; - this.normal.copy( source.normal ); - this.color.copy( source.color ); - this.materialIndex = source.materialIndex; + this.a = source.a; + this.b = source.b; + this.c = source.c; - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + this.normal.copy( source.normal ); + this.color.copy( source.color ); - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + this.materialIndex = source.materialIndex; - } + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + this$1.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + } - } + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { - return this; + this$1.vertexColors[ i ] = source.vertexColors[ i ].clone(); } -} ); + return this; + +}; /** * @author mrdoob / http://mrdoob.com/ @@ -9117,63 +9157,66 @@ Object.assign( Face3.prototype, { var geometryId = 0; // Geometry uses even numbers as Id -function Geometry() { +var Geometry = (function (EventDispatcher$$1) { + function Geometry() { - Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + EventDispatcher$$1.call(this); - this.uuid = _Math.generateUUID(); + Object.defineProperty( this, 'id', { value: geometryId += 2 } ); - this.name = ''; - this.type = 'Geometry'; + this.uuid = _Math.generateUUID(); - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; + this.name = ''; + this.type = 'Geometry'; - this.morphTargets = []; - this.morphNormals = []; + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; - this.skinWeights = []; - this.skinIndices = []; + this.morphTargets = []; + this.morphNormals = []; - this.lineDistances = []; + this.skinWeights = []; + this.skinIndices = []; - this.boundingBox = null; - this.boundingSphere = null; + this.lineDistances = []; - // update flags + this.boundingBox = null; + this.boundingSphere = null; - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; + // update flags -} + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; -Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Geometry, + if ( EventDispatcher$$1 ) Geometry.__proto__ = EventDispatcher$$1; + Geometry.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Geometry.prototype.constructor = Geometry; - isGeometry: true, + Geometry.prototype.applyMatrix = function applyMatrix ( matrix ) { + var this$1 = this; - applyMatrix: function ( matrix ) { var normalMatrix = new Matrix3().getNormalMatrix( matrix ); for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { - var vertex = this.vertices[ i ]; + var vertex = this$1.vertices[ i ]; vertex.applyMatrix4( matrix ); } for ( var i = 0, il = this.faces.length; i < il; i ++ ) { - var face = this.faces[ i ]; + var face = this$1.faces[ i ]; face.normal.applyMatrix3( normalMatrix ).normalize(); for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { @@ -9201,115 +9244,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, - - rotateX: function () { - - // rotate geometry around world x-axis - - var m1 = new Matrix4(); - - return function rotateX( angle ) { - - m1.makeRotationX( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateY: function () { - - // rotate geometry around world y-axis - - var m1 = new Matrix4(); - - return function rotateY( angle ) { - - m1.makeRotationY( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateZ: function () { - - // rotate geometry around world z-axis - - var m1 = new Matrix4(); - - return function rotateZ( angle ) { - - m1.makeRotationZ( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - translate: function () { - - // translate geometry - - var m1 = new Matrix4(); - - return function translate( x, y, z ) { - - m1.makeTranslation( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - scale: function () { - - // scale geometry - - var m1 = new Matrix4(); - - return function scale( x, y, z ) { - - m1.makeScale( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - lookAt: function () { - - var obj = new Object3D(); - - return function lookAt( vector ) { - - obj.lookAt( vector ); - - obj.updateMatrix(); - - this.applyMatrix( obj.matrix ); - - }; - - }(), + }; - fromBufferGeometry: function ( geometry ) { + Geometry.prototype.fromBufferGeometry = function fromBufferGeometry ( geometry ) { var scope = this; @@ -9322,7 +9259,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; - if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; } var tempNormals = []; var tempUVs = []; @@ -9446,27 +9383,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, - - center: function () { - - var offset = new Vector3(); - - return function center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( offset ).negate(); - - this.translate( offset.x, offset.y, offset.z ); - - return this; - - }; - - }(), + }; - normalize: function () { + Geometry.prototype.normalize = function normalize () { this.computeBoundingSphere(); @@ -9487,19 +9406,21 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, + }; + + Geometry.prototype.computeFaceNormals = function computeFaceNormals () { + var this$1 = 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 face = this$1.faces[ f ]; - var vA = this.vertices[ face.a ]; - var vB = this.vertices[ face.b ]; - var vC = this.vertices[ face.c ]; + var vA = this$1.vertices[ face.a ]; + var vB = this$1.vertices[ face.b ]; + var vC = this$1.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); @@ -9511,11 +9432,13 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; + + Geometry.prototype.computeVertexNormals = function computeVertexNormals ( areaWeighted ) { + var this$1 = this; - computeVertexNormals: function ( areaWeighted ) { - if ( areaWeighted === undefined ) areaWeighted = true; + if ( areaWeighted === undefined ) { areaWeighted = true; } var v, vl, f, fl, face, vertices; @@ -9537,11 +9460,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; + vA = this$1.vertices[ face.a ]; + vB = this$1.vertices[ face.b ]; + vC = this$1.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); @@ -9559,7 +9482,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; vertices[ face.a ].add( face.normal ); vertices[ face.b ].add( face.normal ); @@ -9577,7 +9500,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; var vertexNormals = face.vertexNormals; @@ -9603,9 +9526,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; + + Geometry.prototype.computeFlatVertexNormals = function computeFlatVertexNormals () { + var this$1 = this; - computeFlatVertexNormals: function () { var f, fl, face; @@ -9613,7 +9538,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; var vertexNormals = face.vertexNormals; @@ -9639,9 +9564,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; + + Geometry.prototype.computeMorphNormals = function computeMorphNormals () { + var this$1 = this; - computeMorphNormals: function () { var i, il, f, fl, face; @@ -9651,7 +9578,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; if ( ! face.__originalFaceNormal ) { @@ -9663,7 +9590,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; } for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { @@ -9690,14 +9617,14 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), // create on first access - if ( ! this.morphNormals[ i ] ) { + if ( ! this$1.morphNormals[ i ] ) { - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; + this$1.morphNormals[ i ] = {}; + this$1.morphNormals[ i ].faceNormals = []; + this$1.morphNormals[ i ].vertexNormals = []; - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + var dstNormalsFace = this$1.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this$1.morphNormals[ i ].vertexNormals; var faceNormal, vertexNormals; @@ -9713,11 +9640,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - var morphNormals = this.morphNormals[ i ]; + var morphNormals = this$1.morphNormals[ i ]; // set vertices to morph target - tmpGeo.vertices = this.morphTargets[ i ].vertices; + tmpGeo.vertices = this$1.morphTargets[ i ].vertices; // compute morph normals @@ -9730,7 +9657,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; faceNormal = morphNormals.faceNormals[ f ]; vertexNormals = morphNormals.vertexNormals[ f ]; @@ -9749,16 +9676,16 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - face = this.faces[ f ]; + face = this$1.faces[ f ]; face.normal = face.__originalFaceNormal; face.vertexNormals = face.__originalVertexNormals; } - }, + }; - computeBoundingBox: function () { + Geometry.prototype.computeBoundingBox = function computeBoundingBox () { if ( this.boundingBox === null ) { @@ -9768,9 +9695,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), this.boundingBox.setFromPoints( this.vertices ); - }, + }; - computeBoundingSphere: function () { + Geometry.prototype.computeBoundingSphere = function computeBoundingSphere () { if ( this.boundingSphere === null ) { @@ -9780,9 +9707,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), this.boundingSphere.setFromPoints( this.vertices ); - }, + }; - merge: function ( geometry, matrix, materialIndexOffset ) { + Geometry.prototype.merge = function merge ( geometry, matrix, materialIndexOffset ) { if ( ! ( geometry && geometry.isGeometry ) ) { @@ -9802,7 +9729,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), colors1 = this.colors, colors2 = geometry.colors; - if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; } if ( matrix !== undefined ) { @@ -9818,7 +9745,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var vertexCopy = vertex.clone(); - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); } vertices1.push( vertexCopy ); @@ -9900,9 +9827,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - }, + }; - mergeMesh: function ( mesh ) { + Geometry.prototype.mergeMesh = function mergeMesh ( mesh ) { if ( ! ( mesh && mesh.isMesh ) ) { @@ -9911,11 +9838,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); + if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); } this.merge( mesh.geometry, mesh.matrix ); - }, + }; /* * Checks for duplicate vertices with hashmap. @@ -9923,7 +9850,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), * and faces' vertices are updated. */ - mergeVertices: function () { + Geometry.prototype.mergeVertices = function mergeVertices () { + var this$1 = this; + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) var unique = [], changes = []; @@ -9936,13 +9865,13 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - v = this.vertices[ i ]; + v = this$1.vertices[ i ]; key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); if ( verticesMap[ key ] === undefined ) { verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); + unique.push( this$1.vertices[ i ] ); changes[ i ] = unique.length - 1; } else { @@ -9961,7 +9890,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = this.faces.length; i < il; i ++ ) { - face = this.faces[ i ]; + face = this$1.faces[ i ]; face.a = changes[ face.a ]; face.b = changes[ face.b ]; @@ -9988,11 +9917,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var idx = faceIndicesToRemove[ i ]; - this.faces.splice( idx, 1 ); + this$1.faces.splice( idx, 1 ); for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - this.faceVertexUvs[ j ].splice( idx, 1 ); + this$1.faceVertexUvs[ j ].splice( idx, 1 ); } @@ -10004,24 +9933,26 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), this.vertices = unique; return diff; - }, + }; + + Geometry.prototype.setFromPoints = function setFromPoints ( points ) { + var this$1 = this; - 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 ) ); + this$1.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); } return this; - }, + }; - sortFacesByMaterialIndex: function () { + Geometry.prototype.sortFacesByMaterialIndex = function sortFacesByMaterialIndex () { var faces = this.faces; var length = faces.length; @@ -10051,24 +9982,26 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var newUvs1, newUvs2; - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; + if ( uvs1 && uvs1.length === length ) { newUvs1 = []; } + if ( uvs2 && uvs2.length === length ) { newUvs2 = []; } for ( var i = 0; i < length; i ++ ) { var id = faces[ i ]._id; - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); } + if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); } } - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; } + if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; } - }, + }; + + Geometry.prototype.toJSON = function toJSON () { + var this$1 = this; - toJSON: function () { var data = { metadata: { @@ -10082,7 +10015,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), data.uuid = this.uuid; data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + if ( this.name !== '' ) { data.name = this.name; } if ( this.parameters !== undefined ) { @@ -10090,7 +10023,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( var key in parameters ) { - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; } } @@ -10102,7 +10035,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( var i = 0; i < this.vertices.length; i ++ ) { - var vertex = this.vertices[ i ]; + var vertex = this$1.vertices[ i ]; vertices.push( vertex.x, vertex.y, vertex.z ); } @@ -10117,11 +10050,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( var i = 0; i < this.faces.length; i ++ ) { - var face = this.faces[ i ]; + var face = this$1.faces[ i ]; var hasMaterial = true; var hasFaceUv = false; // deprecated - var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceVertexUv = this$1.faceVertexUvs[ 0 ][ i ] !== undefined; var hasFaceNormal = face.normal.length() > 0; var hasFaceVertexNormal = face.vertexNormals.length > 0; var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; @@ -10144,7 +10077,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), if ( hasFaceVertexUv ) { - var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + var faceVertexUvs = this$1.faceVertexUvs[ 0 ][ i ]; faces.push( getUvIndex( faceVertexUvs[ 0 ] ), @@ -10253,15 +10186,15 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), 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 + 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 () { + Geometry.prototype.clone = function clone () { /* // Handle primitives @@ -10289,9 +10222,11 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return new Geometry().copy( this ); - }, + }; + + Geometry.prototype.copy = function copy ( source ) { + var this$1 = this; - copy: function ( source ) { var i, il, j, jl, k, kl; @@ -10319,7 +10254,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = vertices.length; i < il; i ++ ) { - this.vertices.push( vertices[ i ].clone() ); + this$1.vertices.push( vertices[ i ].clone() ); } @@ -10329,7 +10264,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = colors.length; i < il; i ++ ) { - this.colors.push( colors[ i ].clone() ); + this$1.colors.push( colors[ i ].clone() ); } @@ -10339,7 +10274,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = faces.length; i < il; i ++ ) { - this.faces.push( faces[ i ].clone() ); + this$1.faces.push( faces[ i ].clone() ); } @@ -10349,9 +10284,9 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var faceVertexUvs = source.faceVertexUvs[ i ]; - if ( this.faceVertexUvs[ i ] === undefined ) { + if ( this$1.faceVertexUvs[ i ] === undefined ) { - this.faceVertexUvs[ i ] = []; + this$1.faceVertexUvs[ i ] = []; } @@ -10367,7 +10302,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - this.faceVertexUvs[ i ].push( uvsCopy ); + this$1.faceVertexUvs[ i ].push( uvsCopy ); } @@ -10410,7 +10345,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - this.morphTargets.push( morphTarget ); + this$1.morphTargets.push( morphTarget ); } @@ -10457,7 +10392,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - this.morphNormals.push( morphNormal ); + this$1.morphNormals.push( morphNormal ); } @@ -10467,7 +10402,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = skinWeights.length; i < il; i ++ ) { - this.skinWeights.push( skinWeights[ i ].clone() ); + this$1.skinWeights.push( skinWeights[ i ].clone() ); } @@ -10477,7 +10412,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = skinIndices.length; i < il; i ++ ) { - this.skinIndices.push( skinIndices[ i ].clone() ); + this$1.skinIndices.push( skinIndices[ i ].clone() ); } @@ -10487,7 +10422,7 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), for ( i = 0, il = lineDistances.length; i < il; i ++ ) { - this.lineDistances.push( lineDistances[ i ] ); + this$1.lineDistances.push( lineDistances[ i ] ); } @@ -10523,21 +10458,148 @@ Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, + }; - dispose: function () { + Geometry.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; -} ); + return Geometry; +}(EventDispatcher)); + +Geometry.prototype.isGeometry = true; + +Geometry.prototype.rotateX = function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +Geometry.prototype.rotateY = function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +Geometry.prototype.rotateZ = function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +Geometry.prototype.translate = function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +Geometry.prototype.scale = function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +Geometry.prototype.lookAt = function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + +}(); + +Geometry.prototype.center = function () { + + var offset = new Vector3(); + + return function center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( offset ).negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return this; + + }; + +}(); /** * @author mrdoob / http://mrdoob.com/ */ -function BufferAttribute( array, itemSize, normalized ) { +var BufferAttribute = function BufferAttribute( array, itemSize, normalized ) { if ( Array.isArray( array ) ) { @@ -10557,398 +10619,465 @@ function BufferAttribute( array, itemSize, normalized ) { this.version = 0; -} +}; -Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { +BufferAttribute.prototype.onUploadCallback = function onUploadCallback () {}; - set: function ( value ) { +BufferAttribute.prototype.setArray = function setArray ( array ) { + + if ( Array.isArray( array ) ) { - if ( value === true ) this.version ++; + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); } -} ); + this.count = array !== undefined ? array.length / this.itemSize : 0; + this.array = array; -Object.assign( BufferAttribute.prototype, { + return this; - isBufferAttribute: true, +}; - onUploadCallback: function () {}, +BufferAttribute.prototype.setDynamic = function setDynamic ( value ) { - setArray: function ( array ) { + this.dynamic = value; - if ( Array.isArray( array ) ) { + return this; - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); +}; - } +BufferAttribute.prototype.copy = function copy ( source ) { - this.count = array !== undefined ? array.length / this.itemSize : 0; - this.array = array; + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; - return this; + this.dynamic = source.dynamic; - }, + return this; - setDynamic: function ( value ) { +}; - this.dynamic = value; +BufferAttribute.prototype.copyAt = function copyAt ( index1, attribute, index2 ) { + var this$1 = this; - return this; - }, + index1 *= this.itemSize; + index2 *= attribute.itemSize; - copy: function ( source ) { + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { - 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$1.array[ index1 + i ] = attribute.array[ index2 + i ]; - this.dynamic = source.dynamic; + } - return this; + return this; - }, +}; - copyAt: function ( index1, attribute, index2 ) { +BufferAttribute.prototype.copyArray = function copyArray ( array ) { - index1 *= this.itemSize; - index2 *= attribute.itemSize; + this.array.set( array ); - for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + return this; - this.array[ index1 + i ] = attribute.array[ index2 + i ]; +}; - } +BufferAttribute.prototype.copyColorsArray = function copyColorsArray ( colors ) { - return this; + var array = this.array, offset = 0; - }, + for ( var i = 0, l = colors.length; i < l; i ++ ) { - copyArray: function ( array ) { + var color = colors[ i ]; - this.array.set( array ); + if ( color === undefined ) { - return this; + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); - }, + } - copyColorsArray: function ( colors ) { + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; - var array = this.array, offset = 0; + } - for ( var i = 0, l = colors.length; i < l; i ++ ) { + return this; - var color = colors[ i ]; +}; - if ( color === undefined ) { +BufferAttribute.prototype.copyVector2sArray = function copyVector2sArray ( vectors ) { - console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); - color = new Color(); + var array = this.array, offset = 0; - } + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); } - return this; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; - }, + } - copyVector2sArray: function ( vectors ) { + return this; - var array = this.array, offset = 0; +}; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { +BufferAttribute.prototype.copyVector3sArray = function copyVector3sArray ( vectors ) { - var vector = vectors[ i ]; + var array = this.array, offset = 0; - if ( vector === undefined ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new Vector2(); + var vector = vectors[ i ]; - } + if ( vector === undefined ) { - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); } - return this; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; - }, + } - copyVector3sArray: function ( vectors ) { + return this; - var array = this.array, offset = 0; +}; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { +BufferAttribute.prototype.copyVector4sArray = function copyVector4sArray ( vectors ) { - var vector = vectors[ i ]; + var array = this.array, offset = 0; - if ( vector === undefined ) { + for ( var i = 0, l = vectors.length; i < l; i ++ ) { - console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); - vector = new Vector3(); + var vector = vectors[ i ]; - } + if ( vector === undefined ) { - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); } - return this; + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; - }, + } - copyVector4sArray: function ( vectors ) { + return this; - var array = this.array, offset = 0; +}; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { +BufferAttribute.prototype.set = function set ( value, offset ) { - var vector = vectors[ i ]; + if ( offset === undefined ) { offset = 0; } - if ( vector === undefined ) { + this.array.set( value, offset ); - console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); - vector = new Vector4(); + return this; - } +}; - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - array[ offset ++ ] = vector.w; +BufferAttribute.prototype.getX = function getX ( index ) { - } + return this.array[ index * this.itemSize ]; - return this; +}; - }, +BufferAttribute.prototype.setX = function setX ( index, x ) { - set: function ( value, offset ) { + this.array[ index * this.itemSize ] = x; - if ( offset === undefined ) offset = 0; + return this; - this.array.set( value, offset ); +}; - return this; +BufferAttribute.prototype.getY = function getY ( index ) { - }, + return this.array[ index * this.itemSize + 1 ]; - getX: function ( index ) { +}; - return this.array[ index * this.itemSize ]; +BufferAttribute.prototype.setY = function setY ( index, y ) { - }, + this.array[ index * this.itemSize + 1 ] = y; - setX: function ( index, x ) { + return this; - this.array[ index * this.itemSize ] = x; +}; - return this; +BufferAttribute.prototype.getZ = function getZ ( index ) { - }, + return this.array[ index * this.itemSize + 2 ]; - getY: function ( index ) { +}; - return this.array[ index * this.itemSize + 1 ]; +BufferAttribute.prototype.setZ = function setZ ( index, z ) { - }, + this.array[ index * this.itemSize + 2 ] = z; - setY: function ( index, y ) { + return this; - this.array[ index * this.itemSize + 1 ] = y; +}; - return this; +BufferAttribute.prototype.getW = function getW ( index ) { - }, + return this.array[ index * this.itemSize + 3 ]; - getZ: function ( index ) { +}; - return this.array[ index * this.itemSize + 2 ]; +BufferAttribute.prototype.setW = function setW ( index, w ) { - }, + this.array[ index * this.itemSize + 3 ] = w; - setZ: function ( index, z ) { + return this; - this.array[ index * this.itemSize + 2 ] = z; +}; - return this; +BufferAttribute.prototype.setXY = function setXY ( index, x, y ) { - }, + index *= this.itemSize; - getW: function ( index ) { + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; - return this.array[ index * this.itemSize + 3 ]; + return this; - }, +}; - setW: function ( index, w ) { +BufferAttribute.prototype.setXYZ = function setXYZ ( index, x, y, z ) { - this.array[ index * this.itemSize + 3 ] = w; + index *= this.itemSize; - return this; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; - }, + return this; - setXY: function ( index, x, y ) { +}; - index *= this.itemSize; +BufferAttribute.prototype.setXYZW = function setXYZW ( index, x, y, z, w ) { - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; + index *= this.itemSize; - return this; + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; - }, + return this; - setXYZ: function ( index, x, y, z ) { +}; - index *= this.itemSize; +BufferAttribute.prototype.onUpload = function onUpload ( callback ) { - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; + this.onUploadCallback = callback; - return this; + return this; - }, +}; - setXYZW: function ( index, x, y, z, w ) { +BufferAttribute.prototype.clone = function clone () { - index *= this.itemSize; + return new this.constructor( this.array, this.itemSize ).copy( this ); - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; +}; - return this; +BufferAttribute.prototype.isBufferAttribute = true; - }, +Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { - onUpload: function ( callback ) { + set: function ( value ) { - this.onUploadCallback = callback; + if ( value === true ) { this.version ++; } - return this; + } - }, +} ); - clone: function () { +// - return new this.constructor( this.array, this.itemSize ).copy( this ); +var Int8BufferAttribute = (function (BufferAttribute) { + function Int8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); } -} ); + if ( BufferAttribute ) Int8BufferAttribute.__proto__ = BufferAttribute; + Int8BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; -// + return Int8BufferAttribute; +}(BufferAttribute)); -function Int8BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); -} -Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; +var Uint8BufferAttribute = (function (BufferAttribute) { + function Uint8BufferAttribute( array, itemSize, normalized ) { -function Uint8BufferAttribute( array, itemSize, normalized ) { + BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); - BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + } -} + if ( BufferAttribute ) Uint8BufferAttribute.__proto__ = BufferAttribute; + Uint8BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; -Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + return Uint8BufferAttribute; +}(BufferAttribute)); -function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); -} -Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; +var Uint8ClampedBufferAttribute = (function (BufferAttribute) { + function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); -function Int16BufferAttribute( array, itemSize, normalized ) { + } - BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + if ( BufferAttribute ) Uint8ClampedBufferAttribute.__proto__ = BufferAttribute; + Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; -} + return Uint8ClampedBufferAttribute; +}(BufferAttribute)); -Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; -function Uint16BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); -} +var Int16BufferAttribute = (function (BufferAttribute) { + function Int16BufferAttribute( array, itemSize, normalized ) { -Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + } -function Int32BufferAttribute( array, itemSize, normalized ) { + if ( BufferAttribute ) Int16BufferAttribute.__proto__ = BufferAttribute; + Int16BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; - BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + return Int16BufferAttribute; +}(BufferAttribute)); -} -Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; -function Uint32BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); +var Uint16BufferAttribute = (function (BufferAttribute) { + function Uint16BufferAttribute( array, itemSize, normalized ) { -} + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + + } -Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + if ( BufferAttribute ) Uint16BufferAttribute.__proto__ = BufferAttribute; + Uint16BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + return Uint16BufferAttribute; +}(BufferAttribute)); -function Float32BufferAttribute( array, itemSize, normalized ) { - BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); -} -Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; +var Int32BufferAttribute = (function (BufferAttribute) { + function Int32BufferAttribute( array, itemSize, normalized ) { -function Float64BufferAttribute( array, itemSize, normalized ) { + BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); - BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + } -} + if ( BufferAttribute ) Int32BufferAttribute.__proto__ = BufferAttribute; + Int32BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + + return Int32BufferAttribute; +}(BufferAttribute)); + + + + + +var Uint32BufferAttribute = (function (BufferAttribute) { + function Uint32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + + } + + if ( BufferAttribute ) Uint32BufferAttribute.__proto__ = BufferAttribute; + Uint32BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + + return Uint32BufferAttribute; +}(BufferAttribute)); + + + + + +var Float32BufferAttribute = (function (BufferAttribute) { + function Float32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + + } + + if ( BufferAttribute ) Float32BufferAttribute.__proto__ = BufferAttribute; + Float32BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + + return Float32BufferAttribute; +}(BufferAttribute)); + + + + + +var Float64BufferAttribute = (function (BufferAttribute) { + function Float64BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + + } + + if ( BufferAttribute ) Float64BufferAttribute.__proto__ = BufferAttribute; + Float64BufferAttribute.prototype = Object.create( BufferAttribute && BufferAttribute.prototype ); + Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; -Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); -Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + return Float64BufferAttribute; +}(BufferAttribute)); /** * @author mrdoob / http://mrdoob.com/ */ -function DirectGeometry() { +var DirectGeometry = function DirectGeometry() { this.vertices = []; this.normals = []; @@ -10976,237 +11105,235 @@ function DirectGeometry() { this.uvsNeedUpdate = false; this.groupsNeedUpdate = false; -} - -Object.assign( DirectGeometry.prototype, { - - computeGroups: function ( geometry ) { +}; - var group; - var groups = []; - var materialIndex = undefined; +DirectGeometry.prototype.computeGroups = function computeGroups ( geometry ) { - var faces = geometry.faces; + var group; + var groups = []; + var materialIndex = undefined; - for ( var i = 0; i < faces.length; i ++ ) { + var faces = geometry.faces; - var face = faces[ i ]; + for ( var i = 0; i < faces.length; i ++ ) { - // materials + var face = faces[ i ]; - if ( face.materialIndex !== materialIndex ) { + // materials - materialIndex = face.materialIndex; + if ( face.materialIndex !== materialIndex ) { - if ( group !== undefined ) { + materialIndex = face.materialIndex; - group.count = ( i * 3 ) - group.start; - groups.push( group ); + if ( group !== undefined ) { - } - - group = { - start: i * 3, - materialIndex: materialIndex - }; + 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 ); + if ( group !== undefined ) { - } + group.count = ( i * 3 ) - group.start; + groups.push( group ); - this.groups = groups; + } - }, + this.groups = groups; - fromGeometry: function ( geometry ) { +}; - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; +DirectGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) { + var this$1 = this; - var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - // morphs + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - var morphTargetsPosition; + // morphs - if ( morphTargetsLength > 0 ) { + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; - morphTargetsPosition = []; + var morphTargetsPosition; - for ( var i = 0; i < morphTargetsLength; i ++ ) { + if ( morphTargetsLength > 0 ) { - morphTargetsPosition[ i ] = []; + morphTargetsPosition = []; - } + for ( var i = 0; i < morphTargetsLength; i ++ ) { - this.morphTargets.position = morphTargetsPosition; + morphTargetsPosition[ i ] = []; } - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; + this.morphTargets.position = morphTargetsPosition; - var morphTargetsNormal; + } - if ( morphNormalsLength > 0 ) { + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; - morphTargetsNormal = []; + var morphTargetsNormal; - for ( var i = 0; i < morphNormalsLength; i ++ ) { + if ( morphNormalsLength > 0 ) { - morphTargetsNormal[ i ] = []; + morphTargetsNormal = []; - } + for ( var i = 0; i < morphNormalsLength; i ++ ) { - this.morphTargets.normal = morphTargetsNormal; + morphTargetsNormal[ i ] = []; } - // skins + this.morphTargets.normal = morphTargetsNormal; - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; + } - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; + // skins - // + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; - if ( vertices.length > 0 && faces.length === 0 ) { + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; - console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); + // - } + if ( vertices.length > 0 && faces.length === 0 ) { - for ( var i = 0; i < faces.length; i ++ ) { + console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); - var face = faces[ i ]; + } - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + for ( var i = 0; i < faces.length; i ++ ) { - var vertexNormals = face.vertexNormals; + var face = faces[ i ]; - if ( vertexNormals.length === 3 ) { + this$1.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + var vertexNormals = face.vertexNormals; - } else { + if ( vertexNormals.length === 3 ) { - var normal = face.normal; + this$1.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - this.normals.push( normal, normal, normal ); + } else { - } + var normal = face.normal; - var vertexColors = face.vertexColors; + this$1.normals.push( normal, normal, normal ); - if ( vertexColors.length === 3 ) { + } - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + var vertexColors = face.vertexColors; - } else { + if ( vertexColors.length === 3 ) { - var color = face.color; + this$1.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); - this.colors.push( color, color, color ); + } else { - } + var color = face.color; - if ( hasFaceVertexUv === true ) { + this$1.colors.push( color, color, color ); - var vertexUvs = faceVertexUvs[ 0 ][ i ]; + } - if ( vertexUvs !== undefined ) { + if ( hasFaceVertexUv === true ) { - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + var vertexUvs = faceVertexUvs[ 0 ][ i ]; - } else { + if ( vertexUvs !== undefined ) { - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + this$1.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + } else { - } + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this$1.uvs.push( new Vector2(), new Vector2(), new Vector2() ); } - if ( hasFaceVertexUv2 === true ) { + } - var vertexUvs = faceVertexUvs[ 1 ][ i ]; + if ( hasFaceVertexUv2 === true ) { - if ( vertexUvs !== undefined ) { + var vertexUvs = faceVertexUvs[ 1 ][ i ]; - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + if ( vertexUvs !== undefined ) { - } else { + this$1.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + } else { - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); - } + this$1.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); } - // morphs + } - for ( var j = 0; j < morphTargetsLength; j ++ ) { + // morphs - var morphTarget = morphTargets[ j ].vertices; + for ( var j = 0; j < morphTargetsLength; j ++ ) { - morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + var morphTarget = morphTargets[ j ].vertices; - } + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); - for ( var j = 0; j < morphNormalsLength; j ++ ) { + } - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + for ( var j = 0; j < morphNormalsLength; j ++ ) { - morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; - } + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); - // skins + } - if ( hasSkinIndices ) { + // skins - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + if ( hasSkinIndices ) { - } + this$1.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 ] ); + if ( hasSkinWeights ) { - } + this$1.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; + this.computeGroups( geometry ); - return this; + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; - } + return this; -} ); +}; /** * @author mrdoob / http://mrdoob.com/ @@ -11214,13 +11341,13 @@ Object.assign( DirectGeometry.prototype, { function arrayMax( array ) { - if ( array.length === 0 ) return - Infinity; + 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 ]; + if ( array[ i ] > max ) { max = array[ i ]; } } @@ -11235,44 +11362,45 @@ function arrayMax( array ) { var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id -function BufferGeometry() { - - Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); +var BufferGeometry = (function (EventDispatcher$$1) { + function BufferGeometry() { - this.uuid = _Math.generateUUID(); + EventDispatcher$$1.call(this); - this.name = ''; - this.type = 'BufferGeometry'; + Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); - this.index = null; - this.attributes = {}; + this.uuid = _Math.generateUUID(); - this.morphAttributes = {}; + this.name = ''; + this.type = 'BufferGeometry'; - this.groups = []; + this.index = null; + this.attributes = {}; - this.boundingBox = null; - this.boundingSphere = null; + this.morphAttributes = {}; - this.drawRange = { start: 0, count: Infinity }; + this.groups = []; - this.userData = {}; + this.boundingBox = null; + this.boundingSphere = null; -} + this.drawRange = { start: 0, count: Infinity }; -BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.userData = {}; - constructor: BufferGeometry, + } - isBufferGeometry: true, + if ( EventDispatcher$$1 ) BufferGeometry.__proto__ = EventDispatcher$$1; + BufferGeometry.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + BufferGeometry.prototype.constructor = BufferGeometry; - getIndex: function () { + BufferGeometry.prototype.getIndex = function getIndex () { return this.index; - }, + }; - setIndex: function ( index ) { + BufferGeometry.prototype.setIndex = function setIndex ( index ) { if ( Array.isArray( index ) ) { @@ -11284,9 +11412,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, + }; - addAttribute: function ( name, attribute ) { + BufferGeometry.prototype.addAttribute = function addAttribute ( name, attribute ) { if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { @@ -11309,23 +11437,23 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; - getAttribute: function ( name ) { + BufferGeometry.prototype.getAttribute = function getAttribute ( name ) { return this.attributes[ name ]; - }, + }; - removeAttribute: function ( name ) { + BufferGeometry.prototype.removeAttribute = function removeAttribute ( name ) { delete this.attributes[ name ]; return this; - }, + }; - addGroup: function ( start, count, materialIndex ) { + BufferGeometry.prototype.addGroup = function addGroup ( start, count, materialIndex ) { this.groups.push( { @@ -11335,22 +11463,22 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy } ); - }, + }; - clearGroups: function () { + BufferGeometry.prototype.clearGroups = function clearGroups () { this.groups = []; - }, + }; - setDrawRange: function ( start, count ) { + BufferGeometry.prototype.setDrawRange = function setDrawRange ( start, count ) { this.drawRange.start = start; this.drawRange.count = count; - }, + }; - applyMatrix: function ( matrix ) { + BufferGeometry.prototype.applyMatrix = function applyMatrix ( matrix ) { var position = this.attributes.position; @@ -11386,133 +11514,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, - - rotateX: function () { - - // rotate geometry around world x-axis - - var m1 = new Matrix4(); - - return function rotateX( angle ) { - - m1.makeRotationX( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateY: function () { - - // rotate geometry around world y-axis - - var m1 = new Matrix4(); - - return function rotateY( angle ) { - - m1.makeRotationY( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateZ: function () { - - // rotate geometry around world z-axis - - var m1 = new Matrix4(); - - return function rotateZ( angle ) { - - m1.makeRotationZ( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - translate: function () { - - // translate geometry - - var m1 = new Matrix4(); - - return function translate( x, y, z ) { - - m1.makeTranslation( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - scale: function () { - - // scale geometry - - var m1 = new Matrix4(); - - return function scale( x, y, z ) { - - m1.makeScale( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - lookAt: function () { - - var obj = new Object3D(); - - return function lookAt( vector ) { - - obj.lookAt( vector ); - - obj.updateMatrix(); - - this.applyMatrix( obj.matrix ); - - }; - - }(), - - center: function () { - - var offset = new Vector3(); - - return function center() { - - this.computeBoundingBox(); - - this.boundingBox.getCenter( offset ).negate(); - - this.translate( offset.x, offset.y, offset.z ); - - return this; - - }; - - }(), + }; - setFromObject: function ( object ) { + BufferGeometry.prototype.setFromObject = function setFromObject ( object ) { // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); @@ -11558,9 +11562,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; - setFromPoints: function ( points ) { + BufferGeometry.prototype.setFromPoints = function setFromPoints ( points ) { var position = []; @@ -11575,9 +11579,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; - updateFromObject: function ( object ) { + BufferGeometry.prototype.updateFromObject = function updateFromObject ( object ) { var geometry = object.geometry; @@ -11702,17 +11706,19 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; - fromGeometry: function ( geometry ) { + BufferGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) { geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); return this.fromDirectGeometry( geometry.__directGeometry ); - }, + }; + + BufferGeometry.prototype.fromDirectGeometry = function fromDirectGeometry ( geometry ) { + var this$1 = this; - fromDirectGeometry: function ( geometry ) { var positions = new Float32Array( geometry.vertices.length * 3 ); this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); @@ -11766,7 +11772,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy } - this.morphAttributes[ name ] = array; + this$1.morphAttributes[ name ] = array; } @@ -11802,9 +11808,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; - computeBoundingBox: function () { + BufferGeometry.prototype.computeBoundingBox = function computeBoundingBox () { if ( this.boundingBox === null ) { @@ -11830,65 +11836,15 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, - - computeBoundingSphere: function () { - - var box = new Box3(); - var vector = new Vector3(); - - return function computeBoundingSphere() { - - if ( this.boundingSphere === null ) { - - this.boundingSphere = new Sphere(); - - } - - var position = this.attributes.position; - - if ( position ) { - - var center = this.boundingSphere.center; - - box.setFromBufferAttribute( position ); - box.getCenter( center ); - - // hoping to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - - var maxRadiusSq = 0; - - for ( var i = 0, il = position.count; i < il; i ++ ) { - - vector.x = position.getX( i ); - vector.y = position.getY( i ); - vector.z = position.getZ( i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - if ( isNaN( this.boundingSphere.radius ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - }; - - }(), + }; - computeFaceNormals: function () { + BufferGeometry.prototype.computeFaceNormals = function computeFaceNormals () { // backwards compatibility - }, + }; - computeVertexNormals: function () { + BufferGeometry.prototype.computeVertexNormals = function computeVertexNormals () { var index = this.index; var attributes = this.attributes; @@ -12007,9 +11963,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, + }; - merge: function ( geometry, offset ) { + BufferGeometry.prototype.merge = function merge ( geometry, offset ) { if ( ! ( geometry && geometry.isBufferGeometry ) ) { @@ -12033,7 +11989,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy for ( var key in attributes ) { - if ( geometry.attributes[ key ] === undefined ) continue; + if ( geometry.attributes[ key ] === undefined ) { continue; } var attribute1 = attributes[ key ]; var attributeArray1 = attribute1.array; @@ -12053,33 +12009,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, - - normalizeNormals: function () { - - var vector = new Vector3(); - - return function normalizeNormals() { - - var normals = this.attributes.normal; - - for ( var i = 0, il = normals.count; i < il; i ++ ) { - - vector.x = normals.getX( i ); - vector.y = normals.getY( i ); - vector.z = normals.getZ( i ); - - vector.normalize(); - - normals.setXYZ( i, vector.x, vector.y, vector.z ); - - } - - }; - - }(), + }; - toNonIndexed: function () { + BufferGeometry.prototype.toNonIndexed = function toNonIndexed () { if ( this.index === null ) { @@ -12131,9 +12063,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return geometry2; - }, + }; - toJSON: function () { + BufferGeometry.prototype.toJSON = function toJSON () { var data = { metadata: { @@ -12147,8 +12079,8 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy 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.name !== '' ) { data.name = this.name; } + if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; } if ( this.parameters !== undefined ) { @@ -12156,7 +12088,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy for ( var key in parameters ) { - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; } } @@ -12217,9 +12149,9 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return data; - }, + }; - clone: function () { + BufferGeometry.prototype.clone = function clone () { /* // Handle primitives @@ -12247,9 +12179,11 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return new BufferGeometry().copy( this ); - }, + }; + + BufferGeometry.prototype.copy = function copy ( source ) { + var this$1 = this; - copy: function ( source ) { var name, i, l; @@ -12283,7 +12217,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy for ( name in attributes ) { var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + this$1.addAttribute( name, attribute.clone() ); } @@ -12302,7 +12236,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy } - this.morphAttributes[ name ] = array; + this$1.morphAttributes[ name ] = array; } @@ -12313,7 +12247,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy for ( i = 0, l = groups.length; i < l; i ++ ) { var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + this$1.addGroup( group.start, group.count, group.materialIndex ); } @@ -12348,15 +12282,216 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; - dispose: function () { + BufferGeometry.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; -} ); + return BufferGeometry; +}(EventDispatcher)); + +BufferGeometry.prototype.isBufferGeometry = true; + +BufferGeometry.prototype.rotateX = function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +BufferGeometry.prototype.rotateY = function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +BufferGeometry.prototype.rotateZ = function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +BufferGeometry.prototype.translate = function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +BufferGeometry.prototype.scale = function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + +}(); + +BufferGeometry.prototype.lookAt = function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + +}(); + +BufferGeometry.prototype.center = function () { + + var offset = new Vector3(); + + return function center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( offset ).negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return this; + + }; + +}(); + +BufferGeometry.prototype.computeBoundingSphere = function () { + + var box = new Box3(); + var vector = new Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var position = this.attributes.position; + + if ( position ) { + + var center = this.boundingSphere.center; + + box.setFromBufferAttribute( position ); + box.getCenter( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = position.count; i < il; i ++ ) { + + vector.x = position.getX( i ); + vector.y = position.getY( i ); + vector.z = position.getZ( i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }; + +}(); + +BufferGeometry.prototype.normalizeNormals = function () { + + var vector = new Vector3(); + + return function normalizeNormals() { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + vector.x = normals.getX( i ); + vector.y = normals.getY( i ); + vector.z = normals.getZ( i ); + + vector.normalize(); + + normals.setXYZ( i, vector.x, vector.y, vector.z ); + + } + + }; + +}(); /** * @author mrdoob / http://mrdoob.com/ @@ -12365,194 +12500,207 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy // BoxGeometry -function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { +var BoxGeometry = (function (Geometry$$1) { + function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'BoxGeometry'; + this.type = 'BoxGeometry'; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) BoxGeometry.__proto__ = Geometry$$1; + BoxGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + BoxGeometry.prototype.constructor = BoxGeometry; + + return BoxGeometry; +}(Geometry)); - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); -} -BoxGeometry.prototype = Object.create( Geometry.prototype ); -BoxGeometry.prototype.constructor = BoxGeometry; // BoxBufferGeometry -function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { +var BoxBufferGeometry = (function (BufferGeometry$$1) { + function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'BoxBufferGeometry'; + this.type = 'BoxBufferGeometry'; - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - var scope = this; + var scope = this; - width = width || 1; - height = height || 1; - depth = depth || 1; + width = width || 1; + height = height || 1; + depth = depth || 1; - // segments + // segments - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var numberOfVertices = 0; - var groupStart = 0; + var numberOfVertices = 0; + var groupStart = 0; - // build each side of the box geometry + // 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 + 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 + // build geometry - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var vertexCounter = 0; - var groupCount = 0; + var vertexCounter = 0; + var groupCount = 0; - var ix, iy; + var ix, iy; - var vector = new Vector3(); + var vector = new Vector3(); - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( iy = 0; iy < gridY1; iy ++ ) { + for ( iy = 0; iy < gridY1; iy ++ ) { - var y = iy * segmentHeight - heightHalf; + var y = iy * segmentHeight - heightHalf; - for ( ix = 0; ix < gridX1; ix ++ ) { + for ( ix = 0; ix < gridX1; ix ++ ) { - var x = ix * segmentWidth - widthHalf; + var x = ix * segmentWidth - widthHalf; - // set values to correct vector component + // set values to correct vector component - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; - // now apply vector to vertex buffer + // now apply vector to vertex buffer - vertices.push( vector.x, vector.y, vector.z ); + vertices.push( vector.x, vector.y, vector.z ); - // set values to correct vector component + // set values to correct vector component - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; - // now apply vector to normal buffer + // now apply vector to normal buffer - normals.push( vector.x, vector.y, vector.z ); + normals.push( vector.x, vector.y, vector.z ); - // uvs + // uvs - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); - // counters + // counters - vertexCounter += 1; + vertexCounter += 1; + + } } - } + // indices - // 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 - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment + for ( iy = 0; iy < gridY; iy ++ ) { - for ( iy = 0; iy < gridY; iy ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - var a = numberOfVertices + ix + gridX1 * iy; - var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + // increase counter - // increase counter + groupCount += 6; - groupCount += 6; + } } - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, materialIndex ); - scope.addGroup( groupStart, groupCount, materialIndex ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + // update total number of vertices - // update total number of vertices + numberOfVertices += vertexCounter; - numberOfVertices += vertexCounter; + } } -} + if ( BufferGeometry$$1 ) BoxBufferGeometry.__proto__ = BufferGeometry$$1; + BoxBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; -BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + return BoxBufferGeometry; +}(BufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -12561,118 +12709,131 @@ BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; // PlaneGeometry -function PlaneGeometry( width, height, widthSegments, heightSegments ) { +var PlaneGeometry = (function (Geometry$$1) { + function PlaneGeometry( width, height, widthSegments, heightSegments ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'PlaneGeometry'; + this.type = 'PlaneGeometry'; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) PlaneGeometry.__proto__ = Geometry$$1; + PlaneGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + PlaneGeometry.prototype.constructor = PlaneGeometry; + + return PlaneGeometry; +}(Geometry)); - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - this.mergeVertices(); -} -PlaneGeometry.prototype = Object.create( Geometry.prototype ); -PlaneGeometry.prototype.constructor = PlaneGeometry; // PlaneBufferGeometry -function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { +var PlaneBufferGeometry = (function (BufferGeometry$$1) { + function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'PlaneBufferGeometry'; + this.type = 'PlaneBufferGeometry'; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; - width = width || 1; - height = height || 1; + width = width || 1; + height = height || 1; - var width_half = width / 2; - var height_half = height / 2; + var width_half = width / 2; + var height_half = height / 2; - var gridX = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( heightSegments ) || 1; + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; - var segment_width = width / gridX; - var segment_height = height / gridY; + var segment_width = width / gridX; + var segment_height = height / gridY; - var ix, iy; + var ix, iy; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( iy = 0; iy < gridY1; iy ++ ) { + for ( iy = 0; iy < gridY1; iy ++ ) { - var y = iy * segment_height - height_half; + var y = iy * segment_height - height_half; - for ( ix = 0; ix < gridX1; ix ++ ) { + for ( ix = 0; ix < gridX1; ix ++ ) { - var x = ix * segment_width - width_half; + var x = ix * segment_width - width_half; - vertices.push( x, - y, 0 ); + vertices.push( x, - y, 0 ); - normals.push( 0, 0, 1 ); + normals.push( 0, 0, 1 ); - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } } - } + // indices - // indices + for ( iy = 0; iy < gridY; iy ++ ) { - for ( iy = 0; iy < gridY; iy ++ ) { + for ( ix = 0; ix < gridX; ix ++ ) { - for ( ix = 0; ix < gridX; ix ++ ) { + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; - var a = ix + gridX1 * iy; - var b = ix + gridX1 * ( iy + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = ( ix + 1 ) + gridX1 * iy; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + if ( BufferGeometry$$1 ) PlaneBufferGeometry.__proto__ = BufferGeometry$$1; + PlaneBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; -PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + return PlaneBufferGeometry; +}(BufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -12681,77 +12842,80 @@ PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; var materialId = 0; -function Material() { +var Material = (function (EventDispatcher$$1) { + function Material() { - Object.defineProperty( this, 'id', { value: materialId ++ } ); + EventDispatcher$$1.call(this); - this.uuid = _Math.generateUUID(); + Object.defineProperty( this, 'id', { value: materialId ++ } ); - this.name = ''; - this.type = 'Material'; + this.uuid = _Math.generateUUID(); - this.fog = true; - this.lights = true; + this.name = ''; + this.type = 'Material'; - this.blending = NormalBlending; - this.side = FrontSide; - this.flatShading = false; - this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + this.fog = true; + this.lights = true; - this.opacity = 1; - this.transparent = false; + this.blending = NormalBlending; + this.side = FrontSide; + this.flatShading = false; + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; + this.opacity = 1; + this.transparent = false; - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; - this.shadowSide = null; + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; - this.colorWrite = true; + this.shadowSide = null; - this.precision = null; // override the renderer's default precision for this material + this.colorWrite = true; - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; + this.precision = null; // override the renderer's default precision for this material - this.dithering = false; + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; - this.alphaTest = 0; - this.premultipliedAlpha = false; + this.dithering = false; - this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + this.alphaTest = 0; + this.premultipliedAlpha = false; - this.visible = true; + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer - this.userData = {}; + this.visible = true; - this.needsUpdate = true; + this.userData = {}; -} + this.needsUpdate = true; -Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Material, + if ( EventDispatcher$$1 ) Material.__proto__ = EventDispatcher$$1; + Material.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + Material.prototype.constructor = Material; - isMaterial: true, + Material.prototype.onBeforeCompile = function onBeforeCompile () {}; - onBeforeCompile: function () {}, + Material.prototype.setValues = function setValues ( values ) { + var this$1 = this; - setValues: function ( values ) { - if ( values === undefined ) return; + if ( values === undefined ) { return; } for ( var key in values ) { @@ -12767,17 +12931,17 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), // 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; + console.warn( 'THREE.' + this$1.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this$1.flatShading = ( newValue === FlatShading ) ? true : false; continue; } - var currentValue = this[ key ]; + var currentValue = this$1[ key ]; if ( currentValue === undefined ) { - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + console.warn( "THREE." + this$1.type + ": '" + key + "' is not a property of this material." ); continue; } @@ -12793,19 +12957,19 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } else if ( key === 'overdraw' ) { // ensure overdraw is backwards-compatible with legacy boolean type - this[ key ] = Number( newValue ); + this$1[ key ] = Number( newValue ); } else { - this[ key ] = newValue; + this$1[ key ] = newValue; } } - }, + }; - toJSON: function ( meta ) { + Material.prototype.toJSON = function toJSON ( meta ) { var isRoot = ( meta === undefined || typeof meta === 'string' ); @@ -12830,24 +12994,24 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), data.uuid = this.uuid; data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + if ( this.name !== '' ) { data.name = this.name; } - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + 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.roughness !== undefined ) { data.roughness = this.roughness; } + if ( this.metalness !== undefined ) { data.metalness = this.metalness; } - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); } + if ( 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.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); } + if ( this.shininess !== undefined ) { data.shininess = this.shininess; } + if ( this.clearCoat !== undefined ) { data.clearCoat = this.clearCoat; } + if ( this.clearCoatRoughness !== undefined ) { data.clearCoatRoughness = this.clearCoatRoughness; } - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; } + if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; } + if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; } if ( this.aoMap && this.aoMap.isTexture ) { @@ -12879,11 +13043,11 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - 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.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.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 ) { @@ -12898,44 +13062,44 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), } - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + 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 !== NoColors ) data.vertexColors = this.vertexColors; + 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 !== NoColors ) { data.vertexColors = this.vertexColors; } - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; + 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; // rotation (SpriteMaterial) - if ( this.rotation !== 0 ) data.rotation = this.rotation; + if ( this.rotation !== 0 ) { data.rotation = this.rotation; } - if ( 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.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.dithering === true ) { data.dithering = true; } - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + 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.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.skinning === true ) data.skinning = true; + if ( this.morphTargets === true ) { data.morphTargets = true; } + if ( this.skinning === true ) { data.skinning = true; } - if ( this.visible === false ) data.visible = false; - if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + if ( this.visible === false ) { data.visible = false; } + if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; } // TODO: Copied from Object3D.toJSON @@ -12960,22 +13124,22 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; + if ( textures.length > 0 ) { data.textures = textures; } + if ( images.length > 0 ) { data.images = images; } } return data; - }, + }; - clone: function () { + Material.prototype.clone = function clone () { return new this.constructor().copy( this ); - }, + }; - copy: function ( source ) { + Material.prototype.copy = function copy ( source ) { this.name = source.name; @@ -13031,7 +13195,7 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), dstPlanes = new Array( n ); for ( var i = 0; i !== n; ++ i ) - dstPlanes[ i ] = srcPlanes[ i ].clone(); + { dstPlanes[ i ] = srcPlanes[ i ].clone(); } } @@ -13041,15 +13205,18 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), return this; - }, + }; - dispose: function () { + Material.prototype.dispose = function dispose () { this.dispatchEvent( { type: 'dispose' } ); - } + }; -} ); + return Material; +}(EventDispatcher)); + +Material.prototype.isMaterial = true; /** * @author mrdoob / http://mrdoob.com/ @@ -13086,47 +13253,55 @@ Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), * } */ -function MeshBasicMaterial( parameters ) { +var MeshBasicMaterial = (function (Material$$1) { + function MeshBasicMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshBasicMaterial'; + this.type = 'MeshBasicMaterial'; - this.color = new Color( 0xffffff ); // emissive + this.color = new Color( 0xffffff ); // emissive - this.map = null; + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.specularMap = null; - this.specularMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; - this.skinning = false; - this.morphTargets = false; + this.lights = false; - this.lights = false; + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshBasicMaterial.__proto__ = Material$$1; + MeshBasicMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + + return MeshBasicMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshBasicMaterial.prototype = Object.create( Material.prototype ); -MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; MeshBasicMaterial.prototype.isMeshBasicMaterial = true; @@ -13186,65 +13361,73 @@ MeshBasicMaterial.prototype.copy = function ( source ) { * } */ -function ShaderMaterial( parameters ) { +var ShaderMaterial = (function (Material$$1) { + function ShaderMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'ShaderMaterial'; + this.type = 'ShaderMaterial'; - this.defines = {}; - this.uniforms = {}; + this.defines = {}; + this.uniforms = {}; - this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; - this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; - this.linewidth = 1; + this.linewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 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.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.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 - }; + 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 ] - }; + // 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.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; - if ( parameters !== undefined ) { + if ( parameters !== undefined ) { - if ( parameters.attributes !== undefined ) { + if ( parameters.attributes !== undefined ) { - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - } + } - this.setValues( parameters ); + this.setValues( parameters ); + + } } -} + if ( Material$$1 ) ShaderMaterial.__proto__ = Material$$1; + ShaderMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + ShaderMaterial.prototype.constructor = ShaderMaterial; + + return ShaderMaterial; +}(Material)); + + -ShaderMaterial.prototype = Object.create( Material.prototype ); -ShaderMaterial.prototype.constructor = ShaderMaterial; ShaderMaterial.prototype.isShaderMaterial = true; @@ -13292,863 +13475,849 @@ ShaderMaterial.prototype.toJSON = function ( meta ) { * @author bhouston / http://clara.io */ -function Ray( origin, direction ) { +var Ray = function Ray( origin, direction ) { this.origin = ( origin !== undefined ) ? origin : new Vector3(); this.direction = ( direction !== undefined ) ? direction : new Vector3(); -} +}; -Object.assign( Ray.prototype, { +Ray.prototype.set = function set ( origin, direction ) { - set: function ( origin, direction ) { + this.origin.copy( origin ); + this.direction.copy( direction ); - this.origin.copy( origin ); - this.direction.copy( direction ); + return this; - return this; +}; - }, +Ray.prototype.clone = function clone () { - clone: function () { + return new this.constructor().copy( this ); - return new this.constructor().copy( this ); +}; - }, +Ray.prototype.copy = function copy ( ray ) { - copy: function ( ray ) { + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); + return this; - return this; +}; - }, +Ray.prototype.at = function at ( t, target ) { - at: function ( t, target ) { + if ( target === undefined ) { - if ( target === undefined ) { + console.warn( 'THREE.Ray: .at() target is now required' ); + target = new Vector3(); - console.warn( 'THREE.Ray: .at() target is now required' ); - target = new Vector3(); + } - } + return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); - return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); +}; - }, +Ray.prototype.lookAt = function lookAt ( v ) { - lookAt: function ( v ) { + this.direction.copy( v ).sub( this.origin ).normalize(); - this.direction.copy( v ).sub( this.origin ).normalize(); + return this; - return this; +}; - }, +Ray.prototype.closestPointToPoint = function closestPointToPoint ( point, target ) { - recast: function () { + if ( target === undefined ) { - var v1 = new Vector3(); + console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); + target = new Vector3(); - return function recast( t ) { + } - this.origin.copy( this.at( t, v1 ) ); + target.subVectors( point, this.origin ); - return this; + var directionDistance = target.dot( this.direction ); - }; + if ( directionDistance < 0 ) { - }(), + return target.copy( this.origin ); - closestPointToPoint: function ( point, target ) { + } - if ( target === undefined ) { + return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); - target = new Vector3(); +}; - } +Ray.prototype.distanceToPoint = function distanceToPoint ( point ) { - target.subVectors( point, this.origin ); + return Math.sqrt( this.distanceSqToPoint( point ) ); - var directionDistance = target.dot( this.direction ); +}; - if ( directionDistance < 0 ) { +Ray.prototype.intersectsSphere = function intersectsSphere ( sphere ) { - return target.copy( this.origin ); + return this.distanceToPoint( sphere.center ) <= sphere.radius; - } +}; - return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); +Ray.prototype.distanceToPlane = function distanceToPlane ( plane ) { - }, + var denominator = plane.normal.dot( this.direction ); - distanceToPoint: function ( point ) { + if ( denominator === 0 ) { - return Math.sqrt( this.distanceSqToPoint( point ) ); + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { - }, + return 0; - distanceSqToPoint: function () { + } - var v1 = new Vector3(); + // Null is preferable to undefined since undefined means.... it is undefined - return function distanceSqToPoint( point ) { + return null; - var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + } - // point behind the ray + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - if ( directionDistance < 0 ) { + // Return if the ray never intersects the plane - return this.origin.distanceToSquared( point ); + return t >= 0 ? t : null; - } +}; - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); +Ray.prototype.intersectPlane = function intersectPlane ( plane, target ) { - return v1.distanceToSquared( point ); + var t = this.distanceToPlane( plane ); - }; + if ( t === null ) { - }(), + return null; - distanceSqToSegment: function () { + } - var segCenter = new Vector3(); - var segDir = new Vector3(); - var diff = new Vector3(); + return this.at( t, target ); - return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { +}; - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment +Ray.prototype.intersectsPlane = function intersectsPlane ( plane ) { - segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - segDir.copy( v1 ).sub( v0 ).normalize(); - diff.copy( this.origin ).sub( segCenter ); + // check if the ray lies on the plane first - 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; + var distToPoint = plane.distanceToPoint( this.origin ); - if ( det > 0 ) { + if ( distToPoint === 0 ) { - // The ray and segment are not parallel. + return true; - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; + } - if ( s0 >= 0 ) { + var denominator = plane.normal.dot( this.direction ); - if ( s1 >= - extDet ) { + if ( denominator * distToPoint < 0 ) { - if ( s1 <= extDet ) { + return true; - // 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; + // ray origin is behind the plane (and is pointing behind it) - } else { + return false; - // region 1 +}; - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; +Ray.prototype.intersectBox = function intersectBox ( box, target ) { - } + var tmin, tmax, tymin, tymax, tzmin, tzmax; - } else { + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; - // region 5 + var origin = this.origin; - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + if ( invdirx >= 0 ) { - } + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; - } else { + } else { - if ( s1 <= - extDet ) { + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; - // 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; + if ( invdiry >= 0 ) { - } else if ( s1 <= extDet ) { + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; - // region 3 + } else { - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; - } else { + } - // region 2 + if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; } - 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; + // 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; } - } else { + if ( invdirz >= 0 ) { - // Ray and segment are parallel. + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + } else { - } + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; - if ( optionalPointOnRay ) { + } - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; } - } + if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; } - if ( optionalPointOnSegment ) { + if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; } - optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + //return point closest to the ray (positive side) - } + if ( tmax < 0 ) { return null; } - return sqrDist; + return this.at( tmin >= 0 ? tmin : tmax, target ); - }; +}; - }(), +Ray.prototype.applyMatrix4 = function applyMatrix4 ( matrix4 ) { - intersectSphere: function () { + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); - var v1 = new Vector3(); + return this; - return function intersectSphere( sphere, target ) { +}; - v1.subVectors( sphere.center, this.origin ); - var tca = v1.dot( this.direction ); - var d2 = v1.dot( v1 ) - tca * tca; - var radius2 = sphere.radius * sphere.radius; +Ray.prototype.equals = function equals ( ray ) { - if ( d2 > radius2 ) return null; + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - var thc = Math.sqrt( radius2 - d2 ); +}; - // t0 = first intersect point - entrance on front of sphere - var t0 = tca - thc; +Ray.prototype.recast = function () { - // t1 = second intersect point - exit point on back of sphere - var t1 = tca + thc; + var v1 = new Vector3(); - // test to see if both t0 and t1 are behind the ray - if so, return null - if ( t0 < 0 && t1 < 0 ) return null; + return function recast( t ) { - // 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 ); + this.origin.copy( this.at( t, v1 ) ); - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); + return this; - }; + }; - }(), +}(); - intersectsSphere: function ( sphere ) { +Ray.prototype.distanceSqToPoint = function () { - return this.distanceToPoint( sphere.center ) <= sphere.radius; + var v1 = new Vector3(); - }, + return function distanceSqToPoint( point ) { - distanceToPlane: function ( plane ) { + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); - var denominator = plane.normal.dot( this.direction ); + // point behind the ray - if ( denominator === 0 ) { + if ( directionDistance < 0 ) { - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { + return this.origin.distanceToSquared( point ); - return 0; + } - } + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - // Null is preferable to undefined since undefined means.... it is undefined + return v1.distanceToSquared( point ); - return null; + }; - } +}(); - var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; +Ray.prototype.distanceSqToSegment = function () { - // Return if the ray never intersects the plane + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); - return t >= 0 ? t : null; + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { - }, + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment - intersectPlane: function ( plane, target ) { + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); - var t = this.distanceToPlane( plane ); + 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 ( t === null ) { + if ( det > 0 ) { - return null; + // The ray and segment are not parallel. - } + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; - return this.at( t, target ); + if ( s0 >= 0 ) { - }, + if ( s1 >= - extDet ) { - intersectsPlane: function ( plane ) { + if ( s1 <= extDet ) { - // check if the ray lies on the plane first + // region 0 + // Minimum at interior points of ray and segment. - var distToPoint = plane.distanceToPoint( this.origin ); + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - if ( distToPoint === 0 ) { + } else { - return true; + // region 1 - } + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - var denominator = plane.normal.dot( this.direction ); + } - if ( denominator * distToPoint < 0 ) { + } else { - return true; + // region 5 - } + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - // ray origin is behind the plane (and is pointing behind it) + } - return false; + } else { - }, + if ( s1 <= - extDet ) { - intersectBox: function ( box, target ) { + // region 4 - var tmin, tmax, tymin, tymax, tzmin, tzmax; + 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; - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; + } else if ( s1 <= extDet ) { - var origin = this.origin; + // region 3 - if ( invdirx >= 0 ) { + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; + } else { - } else { + // region 2 - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; + 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; - } - - 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; + // Ray and segment are parallel. - // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + } - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + if ( optionalPointOnRay ) { - if ( invdirz >= 0 ) { + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; + } - } else { + if ( optionalPointOnSegment ) { - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); } - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + return sqrDist; - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + }; - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; +}(); - //return point closest to the ray (positive side) +Ray.prototype.intersectSphere = function () { - if ( tmax < 0 ) return null; + var v1 = new Vector3(); - return this.at( tmin >= 0 ? tmin : tmax, target ); + return function intersectSphere( sphere, target ) { - }, + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; - intersectsBox: ( function () { + if ( d2 > radius2 ) { return null; } - var v = new Vector3(); + var thc = Math.sqrt( radius2 - d2 ); - return function intersectsBox( box ) { + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; - return this.intersectBox( box, v ) !== null; + // 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 ); } - intersectTriangle: function () { + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); - // Compute the offset origin, edges, and normal. - var diff = new Vector3(); - var edge1 = new Vector3(); - var edge2 = new Vector3(); - var normal = new Vector3(); + }; - return function intersectTriangle( a, b, c, backfaceCulling, target ) { +}(); - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h +Ray.prototype.intersectsBox = ( function () { - edge1.subVectors( b, a ); - edge2.subVectors( c, a ); - normal.crossVectors( edge1, edge2 ); + var v = new Vector3(); - // 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; + return function intersectsBox( box ) { - if ( DdN > 0 ) { + return this.intersectBox( box, v ) !== null; - if ( backfaceCulling ) return null; - sign = 1; + }; - } else if ( DdN < 0 ) { +} )(); - sign = - 1; - DdN = - DdN; +Ray.prototype.intersectTriangle = function () { - } else { + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); - return null; + return function intersectTriangle( a, b, c, backfaceCulling, target ) { - } + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h - diff.subVectors( this.origin, a ); - var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { + // 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; - return null; + if ( DdN > 0 ) { - } + if ( backfaceCulling ) { return null; } + sign = 1; - var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + } else if ( DdN < 0 ) { - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { + sign = - 1; + DdN = - DdN; - return null; + } else { - } + return null; - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { + } - return null; + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); - } + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { - // Line intersects triangle, check if ray does. - var QdN = - sign * diff.dot( normal ); + return null; - // t < 0, no intersection - if ( QdN < 0 ) { + } - return null; + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); - } + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { - // Ray intersects triangle. - return this.at( QdN / DdN, target ); + return null; - }; + } - }(), + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { - applyMatrix4: function ( matrix4 ) { + return null; - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); + } - return this; + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); - }, + // t < 0, no intersection + if ( QdN < 0 ) { - equals: function ( ray ) { + return null; - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + } - } + // Ray intersects triangle. + return this.at( QdN / DdN, target ); -} ); + }; + +}(); /** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */ -function Triangle( a, b, c ) { +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(); -} +}; -Object.assign( Triangle, { +Triangle.prototype.set = function set ( a, b, c ) { - getNormal: function () { + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); - var v0 = new Vector3(); + return this; - return function getNormal( a, b, c, target ) { +}; - if ( target === undefined ) { +Triangle.prototype.setFromPointsAndIndices = function setFromPointsAndIndices ( points, i0, i1, i2 ) { - console.warn( 'THREE.Triangle: .getNormal() target is now required' ); - target = new Vector3(); + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); - } + return this; - target.subVectors( c, b ); - v0.subVectors( a, b ); - target.cross( v0 ); +}; - var targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { +Triangle.prototype.clone = function clone () { - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + return new this.constructor().copy( this ); - } +}; - return target.set( 0, 0, 0 ); +Triangle.prototype.copy = function copy ( triangle ) { - }; + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); - }(), + return this; - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - getBarycoord: function () { +}; - var v0 = new Vector3(); - var v1 = new Vector3(); - var v2 = new Vector3(); +Triangle.prototype.getMidpoint = function getMidpoint ( target ) { - return function getBarycoord( point, a, b, c, target ) { + if ( target === undefined ) { - v0.subVectors( c, a ); - v1.subVectors( b, a ); - v2.subVectors( point, a ); + console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); + target = new Vector3(); - var dot00 = v0.dot( v0 ); - var dot01 = v0.dot( v1 ); - var dot02 = v0.dot( v2 ); - var dot11 = v1.dot( v1 ); - var dot12 = v1.dot( v2 ); + } - var denom = ( dot00 * dot11 - dot01 * dot01 ); + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - if ( target === undefined ) { +}; - console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); - target = new Vector3(); +Triangle.prototype.getNormal = function getNormal ( target ) { - } + return Triangle.getNormal( this.a, this.b, this.c, target ); - // 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 ); +Triangle.prototype.getPlane = function getPlane ( target ) { - } + if ( target === undefined ) { - var invDenom = 1 / denom; - var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + console.warn( 'THREE.Triangle: .getPlane() target is now required' ); + target = new Vector3(); - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); + } - }; + return target.setFromCoplanarPoints( this.a, this.b, this.c ); - }(), +}; - containsPoint: function () { +Triangle.prototype.getBarycoord = function getBarycoord ( point, target ) { - var v1 = new Vector3(); + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - return function containsPoint( point, a, b, c ) { +}; - Triangle.getBarycoord( point, a, b, c, v1 ); +Triangle.prototype.containsPoint = function containsPoint ( point ) { - return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); + return Triangle.containsPoint( point, this.a, this.b, this.c ); - }; +}; - }() +Triangle.prototype.intersectsBox = function intersectsBox ( box ) { -} ); + return box.intersectsTriangle( this ); -Object.assign( Triangle.prototype, { - - set: function ( a, b, c ) { +}; - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); +Triangle.prototype.equals = function equals ( triangle ) { - return this; + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); - }, +}; - setFromPointsAndIndices: function ( points, i0, i1, i2 ) { +Triangle.getNormal = function () { - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); + var v0 = new Vector3(); - return this; + return function getNormal( a, b, c, target ) { - }, + if ( target === undefined ) { - clone: function () { + console.warn( 'THREE.Triangle: .getNormal() target is now required' ); + target = new Vector3(); - return new this.constructor().copy( this ); + } - }, + target.subVectors( c, b ); + v0.subVectors( a, b ); + target.cross( v0 ); - copy: function ( triangle ) { + var targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); - return this; + } - }, + return target.set( 0, 0, 0 ); - getArea: function () { + }; - var v0 = new Vector3(); - var v1 = new Vector3(); +}(); - return function getArea() { +Triangle.getBarycoord = function () { - v0.subVectors( this.c, this.b ); - v1.subVectors( this.a, this.b ); + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); - return v0.cross( v1 ).length() * 0.5; + return function getBarycoord( point, a, b, c, target ) { - }; + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); - }(), + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); - getMidpoint: function ( target ) { + var denom = ( dot00 * dot11 - dot01 * dot01 ); if ( target === undefined ) { - console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); + console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); target = new Vector3(); } - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - - }, - - getNormal: function ( target ) { + // collinear or singular triangle + if ( denom === 0 ) { - return Triangle.getNormal( this.a, this.b, this.c, target ); + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return target.set( - 2, - 1, - 1 ); - }, - - getPlane: function ( target ) { + } - if ( target === undefined ) { + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; - console.warn( 'THREE.Triangle: .getPlane() target is now required' ); - target = new Vector3(); + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); - } + }; - return target.setFromCoplanarPoints( this.a, this.b, this.c ); +}(); - }, +Triangle.containsPoint = function () { - getBarycoord: function ( point, target ) { + var v1 = new Vector3(); - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + return function containsPoint( point, a, b, c ) { - }, + Triangle.getBarycoord( point, a, b, c, v1 ); - containsPoint: function ( point ) { + return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); - return Triangle.containsPoint( point, this.a, this.b, this.c ); + }; - }, +}(); - intersectsBox: function ( box ) { +Triangle.prototype.getArea = function () { - return box.intersectsTriangle( this ); + var v0 = new Vector3(); + var v1 = new Vector3(); - }, + return function getArea() { - closestPointToPoint: function () { + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); - var vab = new Vector3(); - var vac = new Vector3(); - var vbc = new Vector3(); - var vap = new Vector3(); - var vbp = new Vector3(); - var vcp = new Vector3(); + return v0.cross( v1 ).length() * 0.5; - return function closestPointToPoint( p, target ) { + }; - if ( target === undefined ) { +}(); - console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); - target = new Vector3(); +Triangle.prototype.closestPointToPoint = function () { - } + 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 a = this.a, b = this.b, c = this.c; - var v, w; + return function closestPointToPoint( p, target ) { - // 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. + if ( target === undefined ) { - 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 ) { + console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); + target = new Vector3(); - // vertex region of A; barycentric coords (1, 0, 0) - return target.copy( a ); + } - } + var a = this.a, b = this.b, c = this.c; + var v, w; - vbp.subVectors( p, b ); - var d3 = vab.dot( vbp ); - var d4 = vac.dot( vbp ); - if ( d3 >= 0 && d4 <= d3 ) { + // 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. - // vertex region of B; barycentric coords (0, 1, 0) - return target.copy( b ); + 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 ); - 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 ); + 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 ); - 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 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 ); - 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 ); + 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 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 + 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 ); - // 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 ); + } - }; + 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 - equals: function ( triangle ) { + } - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + // 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 ); - } + }; -} ); +}(); /** * @author mrdoob / http://mrdoob.com/ @@ -14157,36 +14326,35 @@ Object.assign( Triangle.prototype, { * @author jonobr1 / http://jonobr1.com/ */ -function Mesh( geometry, material ) { +var Mesh = (function (Object3D$$1) { + function Mesh( geometry, material ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Mesh'; + this.type = 'Mesh'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); - this.drawMode = TrianglesDrawMode; + this.drawMode = TrianglesDrawMode; - this.updateMorphTargets(); + this.updateMorphTargets(); -} - -Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Mesh, + } - isMesh: true, + if ( Object3D$$1 ) Mesh.__proto__ = Object3D$$1; + Mesh.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Mesh.prototype.constructor = Mesh; - setDrawMode: function ( value ) { + Mesh.prototype.setDrawMode = function setDrawMode ( value ) { this.drawMode = value; - }, + }; - copy: function ( source ) { + Mesh.prototype.copy = function copy ( source ) { - Object3D.prototype.copy.call( this, source ); + Object3D$$1.prototype.copy.call( this, source ); this.drawMode = source.drawMode; @@ -14204,9 +14372,11 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; + + Mesh.prototype.updateMorphTargets = function updateMorphTargets () { + var this$1 = this; - updateMorphTargets: function () { var geometry = this.geometry; var m, ml, name; @@ -14229,8 +14399,8 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { name = morphAttribute[ m ].name || String( m ); - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; + this$1.morphTargetInfluences.push( 0 ); + this$1.morphTargetDictionary[ name ] = m; } @@ -14251,8 +14421,8 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { name = morphTargets[ m ].name || String( m ); - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; + this$1.morphTargetInfluences.push( 0 ); + this$1.morphTargetDictionary[ name ] = m; } @@ -14260,260 +14430,271 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { } - }, - - raycast: ( function () { + }; - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + Mesh.prototype.clone = function clone () { - var vA = new Vector3(); - var vB = new Vector3(); - var vC = new Vector3(); + return new this.constructor( this.geometry, this.material ).copy( this ); - var tempA = new Vector3(); - var tempB = new Vector3(); - var tempC = new Vector3(); + }; - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); + return Mesh; +}(Object3D)); - var barycoord = new Vector3(); +Mesh.prototype.isMesh = true; - var intersectionPoint = new Vector3(); - var intersectionPointWorld = new Vector3(); +Mesh.prototype.raycast = function () { - function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - Triangle.getBarycoord( point, p1, p2, p3, barycoord ); + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); - uv1.multiplyScalar( barycoord.x ); - uv2.multiplyScalar( barycoord.y ); - uv3.multiplyScalar( barycoord.z ); + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); - uv1.add( uv2 ).add( uv3 ); + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - return uv1.clone(); + var barycoord = new Vector3(); - } + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); - function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { - var intersect; + Triangle.getBarycoord( point, p1, p2, p3, barycoord ); - if ( material.side === BackSide ) { + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + uv1.add( uv2 ).add( uv3 ); - } else { + return uv1.clone(); - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + } - } + function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { - if ( intersect === null ) return null; + var intersect; - intersectionPointWorld.copy( point ); - intersectionPointWorld.applyMatrix4( object.matrixWorld ); + if ( material.side === BackSide ) { - var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - if ( distance < raycaster.near || distance > raycaster.far ) return null; + } else { - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); } - function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) { + if ( intersect === null ) { return null; } - vA.fromBufferAttribute( position, a ); - vB.fromBufferAttribute( position, b ); - vC.fromBufferAttribute( position, c ); + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); - var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint ); + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); - if ( intersection ) { + if ( distance < raycaster.near || distance > raycaster.far ) { return null; } - if ( uv ) { + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; - uvA.fromBufferAttribute( uv, a ); - uvB.fromBufferAttribute( uv, b ); - uvC.fromBufferAttribute( uv, c ); + } - intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) { - } + vA.fromBufferAttribute( position, a ); + vB.fromBufferAttribute( position, b ); + vC.fromBufferAttribute( position, c ); - var face = new Face3( a, b, c ); - Triangle.getNormal( vA, vB, vC, face.normal ); + var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint ); - intersection.face = face; + if ( intersection ) { + + if ( uv ) { + + uvA.fromBufferAttribute( uv, a ); + uvB.fromBufferAttribute( uv, b ); + uvC.fromBufferAttribute( uv, c ); + + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); } - return intersection; + var face = new Face3( a, b, c ); + Triangle.getNormal( vA, vB, vC, face.normal ); + + intersection.face = face; } - return function raycast( raycaster, intersects ) { + return intersection; + + } - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; + return function raycast( raycaster, intersects ) { + var this$1 = this; - if ( material === undefined ) return; - // Checking boundingSphere distance to ray + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + if ( material === undefined ) { return; } - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + // Checking boundingSphere distance to ray - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); } - // + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + if ( raycaster.ray.intersectsSphere( sphere ) === false ) { return; } - // Check boundingBox before continuing + // - if ( geometry.boundingBox !== null ) { + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + // Check boundingBox before continuing - } + if ( geometry.boundingBox !== null ) { - var intersection; + if ( ray.intersectsBox( geometry.boundingBox ) === false ) { return; } - if ( geometry.isBufferGeometry ) { + } - var a, b, c; - var index = geometry.index; - var position = geometry.attributes.position; - var uv = geometry.attributes.uv; - var groups = geometry.groups; - var drawRange = geometry.drawRange; - var i, j, il, jl; - var group, groupMaterial; - var start, end; + var intersection; - if ( index !== null ) { + if ( geometry.isBufferGeometry ) { - // indexed buffer geometry + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var uv = geometry.attributes.uv; + var groups = geometry.groups; + var drawRange = geometry.drawRange; + var i, j, il, jl; + var group, groupMaterial; + var start, end; - if ( Array.isArray( material ) ) { + if ( index !== null ) { - for ( i = 0, il = groups.length; i < il; i ++ ) { + // indexed buffer geometry - group = groups[ i ]; - groupMaterial = material[ group.materialIndex ]; + if ( Array.isArray( material ) ) { - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + for ( i = 0, il = groups.length; i < il; i ++ ) { - for ( j = start, jl = end; j < jl; j += 3 ) { + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; - a = index.getX( j ); - b = index.getX( j + 1 ); - c = index.getX( j + 2 ); + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c ); + for ( j = start, jl = end; j < jl; j += 3 ) { - if ( intersection ) { + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); + intersection = checkBufferGeometryIntersection( this$1, groupMaterial, raycaster, ray, position, uv, a, b, c ); - } + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); } } - } else { + } - start = Math.max( 0, drawRange.start ); - end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + } else { - for ( i = start, il = end; i < il; i += 3 ) { + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - a = index.getX( i ); - b = index.getX( i + 1 ); - c = index.getX( i + 2 ); + for ( i = start, il = end; i < il; i += 3 ) { - intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c ); + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); - if ( intersection ) { + intersection = checkBufferGeometryIntersection( this$1, material, raycaster, ray, position, uv, a, b, c ); - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); + if ( intersection ) { - } + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); } } - } else if ( position !== undefined ) { + } - // non-indexed buffer geometry + } else if ( position !== undefined ) { - if ( Array.isArray( material ) ) { + // non-indexed buffer geometry - for ( i = 0, il = groups.length; i < il; i ++ ) { + if ( Array.isArray( material ) ) { - group = groups[ i ]; - groupMaterial = material[ group.materialIndex ]; + for ( i = 0, il = groups.length; i < il; i ++ ) { - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; - for ( j = start, jl = end; j < jl; j += 3 ) { + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - a = j; - b = j + 1; - c = j + 2; + for ( j = start, jl = end; j < jl; j += 3 ) { - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c ); + a = j; + b = j + 1; + c = j + 2; - if ( intersection ) { + intersection = checkBufferGeometryIntersection( this$1, groupMaterial, raycaster, ray, position, uv, a, b, c ); - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); + if ( intersection ) { - } + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); } } - } else { + } - start = Math.max( 0, drawRange.start ); - end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + } else { - for ( i = start, il = end; i < il; i += 3 ) { + start = Math.max( 0, drawRange.start ); + end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - a = i; - b = i + 1; - c = i + 2; + for ( i = start, il = end; i < il; i += 3 ) { - intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c ); + a = i; + b = i + 1; + c = i + 2; - if ( intersection ) { + intersection = checkBufferGeometryIntersection( this$1, material, raycaster, ray, position, uv, a, b, c ); - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); + if ( intersection ) { - } + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); } @@ -14521,104 +14702,98 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { } - } else if ( geometry.isGeometry ) { - - var fvA, fvB, fvC; - var isMultiMaterial = Array.isArray( material ); + } - var vertices = geometry.vertices; - var faces = geometry.faces; - var uvs; + } else if ( geometry.isGeometry ) { - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + var fvA, fvB, fvC; + var isMultiMaterial = Array.isArray( material ); - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + var vertices = geometry.vertices; + var faces = geometry.faces; + var uvs; - var face = faces[ f ]; - var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; } - if ( faceMaterial === undefined ) continue; + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; + var face = faces[ f ]; + var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; - if ( faceMaterial.morphTargets === true ) { + if ( faceMaterial === undefined ) { continue; } - var morphTargets = geometry.morphTargets; - var morphInfluences = this.morphTargetInfluences; + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; - vA.set( 0, 0, 0 ); - vB.set( 0, 0, 0 ); - vC.set( 0, 0, 0 ); + if ( faceMaterial.morphTargets === true ) { - for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + var morphTargets = geometry.morphTargets; + var morphInfluences = this$1.morphTargetInfluences; - var influence = morphInfluences[ t ]; + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); - if ( influence === 0 ) continue; + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { - var targets = morphTargets[ t ].vertices; + var influence = morphInfluences[ t ]; - vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); - vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); - vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + if ( influence === 0 ) { continue; } - } + var targets = morphTargets[ t ].vertices; - vA.add( fvA ); - vB.add( fvB ); - vC.add( fvC ); - - fvA = vA; - fvB = vB; - fvC = vC; + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); } - intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); - if ( intersection ) { + fvA = vA; + fvB = vB; + fvC = vC; - 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 = checkIntersection( this$1, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); - intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + 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.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); } + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + } } - }; - - }() ), - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); + } - } + }; -} ); +}(); /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { +var WebGLBackground = function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { var clearColor = new Color( 0x000000 ); var clearAlpha = 0; @@ -14741,13 +14916,13 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLBufferRenderer( gl, extensions, info, capabilities ) { +var WebGLBufferRenderer = function WebGLBufferRenderer( gl, extensions, info, capabilities ) { var mode; @@ -14798,19 +14973,19 @@ function WebGLBufferRenderer( gl, extensions, info, capabilities ) { this.render = render; this.renderInstances = renderInstances; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLCapabilities( gl, extensions, parameters ) { +var WebGLCapabilities = function WebGLCapabilities( gl, extensions, parameters ) { var maxAnisotropy; function getMaxAnisotropy() { - if ( maxAnisotropy !== undefined ) return maxAnisotropy; + if ( maxAnisotropy !== undefined ) { return maxAnisotropy; } var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); @@ -14833,7 +15008,7 @@ function WebGLCapabilities( gl, extensions, parameters ) { if ( precision === 'highp' ) { if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { return 'highp'; @@ -14846,7 +15021,7 @@ function WebGLCapabilities( gl, extensions, parameters ) { if ( precision === 'mediump' ) { if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { return 'mediump'; @@ -14912,13 +15087,13 @@ function WebGLCapabilities( gl, extensions, parameters ) { }; -} +}; /** * @author tschw */ -function WebGLClipping() { +var WebGLClipping = function WebGLClipping() { var scope = this, @@ -15071,13 +15246,13 @@ function WebGLClipping() { } -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLExtensions( gl ) { +var WebGLExtensions = function WebGLExtensions( gl ) { var extensions = {}; @@ -15130,13 +15305,13 @@ function WebGLExtensions( gl ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLGeometries( gl, attributes, info ) { +var WebGLGeometries = function WebGLGeometries( gl, attributes, info ) { var geometries = {}; var wireframeAttributes = {}; @@ -15181,7 +15356,7 @@ function WebGLGeometries( gl, attributes, info ) { var buffergeometry = geometries[ geometry.id ]; - if ( buffergeometry ) return buffergeometry; + if ( buffergeometry ) { return buffergeometry; } geometry.addEventListener( 'dispose', onGeometryDispose ); @@ -15248,7 +15423,7 @@ function WebGLGeometries( gl, attributes, info ) { var attribute = wireframeAttributes[ geometry.id ]; - if ( attribute ) return attribute; + if ( attribute ) { return attribute; } var indices = []; @@ -15308,13 +15483,13 @@ function WebGLGeometries( gl, attributes, info ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { +var WebGLIndexedBufferRenderer = function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { var mode; @@ -15375,13 +15550,13 @@ function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { this.render = render; this.renderInstances = renderInstances; -} +}; /** * @author Mugen87 / https://github.com/Mugen87 */ -function WebGLInfo( gl ) { +var WebGLInfo = function WebGLInfo( gl ) { var memory = { geometries: 0, @@ -15456,7 +15631,7 @@ function WebGLInfo( gl ) { update: update }; -} +}; /** * @author mrdoob / http://mrdoob.com/ @@ -15468,7 +15643,7 @@ function absNumericalSort( a, b ) { } -function WebGLMorphtargets( gl ) { +var WebGLMorphtargets = function WebGLMorphtargets( gl ) { var influencesList = {}; var morphInfluences = new Float32Array( 8 ); @@ -15508,8 +15683,8 @@ function WebGLMorphtargets( gl ) { if ( influence[ 1 ] !== 0 ) { - if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); - if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); } + if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); } } @@ -15541,8 +15716,8 @@ function WebGLMorphtargets( gl ) { if ( value ) { - if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); - if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); } + if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); } morphInfluences[ i ] = value; continue; @@ -15565,13 +15740,13 @@ function WebGLMorphtargets( gl ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLObjects( geometries, info ) { +var WebGLObjects = function WebGLObjects( geometries, info ) { var updateList = {}; @@ -15615,25 +15790,33 @@ function WebGLObjects( geometries, info ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { +var CubeTexture = (function (Texture$$1) { + function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + Texture$$1.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + + } + + if ( Texture$$1 ) CubeTexture.__proto__ = Texture$$1; + CubeTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + CubeTexture.prototype.constructor = CubeTexture; + + return CubeTexture; +}(Texture)); - this.flipY = false; -} -CubeTexture.prototype = Object.create( Texture.prototype ); -CubeTexture.prototype.constructor = CubeTexture; CubeTexture.prototype.isCubeTexture = true; @@ -15709,12 +15892,12 @@ var emptyCubeTexture = new CubeTexture(); // --- Base for inner nodes (including the root) --- -function UniformContainer() { +var UniformContainer = function UniformContainer() { this.seq = []; this.map = {}; -} +}; // --- Utilities --- @@ -15735,7 +15918,7 @@ function flatten( array, nBlocks, blockSize ) { var firstElem = array[ 0 ]; - if ( firstElem <= 0 || firstElem > 0 ) return array; + if ( firstElem <= 0 || firstElem > 0 ) { return array; } // unoptimized: ! isNaN( firstElem ) // see http://jacksondunstan.com/articles/983 @@ -15768,11 +15951,11 @@ function flatten( array, nBlocks, blockSize ) { function arraysEqual( a, b ) { - if ( a.length !== b.length ) return false; + if ( a.length !== b.length ) { return false; } for ( var i = 0, l = a.length; i < l; i ++ ) { - if ( a[ i ] !== b[ i ] ) return false; + if ( a[ i ] !== b[ i ] ) { return false; } } @@ -15804,7 +15987,7 @@ function allocTexUnits( renderer, n ) { } for ( var i = 0; i !== n; ++ i ) - r[ i ] = renderer.allocTextureUnit(); + { r[ i ] = renderer.allocTextureUnit(); } return r; @@ -15821,7 +16004,7 @@ function setValue1f( gl, v ) { var cache = this.cache; - if ( cache[ 0 ] === v ) return; + if ( cache[ 0 ] === v ) { return; } gl.uniform1f( this.addr, v ); @@ -15833,7 +16016,7 @@ function setValue1i( gl, v ) { var cache = this.cache; - if ( cache[ 0 ] === v ) return; + if ( cache[ 0 ] === v ) { return; } gl.uniform1i( this.addr, v ); @@ -15860,7 +16043,7 @@ function setValue2fv( gl, v ) { } else { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform2fv( this.addr, v ); @@ -15900,7 +16083,7 @@ function setValue3fv( gl, v ) { } else { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform3fv( this.addr, v ); @@ -15929,7 +16112,7 @@ function setValue4fv( gl, v ) { } else { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform4fv( this.addr, v ); @@ -15948,7 +16131,7 @@ function setValue2fm( gl, v ) { if ( elements === undefined ) { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniformMatrix2fv( this.addr, false, v ); @@ -15956,7 +16139,7 @@ function setValue2fm( gl, v ) { } else { - if ( arraysEqual( cache, elements ) ) return; + if ( arraysEqual( cache, elements ) ) { return; } mat2array.set( elements ); @@ -15975,7 +16158,7 @@ function setValue3fm( gl, v ) { if ( elements === undefined ) { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniformMatrix3fv( this.addr, false, v ); @@ -15983,7 +16166,7 @@ function setValue3fm( gl, v ) { } else { - if ( arraysEqual( cache, elements ) ) return; + if ( arraysEqual( cache, elements ) ) { return; } mat3array.set( elements ); @@ -16002,7 +16185,7 @@ function setValue4fm( gl, v ) { if ( elements === undefined ) { - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniformMatrix4fv( this.addr, false, v ); @@ -16010,7 +16193,7 @@ function setValue4fm( gl, v ) { } else { - if ( arraysEqual( cache, elements ) ) return; + if ( arraysEqual( cache, elements ) ) { return; } mat4array.set( elements ); @@ -16062,7 +16245,7 @@ function setValue2iv( gl, v ) { var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform2iv( this.addr, v ); @@ -16074,7 +16257,7 @@ function setValue3iv( gl, v ) { var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform3iv( this.addr, v ); @@ -16086,7 +16269,7 @@ function setValue4iv( gl, v ) { var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform4iv( this.addr, v ); @@ -16127,7 +16310,7 @@ function setValue1fv( gl, v ) { var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform1fv( this.addr, v ); @@ -16138,7 +16321,7 @@ function setValue1iv( gl, v ) { var cache = this.cache; - if ( arraysEqual( cache, v ) ) return; + if ( arraysEqual( cache, v ) ) { return; } gl.uniform1iv( this.addr, v ); @@ -16153,7 +16336,7 @@ function setValueV2a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 2 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniform2fv( this.addr, data ); @@ -16166,7 +16349,7 @@ function setValueV3a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 3 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniform3fv( this.addr, data ); @@ -16179,7 +16362,7 @@ function setValueV4a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 4 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniform4fv( this.addr, data ); @@ -16194,7 +16377,7 @@ function setValueM2a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 4 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniformMatrix2fv( this.addr, false, data ); @@ -16207,7 +16390,7 @@ function setValueM3a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 9 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniformMatrix3fv( this.addr, false, data ); @@ -16220,7 +16403,7 @@ function setValueM4a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 16 ); - if ( arraysEqual( cache, data ) ) return; + if ( arraysEqual( cache, data ) ) { return; } gl.uniformMatrix4fv( this.addr, false, data ); @@ -16303,7 +16486,7 @@ function getPureArraySetter( type ) { // --- Uniform Classes --- -function SingleUniform( id, activeInfo, addr ) { +var SingleUniform = function SingleUniform( id, activeInfo, addr ) { this.id = id; this.addr = addr; @@ -16312,9 +16495,9 @@ function SingleUniform( id, activeInfo, addr ) { // this.path = activeInfo.name; // DEBUG -} +}; -function PureArrayUniform( id, activeInfo, addr ) { +var PureArrayUniform = function PureArrayUniform( id, activeInfo, addr ) { this.id = id; this.addr = addr; @@ -16324,7 +16507,7 @@ function PureArrayUniform( id, activeInfo, addr ) { // this.path = activeInfo.name; // DEBUG -} +}; PureArrayUniform.prototype.updateCache = function ( data ) { @@ -16340,13 +16523,21 @@ PureArrayUniform.prototype.updateCache = function ( data ) { }; -function StructuredUniform( id ) { +var StructuredUniform = (function (UniformContainer) { + function StructuredUniform( id ) { - this.id = id; + UniformContainer.call(this); - UniformContainer.call( this ); // mix-in + this.id = id; // mix-in -} + } + + if ( UniformContainer ) StructuredUniform.__proto__ = UniformContainer; + StructuredUniform.prototype = Object.create( UniformContainer && UniformContainer.prototype ); + StructuredUniform.prototype.constructor = StructuredUniform; + + return StructuredUniform; +}(UniformContainer)); StructuredUniform.prototype.setValue = function ( gl, value, renderer ) { @@ -16400,7 +16591,7 @@ function parseUniform( activeInfo, addr, container ) { idIsIndex = match[ 2 ] === ']', subscript = match[ 3 ]; - if ( idIsIndex ) id = id | 0; // convert to integer + if ( idIsIndex ) { id = id | 0; } // convert to integer if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { @@ -16435,30 +16626,40 @@ function parseUniform( activeInfo, addr, container ) { // Root Container -function WebGLUniforms( gl, program, renderer ) { +var WebGLUniforms = (function (UniformContainer) { + function WebGLUniforms( gl, program, renderer ) { + var this$1 = this; + - UniformContainer.call( this ); + UniformContainer.call(this); - this.renderer = renderer; + this.renderer = renderer; - var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); - for ( var i = 0; i < n; ++ i ) { + for ( var i = 0; i < n; ++ i ) { - var info = gl.getActiveUniform( program, i ), - addr = gl.getUniformLocation( program, info.name ); + var info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); - parseUniform( info, addr, this ); + parseUniform( info, addr, this$1 ); + + } } -} + if ( UniformContainer ) WebGLUniforms.__proto__ = UniformContainer; + WebGLUniforms.prototype = Object.create( UniformContainer && UniformContainer.prototype ); + WebGLUniforms.prototype.constructor = WebGLUniforms; + + return WebGLUniforms; +}(UniformContainer)); WebGLUniforms.prototype.setValue = function ( gl, name, value ) { var u = this.map[ name ]; - if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + if ( u !== undefined ) { u.setValue( gl, value, this.renderer ); } }; @@ -16466,7 +16667,7 @@ WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { var v = object[ name ]; - if ( v !== undefined ) this.setValue( gl, name, v ); + if ( v !== undefined ) { this.setValue( gl, name, v ); } }; @@ -16498,7 +16699,7 @@ WebGLUniforms.seqWithValue = function ( seq, values ) { for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ]; - if ( u.id in values ) r.push( u ); + if ( u.id in values ) { r.push( u ); } } @@ -16649,7 +16850,7 @@ function generateDefines( defines ) { var value = defines[ name ]; - if ( value === false ) continue; + if ( value === false ) { continue; } chunks.push( '#define ' + name + ' ' + value ); @@ -16749,7 +16950,7 @@ function unrollLoops( string ) { } -function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) { +var WebGLProgram = function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) { var gl = renderer.context; @@ -17270,13 +17471,13 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, return this; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLPrograms( renderer, extensions, capabilities ) { +var WebGLPrograms = function WebGLPrograms( renderer, extensions, capabilities ) { var programs = []; @@ -17572,13 +17773,13 @@ function WebGLPrograms( renderer, extensions, capabilities ) { // Exposed for resource monitoring & error feedback via renderer.info: this.programs = programs; -} +}; /** * @author fordacious / fordacious.github.io */ -function WebGLProperties() { +var WebGLProperties = function WebGLProperties() { var properties = new WeakMap(); @@ -17622,7 +17823,7 @@ function WebGLProperties() { dispose: dispose }; -} +}; /** * @author mrdoob / http://mrdoob.com/ @@ -17673,7 +17874,7 @@ function reversePainterSortStable( a, b ) { } -function WebGLRenderList() { +var WebGLRenderList = function WebGLRenderList() { var renderItems = []; var renderItemsIndex = 0; @@ -17731,8 +17932,8 @@ function WebGLRenderList() { function sort() { - if ( opaque.length > 1 ) opaque.sort( painterSortStable ); - if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); } + if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); } } @@ -17746,9 +17947,9 @@ function WebGLRenderList() { sort: sort }; -} +}; -function WebGLRenderLists() { +var WebGLRenderLists = function WebGLRenderLists() { var lists = {}; @@ -17781,13 +17982,13 @@ function WebGLRenderLists() { dispose: dispose }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function UniformsCache() { +var UniformsCache = function UniformsCache() { var lights = {}; @@ -17878,11 +18079,11 @@ function UniformsCache() { }; -} +}; var count = 0; -function WebGLLights() { +var WebGLLights = function WebGLLights() { var cache = new UniformsCache(); @@ -18119,13 +18320,13 @@ function WebGLLights() { state: state }; -} +}; /** * @author Mugen87 / https://github.com/Mugen87 */ -function WebGLRenderState() { +var WebGLRenderState = function WebGLRenderState() { var lights = new WebGLLights(); @@ -18173,9 +18374,9 @@ function WebGLRenderState() { pushShadow: pushShadow }; -} +}; -function WebGLRenderStates() { +var WebGLRenderStates = function WebGLRenderStates() { var renderStates = {}; @@ -18219,7 +18420,7 @@ function WebGLRenderStates() { dispose: dispose }; -} +}; /** * @author mrdoob / http://mrdoob.com/ @@ -18244,37 +18445,45 @@ function WebGLRenderStates() { * } */ -function MeshDepthMaterial( parameters ) { +var MeshDepthMaterial = (function (Material$$1) { + function MeshDepthMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshDepthMaterial'; + this.type = 'MeshDepthMaterial'; - this.depthPacking = BasicDepthPacking; + this.depthPacking = BasicDepthPacking; - this.skinning = false; - this.morphTargets = false; + this.skinning = false; + this.morphTargets = false; - this.map = null; + this.map = null; - this.alphaMap = null; + this.alphaMap = null; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.fog = false; - this.lights = false; + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshDepthMaterial.__proto__ = Material$$1; + MeshDepthMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + + return MeshDepthMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshDepthMaterial.prototype = Object.create( Material.prototype ); -MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; MeshDepthMaterial.prototype.isMeshDepthMaterial = true; @@ -18325,36 +18534,44 @@ MeshDepthMaterial.prototype.copy = function ( source ) { * } */ -function MeshDistanceMaterial( parameters ) { +var MeshDistanceMaterial = (function (Material$$1) { + function MeshDistanceMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshDistanceMaterial'; + this.type = 'MeshDistanceMaterial'; - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; - this.skinning = false; - this.morphTargets = false; + this.skinning = false; + this.morphTargets = false; - this.map = null; + this.map = null; - this.alphaMap = null; + this.alphaMap = null; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.fog = false; - this.lights = false; + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshDistanceMaterial.__proto__ = Material$$1; + MeshDistanceMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; + + return MeshDistanceMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshDistanceMaterial.prototype = Object.create( Material.prototype ); -MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; @@ -18386,7 +18603,7 @@ MeshDistanceMaterial.prototype.copy = function ( source ) { * @author mrdoob / http://mrdoob.com/ */ -function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { +var WebGLShadowMap = function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { var _frustum = new Frustum(), _projScreenMatrix = new Matrix4(), @@ -18416,7 +18633,7 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { var cubeUps = [ new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),new Vector3( 0, 0, - 1 ) ]; var cube2DViewPorts = [ @@ -18468,10 +18685,10 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { this.render = function ( lights, scene, camera ) { - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + if ( scope.enabled === false ) { return; } + if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; } - if ( lights.length === 0 ) return; + if ( lights.length === 0 ) { return; } // TODO Clean up (needed in case of contextlost) var _gl = _renderer.context; @@ -18677,8 +18894,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { var variantIndex = 0; - if ( useMorphing ) variantIndex |= _MorphingFlag; - if ( useSkinning ) variantIndex |= _SkinningFlag; + if ( useMorphing ) { variantIndex |= _MorphingFlag; } + if ( useSkinning ) { variantIndex |= _SkinningFlag; } result = materialVariants[ variantIndex ]; @@ -18745,7 +18962,7 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { function renderObject( object, camera, shadowCamera, isPointLight ) { - if ( object.visible === false ) return; + if ( object.visible === false ) { return; } var visible = object.layers.test( camera.layers ); @@ -18797,13 +19014,13 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { } -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLState( gl, extensions, utils, capabilities ) { +var WebGLState = function WebGLState( gl, extensions, utils, capabilities ) { function ColorBuffer() { @@ -19039,8 +19256,8 @@ function WebGLState( gl, extensions, utils, capabilities ) { setFunc: function ( stencilFunc, stencilRef, stencilMask ) { if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); @@ -19054,9 +19271,9 @@ function WebGLState( gl, extensions, utils, capabilities ) { setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); @@ -19285,9 +19502,9 @@ function WebGLState( gl, extensions, utils, capabilities ) { compressedTextureFormats = []; if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || - extensions.get( 'WEBGL_compressed_texture_s3tc' ) || - extensions.get( 'WEBGL_compressed_texture_etc1' ) || - extensions.get( 'WEBGL_compressed_texture_astc' ) ) { + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) || + extensions.get( 'WEBGL_compressed_texture_astc' ) ) { var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); @@ -19462,7 +19679,7 @@ function WebGLState( gl, extensions, utils, capabilities ) { : enable( gl.CULL_FACE ); var flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; + if ( frontFaceCW ) { flipSided = ! flipSided; } setFlipSided( flipSided ); @@ -19539,7 +19756,7 @@ function WebGLState( gl, extensions, utils, capabilities ) { if ( width !== currentLineWidth ) { - if ( lineWidthAvailable ) gl.lineWidth( width ); + if ( lineWidthAvailable ) { gl.lineWidth( width ); } currentLineWidth = width; @@ -19588,7 +19805,7 @@ function WebGLState( gl, extensions, utils, capabilities ) { function activeTexture( webglSlot ) { - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + if ( webglSlot === undefined ) { webglSlot = gl.TEXTURE0 + maxTextures - 1; } if ( currentTextureSlot !== webglSlot ) { @@ -19755,13 +19972,13 @@ function WebGLState( gl, extensions, utils, capabilities ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { +var WebGLTextures = function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { var _videoTextures = {}; var _canvas; @@ -19811,7 +20028,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { - if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); } _canvas.width = _Math.floorPowerOfTwo( image.width ); _canvas.height = _Math.floorPowerOfTwo( image.height ); @@ -19831,7 +20048,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, function textureNeedsPowerOfTwo( texture ) { - if ( capabilities.isWebGL2 ) return false; + if ( capabilities.isWebGL2 ) { return false; } return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); @@ -19858,21 +20075,21 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, function getInternalFormat( glFormat, glType ) { - if ( ! capabilities.isWebGL2 ) return glFormat; + if ( ! capabilities.isWebGL2 ) { return glFormat; } if ( glFormat === _gl.RGB ) { - if ( glType === _gl.FLOAT ) return _gl.RGB32F; - if ( glType === _gl.HALF_FLOAT ) return _gl.RGB16F; - if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGB8; + if ( glType === _gl.FLOAT ) { return _gl.RGB32F; } + if ( glType === _gl.HALF_FLOAT ) { return _gl.RGB16F; } + if ( glType === _gl.UNSIGNED_BYTE ) { return _gl.RGB8; } } if ( glFormat === _gl.RGBA ) { - if ( glType === _gl.FLOAT ) return _gl.RGBA32F; - if ( glType === _gl.HALF_FLOAT ) return _gl.RGBA16F; - if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGBA8; + if ( glType === _gl.FLOAT ) { return _gl.RGBA32F; } + if ( glType === _gl.HALF_FLOAT ) { return _gl.RGBA16F; } + if ( glType === _gl.UNSIGNED_BYTE ) { return _gl.RGBA8; } } @@ -19942,7 +20159,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, // 2D texture - if ( textureProperties.__webglInit === undefined ) return; + if ( textureProperties.__webglInit === undefined ) { return; } _gl.deleteTexture( textureProperties.__webglTexture ); @@ -19958,7 +20175,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, var renderTargetProperties = properties.get( renderTarget ); var textureProperties = properties.get( renderTarget.texture ); - if ( ! renderTarget ) return; + if ( ! renderTarget ) { return; } if ( textureProperties.__webglTexture !== undefined ) { @@ -19977,14 +20194,14 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, for ( var i = 0; i < 6; i ++ ) { _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); } } } else { _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); } } @@ -20001,7 +20218,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, var textureProperties = properties.get( texture ); - if ( texture.isVideoTexture ) updateVideoTexture( texture ); + if ( texture.isVideoTexture ) { updateVideoTexture( texture ); } if ( texture.version > 0 && textureProperties.__version !== texture.version ) { @@ -20144,7 +20361,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, textureProperties.__version = texture.version; - if ( texture.onUpdate ) texture.onUpdate( texture ); + if ( texture.onUpdate ) { texture.onUpdate( texture ); } } else { @@ -20202,8 +20419,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, if ( extension ) { - if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return; + if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; } + if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; } if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { @@ -20262,7 +20479,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, if ( texture.type === FloatType ) { - if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); + if ( ! capabilities.isWebGL2 ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); } glInternalFormat = _gl.DEPTH_COMPONENT32F; } else if ( capabilities.isWebGL2 ) { @@ -20400,7 +20617,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, textureProperties.__version = texture.version; - if ( texture.onUpdate ) texture.onUpdate( texture ); + if ( texture.onUpdate ) { texture.onUpdate( texture ); } } @@ -20449,7 +20666,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, function setupDepthTexture( framebuffer, renderTarget ) { var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); - if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); } _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); @@ -20499,7 +20716,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, if ( renderTarget.depthTexture ) { - if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); } setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); @@ -20651,76 +20868,76 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, this.setupRenderTarget = setupRenderTarget; this.updateRenderTargetMipmap = updateRenderTargetMipmap; -} +}; /** * @author thespite / http://www.twitter.com/thespite */ -function WebGLUtils( gl, extensions, capabilities ) { +var WebGLUtils = function WebGLUtils( gl, extensions, capabilities ) { function convert( p ) { var extension; - if ( p === RepeatWrapping ) return gl.REPEAT; - if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; - if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; + if ( p === RepeatWrapping ) { return gl.REPEAT; } + if ( p === ClampToEdgeWrapping ) { return gl.CLAMP_TO_EDGE; } + if ( p === MirroredRepeatWrapping ) { return gl.MIRRORED_REPEAT; } - if ( p === NearestFilter ) return gl.NEAREST; - if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; - if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; + if ( p === NearestFilter ) { return gl.NEAREST; } + if ( p === NearestMipMapNearestFilter ) { return gl.NEAREST_MIPMAP_NEAREST; } + if ( p === NearestMipMapLinearFilter ) { return gl.NEAREST_MIPMAP_LINEAR; } - if ( p === LinearFilter ) return gl.LINEAR; - if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; - if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; + if ( p === LinearFilter ) { return gl.LINEAR; } + if ( p === LinearMipMapNearestFilter ) { return gl.LINEAR_MIPMAP_NEAREST; } + if ( p === LinearMipMapLinearFilter ) { return gl.LINEAR_MIPMAP_LINEAR; } - if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; - if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; - if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; - if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; + if ( p === UnsignedByteType ) { return gl.UNSIGNED_BYTE; } + if ( p === UnsignedShort4444Type ) { return gl.UNSIGNED_SHORT_4_4_4_4; } + if ( p === UnsignedShort5551Type ) { return gl.UNSIGNED_SHORT_5_5_5_1; } + if ( p === UnsignedShort565Type ) { return gl.UNSIGNED_SHORT_5_6_5; } - if ( p === ByteType ) return gl.BYTE; - if ( p === ShortType ) return gl.SHORT; - if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; - if ( p === IntType ) return gl.INT; - if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; - if ( p === FloatType ) return gl.FLOAT; + if ( p === ByteType ) { return gl.BYTE; } + if ( p === ShortType ) { return gl.SHORT; } + if ( p === UnsignedShortType ) { return gl.UNSIGNED_SHORT; } + if ( p === IntType ) { return gl.INT; } + if ( p === UnsignedIntType ) { return gl.UNSIGNED_INT; } + if ( p === FloatType ) { return gl.FLOAT; } if ( p === HalfFloatType ) { - if ( capabilities.isWebGL2 ) return gl.HALF_FLOAT; + if ( capabilities.isWebGL2 ) { return gl.HALF_FLOAT; } extension = extensions.get( 'OES_texture_half_float' ); - if ( extension !== null ) return extension.HALF_FLOAT_OES; + if ( extension !== null ) { return extension.HALF_FLOAT_OES; } } - if ( p === AlphaFormat ) return gl.ALPHA; - if ( p === RGBFormat ) return gl.RGB; - if ( p === RGBAFormat ) return gl.RGBA; - if ( p === LuminanceFormat ) return gl.LUMINANCE; - if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; - if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + if ( p === AlphaFormat ) { return gl.ALPHA; } + if ( p === RGBFormat ) { return gl.RGB; } + if ( p === RGBAFormat ) { return gl.RGBA; } + if ( p === LuminanceFormat ) { return gl.LUMINANCE; } + if ( p === LuminanceAlphaFormat ) { return gl.LUMINANCE_ALPHA; } + if ( p === DepthFormat ) { return gl.DEPTH_COMPONENT; } + if ( p === DepthStencilFormat ) { return gl.DEPTH_STENCIL; } - if ( p === AddEquation ) return gl.FUNC_ADD; - if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; - if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; + if ( p === AddEquation ) { return gl.FUNC_ADD; } + if ( p === SubtractEquation ) { return gl.FUNC_SUBTRACT; } + if ( p === ReverseSubtractEquation ) { return gl.FUNC_REVERSE_SUBTRACT; } - if ( p === ZeroFactor ) return gl.ZERO; - if ( p === OneFactor ) return gl.ONE; - if ( p === SrcColorFactor ) return gl.SRC_COLOR; - if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; - if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; - if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; - if ( p === DstAlphaFactor ) return gl.DST_ALPHA; - if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; + if ( p === ZeroFactor ) { return gl.ZERO; } + if ( p === OneFactor ) { return gl.ONE; } + if ( p === SrcColorFactor ) { return gl.SRC_COLOR; } + if ( p === OneMinusSrcColorFactor ) { return gl.ONE_MINUS_SRC_COLOR; } + if ( p === SrcAlphaFactor ) { return gl.SRC_ALPHA; } + if ( p === OneMinusSrcAlphaFactor ) { return gl.ONE_MINUS_SRC_ALPHA; } + if ( p === DstAlphaFactor ) { return gl.DST_ALPHA; } + if ( p === OneMinusDstAlphaFactor ) { return gl.ONE_MINUS_DST_ALPHA; } - if ( p === DstColorFactor ) return gl.DST_COLOR; - if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; - if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; + if ( p === DstColorFactor ) { return gl.DST_COLOR; } + if ( p === OneMinusDstColorFactor ) { return gl.ONE_MINUS_DST_COLOR; } + if ( p === SrcAlphaSaturateFactor ) { return gl.SRC_ALPHA_SATURATE; } if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { @@ -20729,10 +20946,10 @@ function WebGLUtils( gl, extensions, capabilities ) { if ( extension !== null ) { - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + if ( p === RGB_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; } } @@ -20745,10 +20962,10 @@ function WebGLUtils( gl, extensions, capabilities ) { if ( extension !== null ) { - if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + if ( p === RGB_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; } } @@ -20758,7 +20975,7 @@ function WebGLUtils( gl, extensions, capabilities ) { extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; } } @@ -20782,8 +20999,8 @@ function WebGLUtils( gl, extensions, capabilities ) { if ( capabilities.isWebGL2 ) { - if ( p === MinEquation ) return gl.MIN; - if ( p === MaxEquation ) return gl.MAX; + if ( p === MinEquation ) { return gl.MIN; } + if ( p === MaxEquation ) { return gl.MAX; } } @@ -20791,8 +21008,8 @@ function WebGLUtils( gl, extensions, capabilities ) { if ( extension !== null ) { - if ( p === MinEquation ) return extension.MIN_EXT; - if ( p === MaxEquation ) return extension.MAX_EXT; + if ( p === MinEquation ) { return extension.MIN_EXT; } + if ( p === MaxEquation ) { return extension.MAX_EXT; } } @@ -20800,11 +21017,11 @@ function WebGLUtils( gl, extensions, capabilities ) { if ( p === UnsignedInt248Type ) { - if ( capabilities.isWebGL2 ) return gl.UNSIGNED_INT_24_8; + if ( capabilities.isWebGL2 ) { return gl.UNSIGNED_INT_24_8; } extension = extensions.get( 'WEBGL_depth_texture' ); - if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; + if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; } } @@ -20814,27 +21031,29 @@ function WebGLUtils( gl, extensions, capabilities ) { return { convert: convert }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function Group() { - - Object3D.call( this ); +var Group = (function (Object3D$$1) { + function Group() { - this.type = 'Group'; + Object3D$$1.call(this); -} + this.type = 'Group'; -Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Group, + if ( Object3D$$1 ) Group.__proto__ = Object3D$$1; + Group.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Group.prototype.constructor = Group; - isGroup: true + return Group; +}(Object3D)); -} ); +Group.prototype.isGroup = true; /** * @author mrdoob / http://mrdoob.com/ @@ -20843,38 +21062,37 @@ Group.prototype = Object.assign( Object.create( Object3D.prototype ), { * @author tschw */ -function PerspectiveCamera( fov, aspect, near, far ) { +var PerspectiveCamera = (function (Camera$$1) { + function PerspectiveCamera( fov, aspect, near, far ) { - Camera.call( this ); + Camera$$1.call(this); - this.type = 'PerspectiveCamera'; + this.type = 'PerspectiveCamera'; - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; + 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.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.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.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 ), { + this.updateProjectionMatrix(); - constructor: PerspectiveCamera, + } - isPerspectiveCamera: true, + if ( Camera$$1 ) PerspectiveCamera.__proto__ = Camera$$1; + PerspectiveCamera.prototype = Object.create( Camera$$1 && Camera$$1.prototype ); + PerspectiveCamera.prototype.constructor = PerspectiveCamera; - copy: function ( source, recursive ) { + PerspectiveCamera.prototype.copy = function copy ( source, recursive ) { - Camera.prototype.copy.call( this, source, recursive ); + Camera$$1.prototype.copy.call( this, source, recursive ); this.fov = source.fov; this.zoom = source.zoom; @@ -20891,7 +21109,7 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), return this; - }, + }; /** * Sets the FOV by focal length in respect to the current .filmGauge. @@ -20901,7 +21119,7 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), * * Values for focal length and film gauge must have the same unit. */ - setFocalLength: function ( focalLength ) { + PerspectiveCamera.prototype.setFocalLength = function setFocalLength ( focalLength ) { // see http://www.bobatkins.com/photography/technical/field_of_view.html var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; @@ -20909,39 +21127,39 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); this.updateProjectionMatrix(); - }, + }; /** * Calculates the focal length from the current .fov and .filmGauge. */ - getFocalLength: function () { + PerspectiveCamera.prototype.getFocalLength = function getFocalLength () { var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); return 0.5 * this.getFilmHeight() / vExtentSlope; - }, + }; - getEffectiveFOV: function () { + PerspectiveCamera.prototype.getEffectiveFOV = function getEffectiveFOV () { return _Math.RAD2DEG * 2 * Math.atan( Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - }, + }; - getFilmWidth: function () { + PerspectiveCamera.prototype.getFilmWidth = function getFilmWidth () { // film not completely covered in portrait format (aspect < 1) return this.filmGauge * Math.min( this.aspect, 1 ); - }, + }; - getFilmHeight: function () { + PerspectiveCamera.prototype.getFilmHeight = function getFilmHeight () { // 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 @@ -20978,7 +21196,7 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), * * Note there is no reason monitors have to be the same size or in a grid. */ - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + PerspectiveCamera.prototype.setViewOffset = function setViewOffset ( fullWidth, fullHeight, x, y, width, height ) { this.aspect = fullWidth / fullHeight; @@ -21006,9 +21224,9 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), this.updateProjectionMatrix(); - }, + }; - clearViewOffset: function () { + PerspectiveCamera.prototype.clearViewOffset = function clearViewOffset () { if ( this.view !== null ) { @@ -21018,9 +21236,9 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), this.updateProjectionMatrix(); - }, + }; - updateProjectionMatrix: function () { + PerspectiveCamera.prototype.updateProjectionMatrix = function updateProjectionMatrix () { var near = this.near, top = near * Math.tan( @@ -21043,13 +21261,13 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), } var skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); } this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - }, + }; - toJSON: function ( meta ) { + PerspectiveCamera.prototype.toJSON = function toJSON ( meta ) { var data = Object3D.prototype.toJSON.call( this, meta ); @@ -21062,42 +21280,47 @@ PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), data.object.aspect = this.aspect; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); } data.object.filmGauge = this.filmGauge; data.object.filmOffset = this.filmOffset; return data; - } + }; -} ); + return PerspectiveCamera; +}(Camera)); + +PerspectiveCamera.prototype.isPerspectiveCamera = true; /** * @author mrdoob / http://mrdoob.com/ */ -function ArrayCamera( array ) { +var ArrayCamera = (function (PerspectiveCamera$$1) { + function ArrayCamera( array ) { - PerspectiveCamera.call( this ); + PerspectiveCamera$$1.call(this); - this.cameras = array || []; + this.cameras = array || []; -} - -ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + } - constructor: ArrayCamera, + if ( PerspectiveCamera$$1 ) ArrayCamera.__proto__ = PerspectiveCamera$$1; + ArrayCamera.prototype = Object.create( PerspectiveCamera$$1 && PerspectiveCamera$$1.prototype ); + ArrayCamera.prototype.constructor = ArrayCamera; - isArrayCamera: true + return ArrayCamera; +}(PerspectiveCamera)); -} ); +ArrayCamera.prototype.isArrayCamera = true; /** * @author mrdoob / http://mrdoob.com/ */ -function WebVRManager( renderer ) { +var WebVRManager = function WebVRManager( renderer ) { var scope = this; @@ -21185,7 +21408,7 @@ function WebVRManager( renderer ) { gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) || gamepad.id.startsWith( 'Spatial Controller' ) ) ) { - if ( j === id ) return gamepad; + if ( j === id ) { return gamepad; } j ++; @@ -21205,16 +21428,16 @@ function WebVRManager( renderer ) { if ( gamepad !== undefined && gamepad.pose !== undefined ) { - if ( gamepad.pose === null ) return; + if ( gamepad.pose === null ) { return; } // Pose var pose = gamepad.pose; - if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 ); + if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); } - if ( pose.position !== null ) controller.position.fromArray( pose.position ); - if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation ); + if ( pose.position !== null ) { controller.position.fromArray( pose.position ); } + if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); } controller.matrix.compose( controller.position, controller.quaternion, controller.scale ); controller.matrix.premultiply( standingMatrix ); controller.matrix.decompose( controller.position, controller.quaternion, controller.scale ); @@ -21283,7 +21506,7 @@ function WebVRManager( renderer ) { this.setDevice = function ( value ) { - if ( value !== undefined ) device = value; + if ( value !== undefined ) { device = value; } animation.setContext( value ); @@ -21291,7 +21514,7 @@ function WebVRManager( renderer ) { this.setPoseTarget = function ( object ) { - if ( object !== undefined ) poseTarget = object; + if ( object !== undefined ) { poseTarget = object; } }; @@ -21349,7 +21572,7 @@ function WebVRManager( renderer ) { poseObject.updateMatrixWorld(); - if ( device.isPresenting === false ) return camera; + if ( device.isPresenting === false ) { return camera; } // @@ -21444,7 +21667,7 @@ function WebVRManager( renderer ) { this.submitFrame = function () { - if ( isPresenting() ) device.submitFrame(); + if ( isPresenting() ) { device.submitFrame(); } }; @@ -21458,13 +21681,13 @@ function WebVRManager( renderer ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ */ -function WebXRManager( renderer ) { +var WebXRManager = function WebXRManager( renderer ) { var gl = renderer.context; @@ -21529,8 +21752,8 @@ function WebXRManager( renderer ) { this.setDevice = function ( value ) { - if ( value !== undefined ) device = value; - if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value ); + if ( value !== undefined ) { device = value; } + if ( value instanceof XRDevice ) { gl.setCompatibleXRDevice( value ); } }; @@ -21539,7 +21762,7 @@ function WebXRManager( renderer ) { function onSessionEvent( event ) { var controller = controllers[ inputSources.indexOf( event.inputSource ) ]; - if ( controller ) controller.dispatchEvent( { type: event.type } ); + if ( controller ) { controller.dispatchEvent( { type: event.type } ); } } @@ -21721,7 +21944,7 @@ function WebXRManager( renderer ) { } - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); } } @@ -21747,7 +21970,7 @@ function WebXRManager( renderer ) { this.submitFrame = function () {}; -} +}; /** * @author supereggbert / http://www.paulbrunt.co.uk/ @@ -21757,7 +21980,7 @@ function WebXRManager( renderer ) { * @author tschw */ -function WebGLRenderer( parameters ) { +var WebGLRenderer = function WebGLRenderer( parameters ) { console.log( 'THREE.WebGLRenderer', REVISION ); @@ -21800,7 +22023,7 @@ function WebGLRenderer( parameters ) { // physically based shading - this.gammaFactor = 2.0; // for backwards compatibility + this.gammaFactor = 2.0;// for backwards compatibility this.gammaInput = false; this.gammaOutput = false; @@ -22033,14 +22256,14 @@ function WebGLRenderer( parameters ) { this.forceContextLoss = function () { var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); + if ( extension ) { extension.loseContext(); } }; this.forceContextRestore = function () { var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); + if ( extension ) { extension.restoreContext(); } }; @@ -22052,7 +22275,7 @@ function WebGLRenderer( parameters ) { this.setPixelRatio = function ( value ) { - if ( value === undefined ) return; + if ( value === undefined ) { return; } _pixelRatio = value; @@ -22174,9 +22397,9 @@ function WebGLRenderer( parameters ) { var bits = 0; - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + if ( color === undefined || color ) { bits |= _gl.COLOR_BUFFER_BIT; } + if ( depth === undefined || depth ) { bits |= _gl.DEPTH_BUFFER_BIT; } + if ( stencil === undefined || stencil ) { bits |= _gl.STENCIL_BUFFER_BIT; } _gl.clear( bits ); @@ -22300,10 +22523,10 @@ function WebGLRenderer( parameters ) { 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(); + 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(); @@ -22446,7 +22669,7 @@ function WebGLRenderer( parameters ) { var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - if ( drawCount === 0 ) return; + if ( drawCount === 0 ) { return; } // @@ -22482,7 +22705,7 @@ function WebGLRenderer( parameters ) { var lineWidth = material.linewidth; - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material state.setLineWidth( lineWidth * getTargetPixelRatio() ); @@ -22564,7 +22787,7 @@ function WebGLRenderer( parameters ) { // TODO Attribute may not be available on context restore - if ( attribute === undefined ) continue; + if ( attribute === undefined ) { continue; } var buffer = attribute.buffer; var type = attribute.type; @@ -22710,15 +22933,15 @@ function WebGLRenderer( parameters ) { function onAnimationFrame( time ) { - if ( vr.isPresenting() ) return; - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + if ( vr.isPresenting() ) { return; } + if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); } } var animation = new WebGLAnimation(); animation.setAnimationLoop( onAnimationFrame ); - if ( typeof window !== 'undefined' ) animation.setContext( window ); + if ( typeof window !== 'undefined' ) { animation.setContext( window ); } this.setAnimationLoop = function ( callback ) { @@ -22740,7 +22963,7 @@ function WebGLRenderer( parameters ) { } - if ( _isContextLost ) return; + if ( _isContextLost ) { return; } // reset caching for this frame @@ -22752,11 +22975,11 @@ function WebGLRenderer( parameters ) { // update scene graph - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); } // update camera matrices and frustum - if ( camera.parent === null ) camera.updateMatrixWorld(); + if ( camera.parent === null ) { camera.updateMatrixWorld(); } if ( vr.enabled ) { @@ -22790,7 +23013,7 @@ function WebGLRenderer( parameters ) { // - if ( _clippingEnabled ) _clipping.beginShadows(); + if ( _clippingEnabled ) { _clipping.beginShadows(); } var shadowsArray = currentRenderState.state.shadowsArray; @@ -22798,11 +23021,11 @@ function WebGLRenderer( parameters ) { currentRenderState.setupLights( camera ); - if ( _clippingEnabled ) _clipping.endShadows(); + if ( _clippingEnabled ) { _clipping.endShadows(); } // - if ( this.info.autoReset ) this.info.reset(); + if ( this.info.autoReset ) { this.info.reset(); } if ( renderTarget === undefined ) { @@ -22825,18 +23048,18 @@ function WebGLRenderer( parameters ) { var overrideMaterial = scene.overrideMaterial; - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); } + if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); } } else { // opaque pass (front-to-back order) - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); } // transparent pass (back-to-front order) - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); } } @@ -22928,7 +23151,7 @@ function WebGLRenderer( parameters ) { function projectObject( object, camera, sortObjects ) { - if ( object.visible === false ) return; + if ( object.visible === false ) { return; } var visible = object.layers.test( camera.layers ); @@ -23418,8 +23641,8 @@ function WebGLRenderer( parameters ) { // 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 + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done } @@ -23619,8 +23842,8 @@ function WebGLRenderer( parameters ) { // RectAreaLight Texture // TODO (mrdoob): Find a nicer implementation - if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; - if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; + if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; } + if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; } WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); @@ -23886,7 +24109,7 @@ function WebGLRenderer( parameters ) { uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; } } @@ -23894,7 +24117,7 @@ function WebGLRenderer( parameters ) { uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); } } @@ -23947,7 +24170,7 @@ function WebGLRenderer( parameters ) { uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; } } @@ -23955,7 +24178,7 @@ function WebGLRenderer( parameters ) { uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); } } @@ -24021,7 +24244,7 @@ function WebGLRenderer( parameters ) { uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; } } @@ -24029,7 +24252,7 @@ function WebGLRenderer( parameters ) { uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); } } @@ -24347,21 +24570,21 @@ function WebGLRenderer( parameters ) { }; -} +}; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ -function FogExp2( color, density ) { +var FogExp2 = function FogExp2( color, density ) { this.name = ''; this.color = new Color( color ); this.density = ( density !== undefined ) ? density : 0.00025; -} +}; FogExp2.prototype.isFogExp2 = true; @@ -24386,7 +24609,7 @@ FogExp2.prototype.toJSON = function ( /* meta */ ) { * @author alteredq / http://alteredqualia.com/ */ -function Fog( color, near, far ) { +var Fog = function Fog( color, near, far ) { this.name = ''; @@ -24395,7 +24618,7 @@ function Fog( color, near, far ) { this.near = ( near !== undefined ) ? near : 1; this.far = ( far !== undefined ) ? far : 1000; -} +}; Fog.prototype.isFog = true; @@ -24420,57 +24643,59 @@ Fog.prototype.toJSON = function ( /* meta */ ) { * @author mrdoob / http://mrdoob.com/ */ -function Scene() { - - Object3D.call( this ); +var Scene = (function (Object3D$$1) { + function Scene() { - this.type = 'Scene'; + Object3D$$1.call(this); - this.background = null; - this.fog = null; - this.overrideMaterial = null; + this.type = 'Scene'; - this.autoUpdate = true; // checked by the renderer + this.background = null; + this.fog = null; + this.overrideMaterial = null; -} + this.autoUpdate = true; // checked by the renderer -Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Scene, + if ( Object3D$$1 ) Scene.__proto__ = Object3D$$1; + Scene.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Scene.prototype.constructor = Scene; - copy: function ( source, recursive ) { + Scene.prototype.copy = function copy ( source, recursive ) { - Object3D.prototype.copy.call( this, source, recursive ); + Object3D$$1.prototype.copy.call( this, source, recursive ); - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + if ( source.background !== null ) { this.background = source.background.clone(); } + if ( source.fog !== null ) { this.fog = source.fog.clone(); } + if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); } this.autoUpdate = source.autoUpdate; this.matrixAutoUpdate = source.matrixAutoUpdate; return this; - }, + }; - toJSON: function ( meta ) { + Scene.prototype.toJSON = function toJSON ( meta ) { - var data = Object3D.prototype.toJSON.call( this, meta ); + var data = Object3D$$1.prototype.toJSON.call( this, meta ); - if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); } + if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); } return data; - } + }; -} ); + return Scene; +}(Object3D)); /** * @author benaadams / https://twitter.com/ben_a_adams */ -function InterleavedBuffer( array, stride ) { +var InterleavedBuffer = function InterleavedBuffer( array, stride ) { this.array = array; this.stride = stride; @@ -24481,94 +24706,92 @@ function InterleavedBuffer( array, stride ) { this.version = 0; -} - -Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { +}; - set: function ( value ) { +InterleavedBuffer.prototype.onUploadCallback = function onUploadCallback () {}; - if ( value === true ) this.version ++; +InterleavedBuffer.prototype.setArray = function setArray ( array ) { - } + if ( Array.isArray( array ) ) { -} ); + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); -Object.assign( InterleavedBuffer.prototype, { + } - isInterleavedBuffer: true, + this.count = array !== undefined ? array.length / this.stride : 0; + this.array = array; - onUploadCallback: function () {}, + return this; - setArray: function ( array ) { +}; - if ( Array.isArray( array ) ) { +InterleavedBuffer.prototype.setDynamic = function setDynamic ( value ) { - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + this.dynamic = value; - } + return this; - this.count = array !== undefined ? array.length / this.stride : 0; - this.array = array; +}; - return this; +InterleavedBuffer.prototype.copy = function copy ( source ) { - }, + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.dynamic = source.dynamic; - setDynamic: function ( value ) { + return this; - this.dynamic = value; +}; - return this; +InterleavedBuffer.prototype.copyAt = function copyAt ( index1, attribute, index2 ) { + var this$1 = this; - }, - copy: function ( source ) { + index1 *= this.stride; + index2 *= attribute.stride; - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.dynamic = source.dynamic; + for ( var i = 0, l = this.stride; i < l; i ++ ) { - return this; + this$1.array[ index1 + i ] = attribute.array[ index2 + i ]; - }, + } - copyAt: function ( index1, attribute, index2 ) { + return this; - index1 *= this.stride; - index2 *= attribute.stride; +}; - for ( var i = 0, l = this.stride; i < l; i ++ ) { +InterleavedBuffer.prototype.set = function set ( value, offset ) { - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + if ( offset === undefined ) { offset = 0; } - } + this.array.set( value, offset ); - return this; + return this; - }, +}; - set: function ( value, offset ) { +InterleavedBuffer.prototype.clone = function clone () { - if ( offset === undefined ) offset = 0; + return new this.constructor().copy( this ); - this.array.set( value, offset ); +}; - return this; +InterleavedBuffer.prototype.onUpload = function onUpload ( callback ) { - }, + this.onUploadCallback = callback; - clone: function () { + return this; - return new this.constructor().copy( this ); +}; - }, +InterleavedBuffer.prototype.isInterleavedBuffer = true; - onUpload: function ( callback ) { +Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - this.onUploadCallback = callback; + set: function ( value ) { - return this; + if ( value === true ) { this.version ++; } } @@ -24578,7 +24801,7 @@ Object.assign( InterleavedBuffer.prototype, { * @author benaadams / https://twitter.com/ben_a_adams */ -function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { +var InterleavedBufferAttribute = function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { this.data = interleavedBuffer; this.itemSize = itemSize; @@ -24586,125 +24809,121 @@ function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normal this.normalized = normalized === true; -} - -Object.defineProperties( InterleavedBufferAttribute.prototype, { - - count: { +}; - get: function () { +InterleavedBufferAttribute.prototype.setX = function setX ( index, x ) { - return this.data.count; + this.data.array[ index * this.data.stride + this.offset ] = x; - } + return this; - }, +}; - array: { +InterleavedBufferAttribute.prototype.setY = function setY ( index, y ) { - get: function () { + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - return this.data.array; + return this; - } +}; - } +InterleavedBufferAttribute.prototype.setZ = function setZ ( index, z ) { -} ); + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; -Object.assign( InterleavedBufferAttribute.prototype, { + return this; - isInterleavedBufferAttribute: true, +}; - setX: function ( index, x ) { +InterleavedBufferAttribute.prototype.setW = function setW ( index, w ) { - this.data.array[ index * this.data.stride + this.offset ] = x; + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - return this; + return this; - }, +}; - setY: function ( index, y ) { +InterleavedBufferAttribute.prototype.getX = function getX ( index ) { - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + return this.data.array[ index * this.data.stride + this.offset ]; - return this; +}; - }, +InterleavedBufferAttribute.prototype.getY = function getY ( index ) { - setZ: function ( index, z ) { + return this.data.array[ index * this.data.stride + this.offset + 1 ]; - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; +}; - return this; +InterleavedBufferAttribute.prototype.getZ = function getZ ( index ) { - }, + return this.data.array[ index * this.data.stride + this.offset + 2 ]; - setW: function ( index, w ) { +}; - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; +InterleavedBufferAttribute.prototype.getW = function getW ( index ) { - return this; + return this.data.array[ index * this.data.stride + this.offset + 3 ]; - }, +}; - getX: function ( index ) { +InterleavedBufferAttribute.prototype.setXY = function setXY ( index, x, y ) { - return this.data.array[ index * this.data.stride + this.offset ]; + index = index * this.data.stride + this.offset; - }, + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; - getY: function ( index ) { + return this; - return this.data.array[ index * this.data.stride + this.offset + 1 ]; +}; - }, +InterleavedBufferAttribute.prototype.setXYZ = function setXYZ ( index, x, y, z ) { - getZ: function ( index ) { + index = index * this.data.stride + this.offset; - return this.data.array[ index * this.data.stride + this.offset + 2 ]; + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; - }, + return this; - getW: function ( index ) { +}; - return this.data.array[ index * this.data.stride + this.offset + 3 ]; +InterleavedBufferAttribute.prototype.setXYZW = function setXYZW ( index, x, y, z, w ) { - }, + index = index * this.data.stride + this.offset; - setXY: function ( index, x, y ) { + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; - index = index * this.data.stride + this.offset; + return this; - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; +}; - return this; +InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true; - }, +Object.defineProperties( InterleavedBufferAttribute.prototype, { - setXYZ: function ( index, x, y, z ) { + count: { - index = index * this.data.stride + this.offset; + get: function () { - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; + return this.data.count; - return this; + } }, - setXYZW: function ( index, x, y, z, w ) { + array: { - index = index * this.data.stride + this.offset; + get: function () { - 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.data.array; - return this; + } } @@ -24723,26 +24942,34 @@ Object.assign( InterleavedBufferAttribute.prototype, { * } */ -function SpriteMaterial( parameters ) { +var SpriteMaterial = (function (Material$$1) { + function SpriteMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'SpriteMaterial'; + this.type = 'SpriteMaterial'; - this.color = new Color( 0xffffff ); - this.map = null; + this.color = new Color( 0xffffff ); + this.map = null; - this.rotation = 0; + this.rotation = 0; - this.lights = false; - this.transparent = true; + this.lights = false; + this.transparent = true; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) SpriteMaterial.__proto__ = Material$$1; + SpriteMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + SpriteMaterial.prototype.constructor = SpriteMaterial; + + return SpriteMaterial; +}(Material)); - this.setValues( parameters ); -} -SpriteMaterial.prototype = Object.create( Material.prototype ); -SpriteMaterial.prototype.constructor = SpriteMaterial; SpriteMaterial.prototype.isSpriteMaterial = true; SpriteMaterial.prototype.copy = function ( source ) { @@ -24765,157 +24992,158 @@ SpriteMaterial.prototype.copy = function ( source ) { var geometry; -function Sprite( material ) { - - Object3D.call( this ); +var Sprite = (function (Object3D$$1) { + function Sprite( material ) { - this.type = 'Sprite'; + Object3D$$1.call(this); - if ( geometry === undefined ) { + this.type = 'Sprite'; - geometry = new BufferGeometry(); - - var float32Array = new Float32Array( [ - - 0.5, - 0.5, 0, 0, 0, - 0.5, - 0.5, 0, 1, 0, - 0.5, 0.5, 0, 1, 1, - - 0.5, 0.5, 0, 0, 1 - ] ); + if ( geometry === undefined ) { - var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + geometry = new BufferGeometry(); - geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); - geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); - geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + var float32Array = new Float32Array( [ + - 0.5, - 0.5, 0, 0, 0, + 0.5, - 0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + - 0.5, 0.5, 0, 0, 1 + ] ); - } + var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); - this.geometry = geometry; - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); - this.center = new Vector2( 0.5, 0.5 ); + } -} + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); -Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + this.center = new Vector2( 0.5, 0.5 ); - constructor: Sprite, + } - isSprite: true, + if ( Object3D$$1 ) Sprite.__proto__ = Object3D$$1; + Sprite.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Sprite.prototype.constructor = Sprite; - raycast: ( function () { + Sprite.prototype.clone = function clone () { - var intersectPoint = new Vector3(); - var worldScale = new Vector3(); - var mvPosition = new Vector3(); + return new this.constructor( this.material ).copy( this ); - var alignedPosition = new Vector2(); - var rotatedPosition = new Vector2(); - var viewWorldMatrix = new Matrix4(); + }; - var vA = new Vector3(); - var vB = new Vector3(); - var vC = new Vector3(); + Sprite.prototype.copy = function copy ( source ) { - function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + Object3D$$1.prototype.copy.call( this, source ); - // compute position in camera space - alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + if ( source.center !== undefined ) { this.center.copy( source.center ); } - // to check if rotation is not zero - if ( sin !== undefined ) { + return this; - rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y ); - rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y ); + }; - } else { + return Sprite; +}(Object3D)); - rotatedPosition.copy( alignedPosition ); +Sprite.prototype.isSprite = true; - } +Sprite.prototype.raycast = function () { + var intersectPoint = new Vector3(); + var worldScale = new Vector3(); + var mvPosition = new Vector3(); - vertexPosition.copy( mvPosition ); - vertexPosition.x += rotatedPosition.x; - vertexPosition.y += rotatedPosition.y; + var alignedPosition = new Vector2(); + var rotatedPosition = new Vector2(); + var viewWorldMatrix = new Matrix4(); - // transform to world space - vertexPosition.applyMatrix4( viewWorldMatrix ); + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); - } + function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - return function raycast( raycaster, intersects ) { + // compute position in camera space + alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - worldScale.setFromMatrixScale( this.matrixWorld ); - viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); - mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + // to check if rotation is not zero + if ( sin !== undefined ) { - var rotation = this.material.rotation; - var sin, cos; - if ( rotation !== 0 ) { + rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y ); + rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y ); - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); + } else { - } + rotatedPosition.copy( alignedPosition ); - var center = this.center; + } - transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - // check first triangle - var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint ); + vertexPosition.copy( mvPosition ); + vertexPosition.x += rotatedPosition.x; + vertexPosition.y += rotatedPosition.y; - if ( intersect === null ) { + // transform to world space + vertexPosition.applyMatrix4( viewWorldMatrix ); - // check second triangle - transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint ); - if ( intersect === null ) { + } - return; + return function raycast( raycaster, intersects ) { - } + worldScale.setFromMatrixScale( this.matrixWorld ); + viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); + mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - } + var rotation = this.material.rotation; + var sin, cos; + if ( rotation !== 0 ) { - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); - if ( distance < raycaster.near || distance > raycaster.far ) return; + } - intersects.push( { + var center = this.center; - distance: distance, - point: intersectPoint.clone(), - face: null, - object: this + transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); - } ); + // check first triangle + var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint ); - }; + if ( intersect === null ) { - }() ), + // check second triangle + transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint ); + if ( intersect === null ) { - clone: function () { + return; - return new this.constructor( this.material ).copy( this ); + } - }, + } - copy: function ( source ) { + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - Object3D.prototype.copy.call( this, source ); + if ( distance < raycaster.near || distance > raycaster.far ) { return; } - if ( source.center !== undefined ) this.center.copy( source.center ); + intersects.push( { - return this; + distance: distance, + point: intersectPoint.clone(), + face: null, + object: this - } + } ); + }; -} ); +}(); /** * @author mikael emtinger / http://gomo.se/ @@ -24923,28 +25151,31 @@ Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { * @author mrdoob / http://mrdoob.com/ */ -function LOD() { +var LOD = (function (Object3D$$1) { + function LOD() { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'LOD'; + this.type = 'LOD'; - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); -} + } -LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + if ( Object3D$$1 ) LOD.__proto__ = Object3D$$1; + LOD.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + LOD.prototype.constructor = LOD; - constructor: LOD, + LOD.prototype.copy = function copy ( source ) { + var this$1 = this; - copy: function ( source ) { - Object3D.prototype.copy.call( this, source, false ); + Object3D$$1.prototype.copy.call( this, source, false ); var levels = source.levels; @@ -24952,17 +25183,17 @@ LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { var level = levels[ i ]; - this.addLevel( level.object.clone(), level.distance ); + this$1.addLevel( level.object.clone(), level.distance ); } return this; - }, + }; - addLevel: function ( object, distance ) { + LOD.prototype.addLevel = function addLevel ( object, distance ) { - if ( distance === undefined ) distance = 0; + if ( distance === undefined ) { distance = 0; } distance = Math.abs( distance ); @@ -24982,9 +25213,9 @@ LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { this.add( object ); - }, + }; - getObjectForDistance: function ( distance ) { + LOD.prototype.getObjectForDistance = function getObjectForDistance ( distance ) { var levels = this.levels; @@ -25000,93 +25231,94 @@ LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { return levels[ i - 1 ].object; - }, + }; - raycast: ( function () { + LOD.prototype.toJSON = function toJSON ( meta ) { - var matrixPosition = new Vector3(); + var data = Object3D$$1.prototype.toJSON.call( this, meta ); - return function raycast( raycaster, intersects ) { + data.object.levels = []; - matrixPosition.setFromMatrixPosition( this.matrixWorld ); + var levels = this.levels; - var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + for ( var i = 0, l = levels.length; i < l; i ++ ) { - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + var level = levels[ i ]; - }; + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); - }() ), + } - update: function () { + return data; - var v1 = new Vector3(); - var v2 = new Vector3(); + }; - return function update( camera ) { + return LOD; +}(Object3D)); - var levels = this.levels; +LOD.prototype.raycast = function () { - if ( levels.length > 1 ) { + var matrixPosition = new Vector3(); - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); + return function raycast( raycaster, intersects ) { - var distance = v1.distanceTo( v2 ); + matrixPosition.setFromMatrixPosition( this.matrixWorld ); - levels[ 0 ].object.visible = true; + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); - for ( var i = 1, l = levels.length; i < l; i ++ ) { + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - if ( distance >= levels[ i ].distance ) { + }; - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; +}(); - } else { +LOD.prototype.update = function () { - break; + var v1 = new Vector3(); + var v2 = new Vector3(); - } + return function update( camera ) { - } + var levels = this.levels; - for ( ; i < l; i ++ ) { + if ( levels.length > 1 ) { - levels[ i ].object.visible = false; + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); - } + var distance = v1.distanceTo( v2 ); - } + levels[ 0 ].object.visible = true; - }; + for ( var i = 1, l = levels.length; i < l; i ++ ) { - }(), + if ( distance >= levels[ i ].distance ) { - toJSON: function ( meta ) { + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; - var data = Object3D.prototype.toJSON.call( this, meta ); + } else { - data.object.levels = []; + break; - var levels = this.levels; + } - for ( var i = 0, l = levels.length; i < l; i ++ ) { + } - var level = levels[ i ]; + for ( ; i < l; i ++ ) { - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); + levels[ i ].object.visible = false; - } + } - return data; + } - } + }; -} ); +}(); /** * @author mikael emtinger / http://gomo.se/ @@ -25095,7 +25327,9 @@ LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { * @author ikerr / http://verold.com */ -function Skeleton( bones, boneInverses ) { +var Skeleton = function Skeleton( bones, boneInverses ) { + var this$1 = this; + // copy the bone array @@ -25124,7 +25358,7 @@ function Skeleton( bones, boneInverses ) { for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - this.boneInverses.push( new Matrix4() ); + this$1.boneInverses.push( new Matrix4() ); } @@ -25132,135 +25366,137 @@ function Skeleton( bones, boneInverses ) { } -} +}; -Object.assign( Skeleton.prototype, { +Skeleton.prototype.calculateInverses = function calculateInverses () { + var this$1 = this; - calculateInverses: function () { - this.boneInverses = []; + this.boneInverses = []; - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - var inverse = new Matrix4(); + var inverse = new Matrix4(); - if ( this.bones[ i ] ) { + if ( this$1.bones[ i ] ) { - inverse.getInverse( this.bones[ i ].matrixWorld ); + inverse.getInverse( this$1.bones[ i ].matrixWorld ); - } + } - this.boneInverses.push( inverse ); + this$1.boneInverses.push( inverse ); - } + } - }, +}; - pose: function () { +Skeleton.prototype.pose = function pose () { + var this$1 = this; - var bone, i, il; - // recover the bind-time world matrices + var bone, i, il; - for ( i = 0, il = this.bones.length; i < il; i ++ ) { + // recover the bind-time world matrices - bone = this.bones[ i ]; + for ( i = 0, il = this.bones.length; i < il; i ++ ) { - if ( bone ) { + bone = this$1.bones[ i ]; - bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + if ( bone ) { - } + bone.matrixWorld.getInverse( this$1.boneInverses[ i ] ); } - // compute the local matrices, positions, rotations and scales - - for ( i = 0, il = this.bones.length; i < il; i ++ ) { + } - bone = this.bones[ i ]; + // compute the local matrices, positions, rotations and scales - if ( bone ) { + for ( i = 0, il = this.bones.length; i < il; i ++ ) { - if ( bone.parent && bone.parent.isBone ) { + bone = this$1.bones[ i ]; - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); + if ( bone ) { - } else { + if ( bone.parent && bone.parent.isBone ) { - bone.matrix.copy( bone.matrixWorld ); + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); - } + } else { - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + bone.matrix.copy( bone.matrixWorld ); } - } + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - }, + } - update: ( function () { + } - var offsetMatrix = new Matrix4(); - var identityMatrix = new Matrix4(); +}; - return function update() { +Skeleton.prototype.clone = function clone () { - var bones = this.bones; - var boneInverses = this.boneInverses; - var boneMatrices = this.boneMatrices; - var boneTexture = this.boneTexture; + return new Skeleton( this.bones, this.boneInverses ); - // flatten bone matrices to array +}; - for ( var i = 0, il = bones.length; i < il; i ++ ) { +Skeleton.prototype.getBoneByName = function getBoneByName ( name ) { + var this$1 = this; - // compute the offset between the current and the original transform - var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - offsetMatrix.toArray( boneMatrices, i * 16 ); + var bone = this$1.bones[ i ]; - } + if ( bone.name === name ) { - if ( boneTexture !== undefined ) { + return bone; - boneTexture.needsUpdate = true; + } - } + } - }; + return undefined; - } )(), +}; - clone: function () { +Skeleton.prototype.update = ( function () { - return new Skeleton( this.bones, this.boneInverses ); + var offsetMatrix = new Matrix4(); + var identityMatrix = new Matrix4(); - }, + return function update() { - getBoneByName: function ( name ) { + var bones = this.bones; + var boneInverses = this.boneInverses; + var boneMatrices = this.boneMatrices; + var boneTexture = this.boneTexture; - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + // flatten bone matrices to array - var bone = this.bones[ i ]; + for ( var i = 0, il = bones.length; i < il; i ++ ) { - if ( bone.name === name ) { + // compute the offset between the current and the original transform - return bone; + var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; - } + offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + offsetMatrix.toArray( boneMatrices, i * 16 ); } - return undefined; + if ( boneTexture !== undefined ) { - } + boneTexture.needsUpdate = true; -} ); + } + + }; + +} )(); /** * @author mikael emtinger / http://gomo.se/ @@ -25268,21 +25504,23 @@ Object.assign( Skeleton.prototype, { * @author ikerr / http://verold.com */ -function Bone() { - - Object3D.call( this ); +var Bone = (function (Object3D$$1) { + function Bone() { - this.type = 'Bone'; + Object3D$$1.call(this); -} + this.type = 'Bone'; -Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Bone, + if ( Object3D$$1 ) Bone.__proto__ = Object3D$$1; + Bone.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Bone.prototype.constructor = Bone; - isBone: true + return Bone; +}(Object3D)); -} ); +Bone.prototype.isBone = true; /** * @author mikael emtinger / http://gomo.se/ @@ -25290,32 +25528,33 @@ Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { * @author ikerr / http://verold.com */ -function SkinnedMesh( geometry, material ) { - - Mesh.call( this, geometry, material ); +var SkinnedMesh = (function (Mesh$$1) { + function SkinnedMesh( geometry, material ) { - this.type = 'SkinnedMesh'; + Mesh$$1.call( this, geometry, material ); - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); + this.type = 'SkinnedMesh'; - var bones = this.initBones(); - var skeleton = new Skeleton( bones ); + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); - this.bind( skeleton, this.matrixWorld ); + var bones = this.initBones(); + var skeleton = new Skeleton( bones ); - this.normalizeSkinWeights(); + this.bind( skeleton, this.matrixWorld ); -} + this.normalizeSkinWeights(); -SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + } - constructor: SkinnedMesh, + if ( Mesh$$1 ) SkinnedMesh.__proto__ = Mesh$$1; + SkinnedMesh.prototype = Object.create( Mesh$$1 && Mesh$$1.prototype ); + SkinnedMesh.prototype.constructor = SkinnedMesh; - isSkinnedMesh: true, + SkinnedMesh.prototype.initBones = function initBones () { + var this$1 = this; - initBones: function () { var bones = [], bone, gbone; var i, il; @@ -25326,7 +25565,7 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - gbone = this.geometry.bones[ i ]; + gbone = this$1.geometry.bones[ i ]; // create new 'Bone' object @@ -25338,7 +25577,7 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { bone.name = gbone.name; bone.position.fromArray( gbone.pos ); bone.quaternion.fromArray( gbone.rotq ); - if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + if ( gbone.scl !== undefined ) { bone.scale.fromArray( gbone.scl ); } } @@ -25346,7 +25585,7 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - gbone = this.geometry.bones[ i ]; + gbone = this$1.geometry.bones[ i ]; if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { @@ -25358,7 +25597,7 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { // topmost bone, immediate child of the skinned mesh - this.add( bones[ i ] ); + this$1.add( bones[ i ] ); } @@ -25373,9 +25612,9 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { return bones; - }, + }; - bind: function ( skeleton, bindMatrix ) { + SkinnedMesh.prototype.bind = function bind ( skeleton, bindMatrix ) { this.skeleton = skeleton; @@ -25392,15 +25631,17 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix ); - }, + }; - pose: function () { + SkinnedMesh.prototype.pose = function pose () { this.skeleton.pose(); - }, + }; + + SkinnedMesh.prototype.normalizeSkinWeights = function normalizeSkinWeights () { + var this$1 = this; - normalizeSkinWeights: function () { var scale, i; @@ -25408,7 +25649,7 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { - var sw = this.geometry.skinWeights[ i ]; + var sw = this$1.geometry.skinWeights[ i ]; scale = 1.0 / sw.manhattanLength(); @@ -25455,11 +25696,11 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { } - }, + }; - updateMatrixWorld: function ( force ) { + SkinnedMesh.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) { - Mesh.prototype.updateMatrixWorld.call( this, force ); + Mesh$$1.prototype.updateMatrixWorld.call( this, force ); if ( this.bindMode === 'attached' ) { @@ -25475,15 +25716,18 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { } - }, + }; - clone: function () { + SkinnedMesh.prototype.clone = function clone () { return new this.constructor( this.geometry, this.material ).copy( this ); - } + }; -} ); + return SkinnedMesh; +}(Mesh)); + +SkinnedMesh.prototype.isSkinnedMesh = true; /** * @author mrdoob / http://mrdoob.com/ @@ -25499,26 +25743,34 @@ SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { * } */ -function LineBasicMaterial( parameters ) { +var LineBasicMaterial = (function (Material$$1) { + function LineBasicMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'LineBasicMaterial'; + this.type = 'LineBasicMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; - this.lights = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) LineBasicMaterial.__proto__ = Material$$1; + LineBasicMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + LineBasicMaterial.prototype.constructor = LineBasicMaterial; + + return LineBasicMaterial; +}(Material)); - this.setValues( parameters ); -} -LineBasicMaterial.prototype = Object.create( Material.prototype ); -LineBasicMaterial.prototype.constructor = LineBasicMaterial; LineBasicMaterial.prototype.isLineBasicMaterial = true; @@ -25540,225 +25792,203 @@ LineBasicMaterial.prototype.copy = function ( source ) { * @author mrdoob / http://mrdoob.com/ */ -function Line( geometry, material, mode ) { +var Line = (function (Object3D$$1) { + function Line( geometry, material, mode ) { - if ( mode === 1 ) { + if ( mode === 1 ) { - console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' ); + 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( { color: Math.random() * 0xffffff } ); - -} - -Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Line, - - isLine: true, + } - computeLineDistances: ( function () { + Object3D$$1.call(this); - var start = new Vector3(); - var end = new Vector3(); + this.type = 'Line'; - return function computeLineDistances() { + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); - var geometry = this.geometry; + } - if ( geometry.isBufferGeometry ) { + if ( Object3D$$1 ) Line.__proto__ = Object3D$$1; + Line.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Line.prototype.constructor = Line; - // we assume non-indexed geometry + Line.prototype.clone = function clone () { - if ( geometry.index === null ) { + return new this.constructor( this.geometry, this.material ).copy( this ); - var positionAttribute = geometry.attributes.position; - var lineDistances = [ 0 ]; + }; - for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { + return Line; +}(Object3D)); - start.fromBufferAttribute( positionAttribute, i - 1 ); - end.fromBufferAttribute( positionAttribute, i ); +Line.prototype.isLine = true; - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += start.distanceTo( end ); +Line.prototype.computeLineDistances = function () { - } + var start = new Vector3(); + var end = new Vector3(); - geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + return function computeLineDistances() { - } else { + var geometry = this.geometry; - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + if ( geometry.isBufferGeometry ) { - } + // we assume non-indexed geometry - } else if ( geometry.isGeometry ) { + if ( geometry.index === null ) { - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; + var positionAttribute = geometry.attributes.position; + var lineDistances = [ 0 ]; - lineDistances[ 0 ] = 0; + for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { - for ( var i = 1, l = vertices.length; i < l; i ++ ) { + start.fromBufferAttribute( positionAttribute, i - 1 ); + end.fromBufferAttribute( positionAttribute, i ); lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); + lineDistances[ i ] += start.distanceTo( end ); } - } - - return this; - - }; + geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - }() ), + } else { - raycast: ( function () { + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + } - return function raycast( raycaster, intersects ) { + } else if ( geometry.isGeometry ) { - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; + lineDistances[ 0 ] = 0; - // Checking boundingSphere distance to ray + for ( var i = 1, l = vertices.length; i < l; i ++ ) { - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + } - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + } - // + return this; - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + }; - var vStart = new Vector3(); - var vEnd = new Vector3(); - var interSegment = new Vector3(); - var interRay = new Vector3(); - var step = ( this && this.isLineSegments ) ? 2 : 1; +}(); - if ( geometry.isBufferGeometry ) { +Line.prototype.raycast = function () { - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - if ( index !== null ) { + return function raycast( raycaster, intersects ) { + var this$1 = this; - var indices = index.array; - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; - var a = indices[ i ]; - var b = indices[ i + 1 ]; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); + // Checking boundingSphere distance to ray - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); } - if ( distSq > precisionSq ) continue; + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + if ( raycaster.ray.intersectsSphere( sphere ) === false ) { return; } - var distance = raycaster.ray.origin.distanceTo( interRay ); + // - if ( distance < raycaster.near || distance > raycaster.far ) continue; + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - intersects.push( { + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = ( this && this.isLineSegments ) ? 2 : 1; - 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 + if ( geometry.isBufferGeometry ) { - } ); + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - } + if ( index !== null ) { - } else { + var indices = index.array; - for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); + var a = indices[ i ]; + var b = indices[ i + 1 ]; - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); - if ( distSq > precisionSq ) continue; + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + if ( distSq > precisionSq ) { continue; } - var distance = raycaster.ray.origin.distanceTo( interRay ); + interRay.applyMatrix4( this$1.matrixWorld ); //Move back to world space for distance calculation - if ( distance < raycaster.near || distance > raycaster.far ) continue; + var distance = raycaster.ray.origin.distanceTo( interRay ); - intersects.push( { + if ( distance < raycaster.near || distance > raycaster.far ) { continue; } - 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 + 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$1.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this$1 - } + } ); } - } else if ( geometry.isGeometry ) { + } else { - var vertices = geometry.vertices; - var nbVertices = vertices.length; + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - for ( var i = 0; i < nbVertices - 1; i += step ) { + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); - var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - if ( distSq > precisionSq ) continue; + if ( distSq > precisionSq ) { continue; } - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + interRay.applyMatrix4( this$1.matrixWorld ); //Move back to world space for distance calculation var distance = raycaster.ray.origin.distanceTo( interRay ); - if ( distance < raycaster.near || distance > raycaster.far ) continue; + 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 ), + point: interSegment.clone().applyMatrix4( this$1.matrixWorld ), index: i, face: null, faceIndex: null, - object: this + object: this$1 } ); @@ -25766,116 +25996,146 @@ Line.prototype = Object.assign( Object.create( Object3D.prototype ), { } - }; - - }() ), + } else if ( geometry.isGeometry ) { - clone: function () { + var vertices = geometry.vertices; + var nbVertices = vertices.length; - return new this.constructor( this.geometry, this.material ).copy( this ); + for ( var i = 0; i < nbVertices - 1; i += step ) { - } + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); -} ); + if ( distSq > precisionSq ) { continue; } -/** - * @author mrdoob / http://mrdoob.com/ - */ + interRay.applyMatrix4( this$1.matrixWorld ); //Move back to world space for distance calculation -function LineSegments( geometry, material ) { + var distance = raycaster.ray.origin.distanceTo( interRay ); - Line.call( this, geometry, material ); + if ( distance < raycaster.near || distance > raycaster.far ) { continue; } - this.type = 'LineSegments'; + 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$1.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this$1 -LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + } ); - constructor: LineSegments, + } - isLineSegments: true, + } - computeLineDistances: ( function () { + }; - var start = new Vector3(); - var end = new Vector3(); +}(); - return function computeLineDistances() { +/** + * @author mrdoob / http://mrdoob.com/ + */ - var geometry = this.geometry; +var LineSegments = (function (Line$$1) { + function LineSegments( geometry, material ) { - if ( geometry.isBufferGeometry ) { + Line$$1.call( this, geometry, material ); - // we assume non-indexed geometry + this.type = 'LineSegments'; - if ( geometry.index === null ) { + } - var positionAttribute = geometry.attributes.position; - var lineDistances = []; + if ( Line$$1 ) LineSegments.__proto__ = Line$$1; + LineSegments.prototype = Object.create( Line$$1 && Line$$1.prototype ); + LineSegments.prototype.constructor = LineSegments; - for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { + return LineSegments; +}(Line)); - start.fromBufferAttribute( positionAttribute, i ); - end.fromBufferAttribute( positionAttribute, i + 1 ); +LineSegments.prototype.isLineSegments = true; - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); +LineSegments.prototype.computeLineDistances = function () { - } + var start = new Vector3(); + var end = new Vector3(); - geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + return function computeLineDistances() { - } else { + var geometry = this.geometry; - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + if ( geometry.isBufferGeometry ) { - } + // we assume non-indexed geometry - } else if ( geometry.isGeometry ) { + if ( geometry.index === null ) { - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; + var positionAttribute = geometry.attributes.position; + var lineDistances = []; - for ( var i = 0, l = vertices.length; i < l; i += 2 ) { + for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { - start.copy( vertices[ i ] ); - end.copy( vertices[ i + 1 ] ); + start.fromBufferAttribute( positionAttribute, i ); + end.fromBufferAttribute( positionAttribute, i + 1 ); lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); } + geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + } - return this; + } else if ( geometry.isGeometry ) { - }; + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; - }() ) + for ( var i = 0, l = vertices.length; i < l; i += 2 ) { -} ); + start.copy( vertices[ i ] ); + end.copy( vertices[ i + 1 ] ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + + } + + } + + return this; + + }; + +}(); /** * @author mgreter / http://github.com/mgreter */ -function LineLoop( geometry, material ) { +var LineLoop = (function (Line$$1) { + function LineLoop( geometry, material ) { - Line.call( this, geometry, material ); + Line$$1.call( this, geometry, material ); - this.type = 'LineLoop'; + this.type = 'LineLoop'; -} - -LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + } - constructor: LineLoop, + if ( Line$$1 ) LineLoop.__proto__ = Line$$1; + LineLoop.prototype = Object.create( Line$$1 && Line$$1.prototype ); + LineLoop.prototype.constructor = LineLoop; - isLineLoop: true, + return LineLoop; +}(Line)); -} ); +LineLoop.prototype.isLineLoop = true; /** * @author mrdoob / http://mrdoob.com/ @@ -25893,29 +26153,37 @@ LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { * } */ -function PointsMaterial( parameters ) { +var PointsMaterial = (function (Material$$1) { + function PointsMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'PointsMaterial'; + this.type = 'PointsMaterial'; - this.color = new Color( 0xffffff ); + this.color = new Color( 0xffffff ); - this.map = null; + this.map = null; - this.size = 1; - this.sizeAttenuation = true; + this.size = 1; + this.sizeAttenuation = true; - this.morphTargets = false; + this.morphTargets = false; - this.lights = false; + this.lights = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) PointsMaterial.__proto__ = Material$$1; + PointsMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + PointsMaterial.prototype.constructor = PointsMaterial; + + return PointsMaterial; +}(Material)); - this.setValues( parameters ); -} -PointsMaterial.prototype = Object.create( Material.prototype ); -PointsMaterial.prototype.constructor = PointsMaterial; PointsMaterial.prototype.isPointsMaterial = true; @@ -25940,159 +26208,160 @@ PointsMaterial.prototype.copy = function ( source ) { * @author alteredq / http://alteredqualia.com/ */ -function Points( geometry, material ) { +var Points = (function (Object3D$$1) { + function Points( geometry, material ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Points'; + this.type = 'Points'; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); -} + } -Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + if ( Object3D$$1 ) Points.__proto__ = Object3D$$1; + Points.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Points.prototype.constructor = Points; - constructor: Points, + Points.prototype.clone = function clone () { - isPoints: true, + return new this.constructor( this.geometry, this.material ).copy( this ); - raycast: ( function () { + }; - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + return Points; +}(Object3D)); - return function raycast( raycaster, intersects ) { +Points.prototype.isPoints = true; - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; +Points.prototype.raycast = function () { - // Checking boundingSphere distance to ray + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + return function raycast( raycaster, intersects ) { - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - sphere.radius += threshold; + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + // Checking boundingSphere distance to ray - // + if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); } - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + sphere.radius += threshold; - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - var position = new Vector3(); - var intersectPoint = new Vector3(); + if ( raycaster.ray.intersectsSphere( sphere ) === false ) { return; } - function testPoint( point, index ) { + // - var rayPointDistanceSq = ray.distanceSqToPoint( point ); + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - if ( rayPointDistanceSq < localThresholdSq ) { + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); + var intersectPoint = new Vector3(); - ray.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); + function testPoint( point, index ) { - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + var rayPointDistanceSq = ray.distanceSqToPoint( point ); - if ( distance < raycaster.near || distance > raycaster.far ) return; + if ( rayPointDistanceSq < localThresholdSq ) { - intersects.push( { + ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint.clone(), - index: index, - face: null, - object: object + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - } ); + if ( distance < raycaster.near || distance > raycaster.far ) { return; } - } + intersects.push( { - } - - if ( geometry.isBufferGeometry ) { + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object - 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 ]; + if ( geometry.isBufferGeometry ) { - position.fromArray( positions, a * 3 ); + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; - testPoint( position, a ); + if ( index !== null ) { - } + var indices = index.array; - } else { + for ( var i = 0, il = indices.length; i < il; i ++ ) { - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + var a = indices[ i ]; - position.fromArray( positions, i * 3 ); + position.fromArray( positions, a * 3 ); - testPoint( position, i ); - - } + testPoint( position, a ); } } else { - var vertices = geometry.vertices; + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - for ( var i = 0, l = vertices.length; i < l; i ++ ) { + position.fromArray( positions, i * 3 ); - testPoint( vertices[ i ], i ); + testPoint( position, i ); } } - }; + } else { - }() ), + var vertices = geometry.vertices; - clone: function () { + for ( var i = 0, l = vertices.length; i < l; i ++ ) { - return new this.constructor( this.geometry, this.material ).copy( this ); + testPoint( vertices[ i ], i ); - } + } -} ); + } + + }; + +}(); /** * @author mrdoob / http://mrdoob.com/ */ -function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { +var VideoTexture = (function (Texture$$1) { + function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture$$1.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.generateMipmaps = false; + this.generateMipmaps = false; -} - -VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { - - constructor: VideoTexture, + } - isVideoTexture: true, + if ( Texture$$1 ) VideoTexture.__proto__ = Texture$$1; + VideoTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + VideoTexture.prototype.constructor = VideoTexture; - update: function () { + VideoTexture.prototype.update = function update () { var video = this.image; @@ -26102,35 +26371,46 @@ VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { } - } + }; -} ); + return VideoTexture; +}(Texture)); + +VideoTexture.prototype.isVideoTexture = true; /** * @author alteredq / http://alteredqualia.com/ */ -function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { +var CompressedTexture = (function (Texture$$1) { + 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 ); + Texture$$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) - this.flipY = false; + this.flipY = false; - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + + if ( Texture$$1 ) CompressedTexture.__proto__ = Texture$$1; + CompressedTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + CompressedTexture.prototype.constructor = CompressedTexture; + + return CompressedTexture; +}(Texture)); - this.generateMipmaps = false; -} -CompressedTexture.prototype = Object.create( Texture.prototype ); -CompressedTexture.prototype.constructor = CompressedTexture; CompressedTexture.prototype.isCompressedTexture = true; @@ -26138,16 +26418,24 @@ CompressedTexture.prototype.isCompressedTexture = true; * @author mrdoob / http://mrdoob.com/ */ -function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { +var CanvasTexture = (function (Texture$$1) { + function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + Texture$$1.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + + } + + if ( Texture$$1 ) CanvasTexture.__proto__ = Texture$$1; + CanvasTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + CanvasTexture.prototype.constructor = CanvasTexture; + + return CanvasTexture; +}(Texture)); - this.needsUpdate = true; -} -CanvasTexture.prototype = Object.create( Texture.prototype ); -CanvasTexture.prototype.constructor = CanvasTexture; CanvasTexture.prototype.isCanvasTexture = true; /** @@ -26155,33 +26443,41 @@ CanvasTexture.prototype.isCanvasTexture = true; * @author atix / arthursilber.de */ -function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { +var DepthTexture = (function (Texture$$1) { + function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { - format = format !== undefined ? format : DepthFormat; + format = format !== undefined ? format : DepthFormat; - if ( format !== DepthFormat && format !== DepthStencilFormat ) { + if ( format !== DepthFormat && format !== DepthStencilFormat ) { - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.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; + 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 ); + Texture$$1.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - this.image = { width: width, height: height }; + this.image = { width: width, height: height }; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + } + + if ( Texture$$1 ) DepthTexture.__proto__ = Texture$$1; + DepthTexture.prototype = Object.create( Texture$$1 && Texture$$1.prototype ); + DepthTexture.prototype.constructor = DepthTexture; + + return DepthTexture; +}(Texture)); - this.flipY = false; - this.generateMipmaps = false; -} -DepthTexture.prototype = Object.create( Texture.prototype ); -DepthTexture.prototype.constructor = DepthTexture; DepthTexture.prototype.isDepthTexture = true; /** @@ -26189,113 +26485,116 @@ DepthTexture.prototype.isDepthTexture = true; * @author Mugen87 / https://github.com/Mugen87 */ -function WireframeGeometry( geometry ) { +var WireframeGeometry = (function (BufferGeometry$$1) { + function WireframeGeometry( geometry ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'WireframeGeometry'; + this.type = 'WireframeGeometry'; - // buffer + // buffer - var vertices = []; + var vertices = []; - // helper variables + // helper variables - var i, j, l, o, ol; - var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; - var vertex; + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; - // different logic for Geometry and BufferGeometry + // different logic for Geometry and BufferGeometry - if ( geometry && geometry.isGeometry ) { + if ( geometry && geometry.isGeometry ) { - // create a data structure that contains all edges without duplicates + // create a data structure that contains all edges without duplicates - var faces = geometry.faces; + var faces = geometry.faces; - for ( i = 0, l = faces.length; i < l; i ++ ) { + for ( i = 0, l = faces.length; i < l; i ++ ) { - var face = faces[ i ]; + var face = faces[ i ]; - for ( j = 0; j < 3; j ++ ) { + for ( j = 0; j < 3; j ++ ) { - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); - key = edge[ 0 ] + ',' + edge[ 1 ]; + key = edge[ 0 ] + ',' + edge[ 1 ]; - if ( edges[ key ] === undefined ) { + if ( edges[ key ] === undefined ) { - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } } } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + e = edges[ key ]; - e = edges[ key ]; + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); - 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 ); - vertex = geometry.vertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + } else if ( geometry && geometry.isBufferGeometry ) { - } else if ( geometry && geometry.isBufferGeometry ) { + var position, indices, groups; + var group, start, count; + var index1, index2; - var position, indices, groups; - var group, start, count; - var index1, index2; + vertex = new Vector3(); - vertex = new Vector3(); + if ( geometry.index !== null ) { - if ( geometry.index !== null ) { + // indexed BufferGeometry - // indexed BufferGeometry + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; - position = geometry.attributes.position; - indices = geometry.index; - groups = geometry.groups; + if ( groups.length === 0 ) { - if ( groups.length === 0 ) { + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + } - } + // create a data structure that contains all eges without duplicates - // create a data structure that contains all eges without duplicates + for ( o = 0, ol = groups.length; o < ol; ++ o ) { - for ( o = 0, ol = groups.length; o < ol; ++ o ) { + group = groups[ o ]; - group = groups[ o ]; + start = group.start; + count = group.count; - start = group.start; - count = group.count; + for ( i = start, l = ( start + count ); i < l; i += 3 ) { - for ( i = start, l = ( start + count ); i < l; i += 3 ) { + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); - edge1 = indices.getX( i + j ); - edge2 = indices.getX( i + ( j + 1 ) % 3 ); - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); + key = edge[ 0 ] + ',' + edge[ 1 ]; - key = edge[ 0 ] + ',' + edge[ 1 ]; + if ( edges[ key ] === undefined ) { - if ( edges[ key ] === undefined ) { + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + } } @@ -26303,42 +26602,42 @@ function WireframeGeometry( geometry ) { } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + e = edges[ key ]; - e = edges[ key ]; + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.fromBufferAttribute( position, e.index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertex.fromBufferAttribute( position, e.index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } - } + } else { - } else { + // non-indexed BufferGeometry - // non-indexed BufferGeometry + position = geometry.attributes.position; - position = geometry.attributes.position; + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + for ( j = 0; j < 3; j ++ ) { - for ( j = 0; j < 3; j ++ ) { + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - index1 = 3 * i + j; - vertex.fromBufferAttribute( position, index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - index2 = 3 * i + ( ( j + 1 ) % 3 ); - vertex.fromBufferAttribute( position, index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); + } } @@ -26346,16 +26645,18 @@ function WireframeGeometry( geometry ) { } - } + // build geometry - // build geometry + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } -} + if ( BufferGeometry$$1 ) WireframeGeometry.__proto__ = BufferGeometry$$1; + WireframeGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + WireframeGeometry.prototype.constructor = WireframeGeometry; -WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); -WireframeGeometry.prototype.constructor = WireframeGeometry; + return WireframeGeometry; +}(BufferGeometry)); /** * @author zz85 / https://github.com/zz85 @@ -26367,151 +26668,164 @@ WireframeGeometry.prototype.constructor = WireframeGeometry; // ParametricGeometry -function ParametricGeometry( func, slices, stacks ) { +var ParametricGeometry = (function (Geometry$$1) { + function ParametricGeometry( func, slices, stacks ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'ParametricGeometry'; + this.type = 'ParametricGeometry'; - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) ParametricGeometry.__proto__ = Geometry$$1; + ParametricGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + ParametricGeometry.prototype.constructor = ParametricGeometry; + + return ParametricGeometry; +}(Geometry)); - this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); - this.mergeVertices(); -} -ParametricGeometry.prototype = Object.create( Geometry.prototype ); -ParametricGeometry.prototype.constructor = ParametricGeometry; // ParametricBufferGeometry -function ParametricBufferGeometry( func, slices, stacks ) { +var ParametricBufferGeometry = (function (BufferGeometry$$1) { + function ParametricBufferGeometry( func, slices, stacks ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'ParametricBufferGeometry'; + this.type = 'ParametricBufferGeometry'; - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - var EPS = 0.00001; + var EPS = 0.00001; - var normal = new Vector3(); + var normal = new Vector3(); - var p0 = new Vector3(), p1 = new Vector3(); - var pu = new Vector3(), pv = new Vector3(); + var p0 = new Vector3(), p1 = new Vector3(); + var pu = new Vector3(), pv = new Vector3(); - var i, j; + var i, j; - if ( func.length < 3 ) { + if ( func.length < 3 ) { - console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); + console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); - } + } - // generate vertices, normals and uvs + // generate vertices, normals and uvs - var sliceCount = slices + 1; + var sliceCount = slices + 1; - for ( i = 0; i <= stacks; i ++ ) { + for ( i = 0; i <= stacks; i ++ ) { - var v = i / stacks; + var v = i / stacks; - for ( j = 0; j <= slices; j ++ ) { + for ( j = 0; j <= slices; j ++ ) { - var u = j / slices; + var u = j / slices; - // vertex + // vertex - func( u, v, p0 ); - vertices.push( p0.x, p0.y, p0.z ); + func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); - // normal + // normal - // approximate tangent vectors via finite differences + // approximate tangent vectors via finite differences - if ( u - EPS >= 0 ) { + if ( u - EPS >= 0 ) { - func( u - EPS, v, p1 ); - pu.subVectors( p0, p1 ); + func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); - } else { + } else { - func( u + EPS, v, p1 ); - pu.subVectors( p1, p0 ); + func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); - } + } - if ( v - EPS >= 0 ) { + if ( v - EPS >= 0 ) { - func( u, v - EPS, p1 ); - pv.subVectors( p0, p1 ); + func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); - } else { + } else { - func( u, v + EPS, p1 ); - pv.subVectors( p1, p0 ); + func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); - } + } - // cross product of tangent vectors returns surface normal + // cross product of tangent vectors returns surface normal - normal.crossVectors( pu, pv ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv + + uvs.push( u, v ); - uvs.push( u, v ); + } } - } + // generate indices - // generate indices + for ( i = 0; i < stacks; i ++ ) { - for ( i = 0; i < stacks; i ++ ) { + for ( j = 0; j < slices; j ++ ) { - for ( j = 0; j < slices; j ++ ) { + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; - var a = i * sliceCount + j; - var b = i * sliceCount + j + 1; - var c = ( i + 1 ) * sliceCount + j + 1; - var d = ( i + 1 ) * sliceCount + j; + // faces one and two - // faces one and two + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + if ( BufferGeometry$$1 ) ParametricBufferGeometry.__proto__ = BufferGeometry$$1; + ParametricBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; -ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + return ParametricBufferGeometry; +}(BufferGeometry)); /** * @author clockworkgeek / https://github.com/clockworkgeek @@ -26522,160 +26836,171 @@ ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; // PolyhedronGeometry -function PolyhedronGeometry( vertices, indices, radius, detail ) { +var PolyhedronGeometry = (function (Geometry$$1) { + function PolyhedronGeometry( vertices, indices, radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'PolyhedronGeometry'; + this.type = 'PolyhedronGeometry'; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) PolyhedronGeometry.__proto__ = Geometry$$1; + PolyhedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + + return PolyhedronGeometry; +}(Geometry)); - this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); - this.mergeVertices(); -} -PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); -PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; // PolyhedronBufferGeometry -function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { +var PolyhedronBufferGeometry = (function (BufferGeometry$$1) { + function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'PolyhedronBufferGeometry'; + this.type = 'PolyhedronBufferGeometry'; - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; - radius = radius || 1; - detail = detail || 0; + radius = radius || 1; + detail = detail || 0; - // default buffer data + // default buffer data - var vertexBuffer = []; - var uvBuffer = []; + var vertexBuffer = []; + var uvBuffer = []; - // the subdivision creates the vertex buffer data + // the subdivision creates the vertex buffer data - subdivide( detail ); + subdivide( detail ); - // all vertices should lie on a conceptual sphere with a given radius + // all vertices should lie on a conceptual sphere with a given radius - appplyRadius( radius ); + appplyRadius( radius ); - // finally, create the uv data + // finally, create the uv data - generateUVs(); + generateUVs(); - // build non-indexed geometry + // build non-indexed geometry - this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - if ( detail === 0 ) { + if ( detail === 0 ) { - this.computeVertexNormals(); // flat normals + this.computeVertexNormals(); // flat normals - } else { + } else { - this.normalizeNormals(); // smooth normals + this.normalizeNormals(); // smooth normals - } + } - // helper functions + // helper functions - function subdivide( detail ) { + function subdivide( detail ) { - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); + 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 + // iterate over all faces and apply a subdivison with the given detail value - for ( var i = 0; i < indices.length; i += 3 ) { + for ( var i = 0; i < indices.length; i += 3 ) { - // get the vertices of the face + // get the vertices of the face - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); - // perform subdivision + // perform subdivision - subdivideFace( a, b, c, detail ); + subdivideFace( a, b, c, detail ); + + } } - } + function subdivideFace( a, b, c, detail ) { - function subdivideFace( a, b, c, detail ) { + var cols = Math.pow( 2, detail ); - var cols = Math.pow( 2, detail ); + // we use this multidimensional array as a data structure for creating the subdivision - // we use this multidimensional array as a data structure for creating the subdivision + var v = []; - var v = []; + var i, j; - var i, j; + // construct all of the vertices for this subdivision - // construct all of the vertices for this subdivision + for ( i = 0; i <= cols; i ++ ) { - for ( i = 0; i <= cols; i ++ ) { + v[ i ] = []; - v[ i ] = []; + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); - var aj = a.clone().lerp( c, i / cols ); - var bj = b.clone().lerp( c, i / cols ); + var rows = cols - i; - var rows = cols - i; + for ( j = 0; j <= rows; j ++ ) { - for ( j = 0; j <= rows; j ++ ) { + if ( j === 0 && i === cols ) { - if ( j === 0 && i === cols ) { + v[ i ][ j ] = aj; - v[ i ][ j ] = aj; + } else { - } else { + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + } } } - } + // construct all of the faces - // construct all of the faces + for ( i = 0; i < cols; i ++ ) { - for ( i = 0; i < cols; i ++ ) { + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + var k = Math.floor( j / 2 ); - var k = Math.floor( j / 2 ); + if ( j % 2 === 0 ) { - if ( j % 2 === 0 ) { + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); + } else { - } else { + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); + } } @@ -26683,168 +27008,170 @@ function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { } - } + function appplyRadius( radius ) { - function appplyRadius( radius ) { + var vertex = new Vector3(); - var vertex = new Vector3(); + // iterate over the entire buffer and apply the radius to each vertex - // iterate over the entire buffer and apply the radius to each vertex + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - 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.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; + vertex.normalize().multiplyScalar( radius ); - vertex.normalize().multiplyScalar( radius ); + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; + } } - } + function generateUVs() { - function generateUVs() { + var vertex = new Vector3(); - var vertex = new Vector3(); + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - 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.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 ); - var u = azimuth( vertex ) / 2 / Math.PI + 0.5; - var v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); + } - } + correctUVs(); - correctUVs(); + correctSeam(); - correctSeam(); + } - } + function correctSeam() { - function correctSeam() { + // handle case when face straddles the seam, see #3269 - // handle case when face straddles the seam, see #3269 + for ( var i = 0; i < uvBuffer.length; i += 6 ) { - for ( var i = 0; i < uvBuffer.length; i += 6 ) { + // uv data of a single face - // uv data of a single face + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; - 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 ); - var max = Math.max( x0, x1, x2 ); - var min = Math.min( x0, x1, x2 ); + // 0.9 is somewhat arbitrary - // 0.9 is somewhat arbitrary + if ( max > 0.9 && min < 0.1 ) { - 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; } - 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 ) { - function pushVertex( vertex ) { + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + } - } + function getVertexByIndex( index, vertex ) { - function getVertexByIndex( index, vertex ) { + var stride = index * 3; - var stride = index * 3; + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; + } - } + function correctUVs() { - function correctUVs() { + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); + var centroid = new Vector3(); - var centroid = new Vector3(); + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); - 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 ) { - 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 ] ); - 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 ] ); - 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 ); - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + var azi = azimuth( centroid ); - var azi = azimuth( centroid ); + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); + } } - } + function correctUV( uv, stride, vector, azimuth ) { - function correctUV( uv, stride, vector, azimuth ) { + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + uvBuffer[ stride ] = uv.x - 1; - uvBuffer[ stride ] = uv.x - 1; + } - } + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + } } - } + // Angle around the Y axis, counter-clockwise when looking from above. - // Angle around the Y axis, counter-clockwise when looking from above. + function azimuth( vector ) { - function azimuth( vector ) { + return Math.atan2( vector.z, - vector.x ); - return Math.atan2( vector.z, - vector.x ); + } - } + // Angle above the XZ plane. - // Angle above the XZ plane. + function inclination( vector ) { - function inclination( vector ) { + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + } } -} + if ( BufferGeometry$$1 ) PolyhedronBufferGeometry.__proto__ = BufferGeometry$$1; + PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; -PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + return PolyhedronBufferGeometry; +}(BufferGeometry)); /** * @author timothypratley / https://github.com/timothypratley @@ -26853,50 +27180,63 @@ PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; // TetrahedronGeometry -function TetrahedronGeometry( radius, detail ) { +var TetrahedronGeometry = (function (Geometry$$1) { + function TetrahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TetrahedronGeometry'; + this.type = 'TetrahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TetrahedronGeometry.__proto__ = Geometry$$1; + TetrahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + + return TetrahedronGeometry; +}(Geometry)); - this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); -} -TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); -TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; // TetrahedronBufferGeometry -function TetrahedronBufferGeometry( radius, detail ) { +var TetrahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + function TetrahedronBufferGeometry( radius, detail ) { - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; + 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 - ]; + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'TetrahedronBufferGeometry'; + this.type = 'TetrahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; -} + } + + if ( PolyhedronBufferGeometry$$1 ) TetrahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; -TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + return TetrahedronBufferGeometry; +}(PolyhedronBufferGeometry)); /** * @author timothypratley / https://github.com/timothypratley @@ -26905,53 +27245,66 @@ TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; // OctahedronGeometry -function OctahedronGeometry( radius, detail ) { +var OctahedronGeometry = (function (Geometry$$1) { + function OctahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'OctahedronGeometry'; + this.type = 'OctahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) OctahedronGeometry.__proto__ = Geometry$$1; + OctahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + OctahedronGeometry.prototype.constructor = OctahedronGeometry; + + return OctahedronGeometry; +}(Geometry)); - this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); -} -OctahedronGeometry.prototype = Object.create( Geometry.prototype ); -OctahedronGeometry.prototype.constructor = OctahedronGeometry; // OctahedronBufferGeometry -function OctahedronBufferGeometry( radius, detail ) { +var OctahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + 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 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 - ]; + 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 ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'OctahedronBufferGeometry'; + this.type = 'OctahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; -} + } -OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + if ( PolyhedronBufferGeometry$$1 ) OctahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + + return OctahedronBufferGeometry; +}(PolyhedronBufferGeometry)); /** * @author timothypratley / https://github.com/timothypratley @@ -26960,57 +27313,70 @@ OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; // IcosahedronGeometry -function IcosahedronGeometry( radius, detail ) { +var IcosahedronGeometry = (function (Geometry$$1) { + function IcosahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'IcosahedronGeometry'; + this.type = 'IcosahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) IcosahedronGeometry.__proto__ = Geometry$$1; + IcosahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + + return IcosahedronGeometry; +}(Geometry)); - this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); -} -IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); -IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; // IcosahedronBufferGeometry -function IcosahedronBufferGeometry( radius, detail ) { +var IcosahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + function IcosahedronBufferGeometry( radius, detail ) { - var t = ( 1 + Math.sqrt( 5 ) ) / 2; + 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 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 - ]; + 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 ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'IcosahedronBufferGeometry'; + this.type = 'IcosahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; -} + } + + if ( PolyhedronBufferGeometry$$1 ) IcosahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; -IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + return IcosahedronBufferGeometry; +}(PolyhedronBufferGeometry)); /** * @author Abe Pazos / https://hamoid.com @@ -27019,81 +27385,94 @@ IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; // DodecahedronGeometry -function DodecahedronGeometry( radius, detail ) { +var DodecahedronGeometry = (function (Geometry$$1) { + function DodecahedronGeometry( radius, detail ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'DodecahedronGeometry'; + this.type = 'DodecahedronGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) DodecahedronGeometry.__proto__ = Geometry$$1; + DodecahedronGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + + return DodecahedronGeometry; +}(Geometry)); - this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); -} -DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); -DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; // DodecahedronBufferGeometry -function DodecahedronBufferGeometry( radius, detail ) { +var DodecahedronBufferGeometry = (function (PolyhedronBufferGeometry$$1) { + function DodecahedronBufferGeometry( radius, detail ) { - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; - var vertices = [ + 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, + // (±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, + // (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, + // (±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 - ]; + // (±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 - ]; + 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 ); + PolyhedronBufferGeometry$$1.call( this, vertices, indices, radius, detail ); - this.type = 'DodecahedronBufferGeometry'; + this.type = 'DodecahedronBufferGeometry'; - this.parameters = { - radius: radius, - detail: detail - }; + this.parameters = { + radius: radius, + detail: detail + }; -} + } -DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + if ( PolyhedronBufferGeometry$$1 ) DodecahedronBufferGeometry.__proto__ = PolyhedronBufferGeometry$$1; + DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry$$1 && PolyhedronBufferGeometry$$1.prototype ); + DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + + return DodecahedronBufferGeometry; +}(PolyhedronBufferGeometry)); /** * @author oosmoxiecode / https://github.com/oosmoxiecode @@ -27107,197 +27486,208 @@ DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; // TubeGeometry -function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { +var TubeGeometry = (function (Geometry$$1) { + function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TubeGeometry'; + this.type = 'TubeGeometry'; - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; - if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); + if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); } - var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); + var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); - // expose internals + // expose internals - this.tangents = bufferGeometry.tangents; - this.normals = bufferGeometry.normals; - this.binormals = bufferGeometry.binormals; + this.tangents = bufferGeometry.tangents; + this.normals = bufferGeometry.normals; + this.binormals = bufferGeometry.binormals; - // create geometry + // create geometry + + this.fromBufferGeometry( bufferGeometry ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TubeGeometry.__proto__ = Geometry$$1; + TubeGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TubeGeometry.prototype.constructor = TubeGeometry; + + return TubeGeometry; +}(Geometry)); - this.fromBufferGeometry( bufferGeometry ); - this.mergeVertices(); -} -TubeGeometry.prototype = Object.create( Geometry.prototype ); -TubeGeometry.prototype.constructor = TubeGeometry; // TubeBufferGeometry -function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { +var TubeBufferGeometry = (function (BufferGeometry$$1) { + function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'TubeBufferGeometry'; + this.type = 'TubeBufferGeometry'; - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; - tubularSegments = tubularSegments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; + tubularSegments = tubularSegments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; - var frames = path.computeFrenetFrames( tubularSegments, closed ); + var frames = path.computeFrenetFrames( tubularSegments, closed ); - // expose internals + // expose internals - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; - // helper variables + // helper variables - var vertex = new Vector3(); - var normal = new Vector3(); - var uv = new Vector2(); - var P = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); + var P = new Vector3(); - var i, j; + var i, j; - // buffer + // buffer - var vertices = []; - var normals = []; - var uvs = []; - var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; - // create buffer data + // create buffer data - generateBufferData(); + generateBufferData(); - // build geometry + // build geometry - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - // functions + // functions - function generateBufferData() { + function generateBufferData() { - for ( i = 0; i < tubularSegments; i ++ ) { + for ( i = 0; i < tubularSegments; i ++ ) { - generateSegment( 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) + // 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 ); + generateSegment( ( closed === false ) ? tubularSegments : 0 ); - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries - generateUVs(); + generateUVs(); - // finally create faces + // finally create faces - generateIndices(); + generateIndices(); - } + } - function generateSegment( i ) { + function generateSegment( i ) { - // we use getPointAt to sample evenly distributed points from the given path + // we use getPointAt to sample evenly distributed points from the given path - P = path.getPointAt( i / tubularSegments, P ); + P = path.getPointAt( i / tubularSegments, P ); - // retrieve corresponding normal and binormal + // retrieve corresponding normal and binormal - var N = frames.normals[ i ]; - var B = frames.binormals[ i ]; + var N = frames.normals[ i ]; + var B = frames.binormals[ i ]; - // generate normals and vertices for the current segment + // generate normals and vertices for the current segment - for ( j = 0; j <= radialSegments; j ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - var v = j / radialSegments * Math.PI * 2; + var v = j / radialSegments * Math.PI * 2; - var sin = Math.sin( v ); - var cos = - Math.cos( v ); + var sin = Math.sin( v ); + var cos = - Math.cos( v ); - // normal + // 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(); + 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 ); + normals.push( normal.x, normal.y, normal.z ); - // vertex + // vertex - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } } - } + function generateIndices() { - function generateIndices() { + for ( j = 1; j <= tubularSegments; j ++ ) { - for ( j = 1; j <= tubularSegments; j ++ ) { + for ( i = 1; i <= radialSegments; i ++ ) { - for ( i = 1; i <= radialSegments; i ++ ) { + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - 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 - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } } - } + function generateUVs() { - function generateUVs() { + for ( i = 0; i <= tubularSegments; i ++ ) { - for ( i = 0; i <= tubularSegments; i ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - for ( j = 0; j <= radialSegments; j ++ ) { + uv.x = i / tubularSegments; + uv.y = j / radialSegments; - uv.x = i / tubularSegments; - uv.y = j / radialSegments; + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } } @@ -27305,10 +27695,12 @@ function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, clos } -} + if ( BufferGeometry$$1 ) TubeBufferGeometry.__proto__ = BufferGeometry$$1; + TubeBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; -TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + return TubeBufferGeometry; +}(BufferGeometry)); /** * @author oosmoxiecode @@ -27319,183 +27711,196 @@ TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; // TorusKnotGeometry -function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { +var TorusKnotGeometry = (function (Geometry$$1) { + function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TorusKnotGeometry'; + this.type = 'TorusKnotGeometry'; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; - if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); } + + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TorusKnotGeometry.__proto__ = Geometry$$1; + TorusKnotGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + + return TorusKnotGeometry; +}(Geometry)); - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); -} -TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); -TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; // TorusKnotBufferGeometry -function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { +var TorusKnotBufferGeometry = (function (BufferGeometry$$1) { + function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'TorusKnotBufferGeometry'; + this.type = 'TorusKnotBufferGeometry'; - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; + 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; + radius = radius || 1; + tube = tube || 0.4; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var i, j; + var i, j; - var vertex = new Vector3(); - var normal = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - var P1 = new Vector3(); - var P2 = new Vector3(); + var P1 = new Vector3(); + var P2 = new Vector3(); - var B = new Vector3(); - var T = new Vector3(); - var N = new Vector3(); + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( i = 0; i <= tubularSegments; ++ i ) { + for ( i = 0; i <= tubularSegments; ++ i ) { - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + // 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; + 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 + // 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 ); + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - // calculate orthonormal basis + // calculate orthonormal basis - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); + 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 + // normalize B, N. T can be ignored, we don't use it - B.normalize(); - N.normalize(); + B.normalize(); + N.normalize(); - for ( j = 0; j <= radialSegments; ++ j ) { + for ( j = 0; j <= radialSegments; ++ j ) { - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + // 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 ); + 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 + // 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 ); + 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 ); + 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 (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - normal.subVectors( vertex, P1 ).normalize(); + normal.subVectors( vertex, P1 ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } } - } + // generate indices - // generate indices + for ( j = 1; j <= tubularSegments; j ++ ) { - for ( j = 1; j <= tubularSegments; j ++ ) { + for ( i = 1; i <= radialSegments; i ++ ) { - for ( i = 1; i <= radialSegments; i ++ ) { + // indices - // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - 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 - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // this function calculates the current position on the torus curve - // this function calculates the current position on the torus curve + function calculatePositionOnCurve( u, p, q, radius, position ) { - 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 ); - 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; - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; + } } -} + if ( BufferGeometry$$1 ) TorusKnotBufferGeometry.__proto__ = BufferGeometry$$1; + TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; -TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + return TorusKnotBufferGeometry; +}(BufferGeometry)); /** * @author oosmoxiecode @@ -27505,132 +27910,145 @@ TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; // TorusGeometry -function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { +var TorusGeometry = (function (Geometry$$1) { + function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TorusGeometry'; + this.type = 'TorusGeometry'; - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TorusGeometry.__proto__ = Geometry$$1; + TorusGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TorusGeometry.prototype.constructor = TorusGeometry; + + return TorusGeometry; +}(Geometry)); - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - this.mergeVertices(); -} -TorusGeometry.prototype = Object.create( Geometry.prototype ); -TorusGeometry.prototype.constructor = TorusGeometry; // TorusBufferGeometry -function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { +var TorusBufferGeometry = (function (BufferGeometry$$1) { + function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'TorusBufferGeometry'; + this.type = 'TorusBufferGeometry'; - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + 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; + radius = radius || 1; + tube = tube || 0.4; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var center = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - var j, i; + var j, i; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( j = 0; j <= radialSegments; j ++ ) { + for ( j = 0; j <= radialSegments; j ++ ) { - for ( i = 0; i <= tubularSegments; i ++ ) { + for ( i = 0; i <= tubularSegments; i ++ ) { - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; - // vertex + // 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 ); + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); + 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 ); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + } } - } + // generate indices - // generate indices + for ( j = 1; j <= radialSegments; j ++ ) { - for ( j = 1; j <= radialSegments; j ++ ) { + for ( i = 1; i <= tubularSegments; i ++ ) { - for ( i = 1; i <= tubularSegments; i ++ ) { + // indices - // indices + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; - var a = ( tubularSegments + 1 ) * j + i - 1; - var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - var d = ( tubularSegments + 1 ) * j + i; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + if ( BufferGeometry$$1 ) TorusBufferGeometry.__proto__ = BufferGeometry$$1; + TorusBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; -TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + return TorusBufferGeometry; +}(BufferGeometry)); /** * @author Mugen87 / https://github.com/Mugen87 @@ -27648,11 +28066,11 @@ var Earcut = { outerNode = linkedList( data, 0, outerLen, dim, true ), triangles = []; - if ( ! outerNode ) return triangles; + if ( ! outerNode ) { return triangles; } var minX, minY, maxX, maxY, x, y, invSize; - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + 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 @@ -27665,10 +28083,10 @@ var Earcut = { 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; + if ( x < minX ) { minX = x; } + if ( y < minY ) { minY = y; } + if ( x > maxX ) { maxX = x; } + if ( y > maxY ) { maxY = y; } } @@ -27695,11 +28113,11 @@ function linkedList( data, start, end, dim, clockwise ) { if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + 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 ); + for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); } } @@ -27718,8 +28136,8 @@ function linkedList( data, start, end, dim, clockwise ) { function filterPoints( start, end ) { - if ( ! start ) return start; - if ( ! end ) end = start; + if ( ! start ) { return start; } + if ( ! end ) { end = start; } var p = start, again; @@ -27731,7 +28149,7 @@ function filterPoints( start, end ) { removeNode( p ); p = end = p.prev; - if ( p === p.next ) break; + if ( p === p.next ) { break; } again = true; } else { @@ -27750,11 +28168,11 @@ function filterPoints( start, end ) { function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { - if ( ! ear ) return; + if ( ! ear ) { return; } // interlink polygon nodes in z-order - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); } var stop = ear, prev, next; @@ -27825,7 +28243,7 @@ function isEar( ear ) { b = ear, c = ear.next; - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + 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; @@ -27852,7 +28270,7 @@ function isEarHashed( ear, minX, minY, invSize ) { b = ear, c = ear.next; - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear // triangle bbox; min & max are calculated like this for speed @@ -27874,7 +28292,7 @@ function isEarHashed( ear, minX, minY, invSize ) { 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; + area( p.prev, p, p.next ) >= 0 ) { return false; } p = p.nextZ; } @@ -27887,7 +28305,7 @@ function isEarHashed( ear, minX, minY, invSize ) { 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; + area( p.prev, p, p.next ) >= 0 ) { return false; } p = p.prevZ; @@ -27984,7 +28402,7 @@ function eliminateHoles( data, holeIndices, outerNode, dim ) { 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; + if ( list === list.next ) { list.steiner = true; } queue.push( getLeftmost( list ) ); } @@ -28051,8 +28469,8 @@ function findHoleBridge( hole, outerNode ) { if ( x === hx ) { - if ( hy === p.y ) return p; - if ( hy === p.next.y ) return p.next; + if ( hy === p.y ) { return p; } + if ( hy === p.next.y ) { return p.next; } } @@ -28066,9 +28484,9 @@ function findHoleBridge( hole, outerNode ) { } while ( p !== outerNode ); - if ( ! m ) return null; + if ( ! m ) { return null; } - if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint + if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower 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; @@ -28114,7 +28532,7 @@ function indexCurve( start, minX, minY, invSize ) { do { - if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + 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; @@ -28152,7 +28570,7 @@ function sortLinked( list ) { pSize ++; q = q.nextZ; - if ( ! q ) break; + if ( ! q ) { break; } } @@ -28174,8 +28592,8 @@ function sortLinked( list ) { } - if ( tail ) tail.nextZ = e; - else list = e; + if ( tail ) { tail.nextZ = e; } + else { list = e; } e.prevZ = tail; tail = e; @@ -28226,7 +28644,7 @@ function getLeftmost( start ) { do { - if ( p.x < leftmost.x ) leftmost = p; + if ( p.x < leftmost.x ) { leftmost = p; } p = p.next; } while ( p !== start ); @@ -28275,7 +28693,7 @@ function equals( p1, p2 ) { function intersects( p1, q1, p2, q2 ) { if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || - ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; } return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; @@ -28396,12 +28814,12 @@ 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; + if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; } + if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; } } -function Node( i, x, y ) { +var Node = function Node( i, x, y ) { // vertice index in coordinates array this.i = i; @@ -28424,7 +28842,7 @@ function Node( i, x, y ) { // indicates whether this is a steiner point this.steiner = false; -} +}; function signedArea( data, start, end, dim ) { @@ -28559,24 +28977,32 @@ function addContour( vertices, contour ) { // ExtrudeGeometry -function ExtrudeGeometry( shapes, options ) { +var ExtrudeGeometry = (function (Geometry$$1) { + function ExtrudeGeometry( shapes, options ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'ExtrudeGeometry'; + this.type = 'ExtrudeGeometry'; - this.parameters = { - shapes: shapes, - options: options - }; + this.parameters = { + shapes: shapes, + options: options + }; + + this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) ExtrudeGeometry.__proto__ = Geometry$$1; + ExtrudeGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + + return ExtrudeGeometry; +}(Geometry)); - this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); - this.mergeVertices(); -} -ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); -ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; ExtrudeGeometry.prototype.toJSON = function () { @@ -28591,464 +29017,467 @@ ExtrudeGeometry.prototype.toJSON = function () { // ExtrudeBufferGeometry -function ExtrudeBufferGeometry( shapes, options ) { +var ExtrudeBufferGeometry = (function (BufferGeometry$$1) { + function ExtrudeBufferGeometry( shapes, options ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'ExtrudeBufferGeometry'; + this.type = 'ExtrudeBufferGeometry'; - this.parameters = { - shapes: shapes, - options: options - }; + this.parameters = { + shapes: shapes, + options: options + }; - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - var scope = this; + var scope = this; - var verticesArray = []; - var uvArray = []; + var verticesArray = []; + var uvArray = []; - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + for ( var i = 0, l = shapes.length; i < l; i ++ ) { - var shape = shapes[ i ]; - addShape( shape ); + var shape = shapes[ i ]; + addShape( shape ); - } + } - // build geometry + // build geometry - this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - this.computeVertexNormals(); + this.computeVertexNormals(); - // functions + // functions - function addShape( shape ) { + function addShape( shape ) { - var placeholder = []; + var placeholder = []; - // options + // 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 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 bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + 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 bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - var extrudePath = options.extrudePath; + var extrudePath = options.extrudePath; - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; - // deprecated options + // deprecated options - if ( options.amount !== undefined ) { + if ( options.amount !== undefined ) { - console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); - depth = options.amount; + console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); + depth = options.amount; - } + } - // + // - var extrudePts, extrudeByPath = false; - var splineTube, binormal, normal, position2; + var extrudePts, extrudeByPath = false; + var splineTube, binormal, normal, position2; - if ( extrudePath ) { + if ( extrudePath ) { - extrudePts = extrudePath.getSpacedPoints( steps ); + extrudePts = extrudePath.getSpacedPoints( steps ); - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion - // SETUP TNB variables + // SETUP TNB variables - // TODO1 - have a .isClosed in spline? + // TODO1 - have a .isClosed in spline? - splineTube = extrudePath.computeFrenetFrames( steps, false ); + splineTube = extrudePath.computeFrenetFrames( steps, false ); - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); - } + } - // Safeguards if bevels are not enabled + // Safeguards if bevels are not enabled - if ( ! bevelEnabled ) { + if ( ! bevelEnabled ) { - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; - } + } - // Variables initialization + // Variables initialization - var ahole, h, hl; // looping of holes + var ahole, h, hl; // looping of holes - var shapePoints = shape.extractPoints( curveSegments ); + var shapePoints = shape.extractPoints( curveSegments ); - var vertices = shapePoints.shape; - var holes = shapePoints.holes; + var vertices = shapePoints.shape; + var holes = shapePoints.holes; - var reverse = ! ShapeUtils.isClockWise( vertices ); + var reverse = ! ShapeUtils.isClockWise( vertices ); - if ( reverse ) { + if ( reverse ) { - vertices = vertices.reverse(); + vertices = vertices.reverse(); - // Maybe we should also check if holes are in the opposite direction, just to be safe ... + // Maybe we should also check if holes are in the opposite direction, just to be safe ... - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - ahole = holes[ h ]; + ahole = holes[ h ]; - if ( ShapeUtils.isClockWise( ahole ) ) { + if ( ShapeUtils.isClockWise( ahole ) ) { - holes[ h ] = ahole.reverse(); + holes[ h ] = ahole.reverse(); + + } } } - } + var faces = ShapeUtils.triangulateShape( vertices, holes ); - var faces = ShapeUtils.triangulateShape( vertices, holes ); + /* Vertices */ - /* Vertices */ + var contour = vertices; // vertices has all points but contour has only points of circumference - var contour = vertices; // vertices has all points but contour has only points of circumference + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; - ahole = holes[ h ]; + vertices = vertices.concat( ahole ); - vertices = vertices.concat( ahole ); + } - } + function scalePt2( pt, vec, size ) { - function scalePt2( pt, vec, size ) { + if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); } - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + return vec.clone().multiplyScalar( size ).add( pt ); - return vec.clone().multiplyScalar( size ).add( pt ); + } - } + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length; + // Find directions for point movement - // Find directions for point movement + function getBevelVec( inPt, inPrev, inNext ) { - 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. - // 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 - 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 - // 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_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 ); - 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 ); - // check for collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + if ( Math.abs( collinear0 ) > Number.EPSILON ) { - if ( Math.abs( collinear0 ) > Number.EPSILON ) { + // not collinear - // not collinear + // length of vectors for normalizing - // 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 ); - 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 - // 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 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 ); - 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 - // 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 ); - 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 - // 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 ); - 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 ) { - // 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 ); - return new Vector2( v_trans_x, v_trans_y ); + } else { - } else { + shrink_by = Math.sqrt( v_trans_lensq / 2 ); - shrink_by = Math.sqrt( v_trans_lensq / 2 ); + } - } + } else { - } else { + // handle special case of collinear edges - // handle special case of collinear edges + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { + if ( v_next_x > Number.EPSILON ) { - if ( v_next_x > Number.EPSILON ) { + direction_eq = true; - direction_eq = true; + } - } + } else { - } else { + if ( v_prev_x < - Number.EPSILON ) { - if ( v_prev_x < - Number.EPSILON ) { + if ( v_next_x < - Number.EPSILON ) { - if ( v_next_x < - Number.EPSILON ) { + direction_eq = true; - direction_eq = true; + } - } + } else { - } else { + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + direction_eq = true; - direction_eq = true; + } } } - } + if ( direction_eq ) { - 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 ); - // 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 { - } 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 ); - // 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 ); + } - 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 ++ ) { - var contourMovements = []; + if ( j === il ) { j = 0; } + if ( k === il ) { k = 0; } - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) - if ( j === il ) j = 0; - if ( k === il ) k = 0; + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) + } - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); - } + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - var holesMovements = [], - oneHoleMovements, verticesMovements = contourMovements.concat(); + ahole = holes[ h ]; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + oneHoleMovements = []; - ahole = holes[ h ]; + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - oneHoleMovements = []; + if ( j === il ) { j = 0; } + if ( k === il ) { k = 0; } - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - if ( j === il ) j = 0; - if ( k === il ) k = 0; + } - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); } - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - } + // Loop bevelSegments, 1 for the front, 1 for the back + for ( b = 0; b < bevelSegments; b ++ ) { - // Loop bevelSegments, 1 for the front, 1 for the back + //for ( b = bevelSegments; b > 0; b -- ) { - for ( b = 0; b < bevelSegments; b ++ ) { + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - //for ( b = bevelSegments; b > 0; b -- ) { + // contract shape - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + for ( i = 0, il = contour.length; i < il; i ++ ) { - // contract shape + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - for ( i = 0, il = contour.length; i < il; i ++ ) { + v( vert.x, vert.y, - z ); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + } - v( vert.x, vert.y, - z ); + // expand holes - } + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - // expand holes + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + for ( i = 0, il = ahole.length; i < il; i ++ ) { - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + v( vert.x, vert.y, - z ); - v( vert.x, vert.y, - z ); + } } } - } + bs = bevelSize; - bs = bevelSize; + // Back facing vertices - // Back facing vertices + for ( i = 0; i < vlen; i ++ ) { - for ( i = 0; i < vlen; i ++ ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, 0 ); - v( vert.x, vert.y, 0 ); + } else { - } else { + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + v( position2.x, position2.y, position2.z ); - v( position2.x, position2.y, position2.z ); + } } - } + // Add stepped vertices... + // Including front facing vertices - // Add stepped vertices... - // Including front facing vertices + var s; - var s; + for ( s = 1; s <= steps; s ++ ) { - for ( s = 1; s <= steps; s ++ ) { + for ( i = 0; i < vlen; i ++ ) { - for ( i = 0; i < vlen; i ++ ) { + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, depth / steps * s ); - v( vert.x, vert.y, depth / steps * s ); + } else { - } else { + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + v( position2.x, position2.y, position2.z ); - v( position2.x, position2.y, position2.z ); + } } } - } + // Add bevel segments planes - // Add bevel segments planes + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); + // contract shape - // contract shape + for ( i = 0, il = contour.length; i < il; i ++ ) { - for ( i = 0, il = contour.length; i < il; i ++ ) { + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); + } - } + // expand holes - // expand holes + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + for ( i = 0, il = ahole.length; i < il; i ++ ) { - for ( i = 0, il = ahole.length; i < il; i ++ ) { + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + if ( ! extrudeByPath ) { - if ( ! extrudeByPath ) { + v( vert.x, vert.y, depth + z ); - v( vert.x, vert.y, depth + z ); + } else { - } else { + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + } } @@ -29056,206 +29485,211 @@ function ExtrudeBufferGeometry( shapes, options ) { } - } + /* Faces */ - /* Faces */ + // Top and bottom faces - // Top and bottom faces + buildLidFaces(); - buildLidFaces(); + // Sides faces - // Sides faces + buildSideFaces(); - buildSideFaces(); + ///// Internal functions - ///// Internal functions + function buildLidFaces() { - function buildLidFaces() { + var start = verticesArray.length / 3; - var start = verticesArray.length / 3; + if ( bevelEnabled ) { - if ( bevelEnabled ) { + var layer = 0; // steps + 1 + var offset = vlen * layer; - var layer = 0; // steps + 1 - var offset = vlen * layer; + // Bottom faces - // Bottom faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + } - } + layer = steps + bevelSegments * 2; + offset = vlen * layer; - layer = steps + bevelSegments * 2; - offset = vlen * layer; + // Top faces - // Top faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + } - } + } else { - } else { + // Bottom faces - // Bottom faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + } - } + // Top faces - // Top faces + for ( i = 0; i < flen; i ++ ) { - for ( i = 0; i < flen; i ++ ) { + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + } } - } + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + } - } + // Create faces for the z-sides of the shape - // Create faces for the z-sides of the shape + function buildSideFaces() { - function buildSideFaces() { + var start = verticesArray.length / 3; + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; - var start = verticesArray.length / 3; - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; + for ( h = 0, hl = holes.length; h < hl; h ++ ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); + //, true + layeroffset += ahole.length; - //, true - layeroffset += ahole.length; + } - } + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + } - } + function sidewalls( contour, layeroffset ) { - function sidewalls( contour, layeroffset ) { + var j, k; + i = contour.length; - var j, k; - i = contour.length; + while ( -- i >= 0 ) { - while ( -- i >= 0 ) { + j = i; + k = i - 1; + if ( k < 0 ) { k = contour.length - 1; } - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; + //console.log('b', i,j, i-1, k,vertices.length); - //console.log('b', i,j, i-1, k,vertices.length); + var s = 0, + sl = steps + bevelSegments * 2; - var s = 0, - sl = steps + bevelSegments * 2; + for ( s = 0; s < sl; s ++ ) { - for ( s = 0; s < sl; s ++ ) { + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); - 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; - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; + f4( a, b, c, d ); - f4( a, b, c, d ); + } } } - } + function v( x, y, z ) { - function v( x, y, z ) { + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); + } - } + function f3( a, b, c ) { - function f3( a, b, c ) { + addVertex( a ); + addVertex( b ); + addVertex( c ); - addVertex( a ); - addVertex( b ); - addVertex( c ); + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - 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 ] ); - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); + } - } + function f4( a, b, c, d ) { - function f4( a, b, c, d ) { + addVertex( a ); + addVertex( b ); + addVertex( d ); - addVertex( a ); - addVertex( b ); - addVertex( d ); + addVertex( b ); + addVertex( c ); + 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 ); - 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[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); + } - } + function addVertex( index ) { - function addVertex( index ) { + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); + } - } + function addUV( vector2 ) { - function addUV( vector2 ) { + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); + } } } -} + if ( BufferGeometry$$1 ) ExtrudeBufferGeometry.__proto__ = BufferGeometry$$1; + ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + + return ExtrudeBufferGeometry; +}(BufferGeometry)); + + -ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; ExtrudeBufferGeometry.prototype.toJSON = function () { @@ -29351,7 +29785,7 @@ function toJSON( shapes, options, data ) { // - if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); } return data; @@ -29378,60 +29812,73 @@ function toJSON( shapes, options, data ) { // TextGeometry -function TextGeometry( text, parameters ) { +var TextGeometry = (function (Geometry$$1) { + function TextGeometry( text, parameters ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'TextGeometry'; + this.type = 'TextGeometry'; - this.parameters = { - text: text, - parameters: parameters - }; + this.parameters = { + text: text, + parameters: parameters + }; + + this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) TextGeometry.__proto__ = Geometry$$1; + TextGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + TextGeometry.prototype.constructor = TextGeometry; + + return TextGeometry; +}(Geometry)); - this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); - this.mergeVertices(); -} -TextGeometry.prototype = Object.create( Geometry.prototype ); -TextGeometry.prototype.constructor = TextGeometry; // TextBufferGeometry -function TextBufferGeometry( text, parameters ) { +var TextBufferGeometry = (function (ExtrudeBufferGeometry$$1) { + function TextBufferGeometry( text, parameters ) { - parameters = parameters || {}; + parameters = parameters || {}; - var font = parameters.font; + var font = parameters.font; - if ( ! ( font && font.isFont ) ) { + if ( ! ( font && font.isFont ) ) { - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); - } + } - var shapes = font.generateShapes( text, parameters.size ); + var shapes = font.generateShapes( text, parameters.size ); - // translate parameters to ExtrudeGeometry API + // translate parameters to ExtrudeGeometry API - parameters.depth = parameters.height !== undefined ? parameters.height : 50; + parameters.depth = parameters.height !== undefined ? parameters.height : 50; - // defaults + // defaults - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + 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 ); + ExtrudeBufferGeometry$$1.call( this, shapes, parameters ); - this.type = 'TextBufferGeometry'; + this.type = 'TextBufferGeometry'; -} + } + + if ( ExtrudeBufferGeometry$$1 ) TextBufferGeometry.__proto__ = ExtrudeBufferGeometry$$1; + TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry$$1 && ExtrudeBufferGeometry$$1.prototype ); + TextBufferGeometry.prototype.constructor = TextBufferGeometry; -TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); -TextBufferGeometry.prototype.constructor = TextBufferGeometry; + return TextBufferGeometry; +}(ExtrudeBufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -29441,142 +29888,155 @@ TextBufferGeometry.prototype.constructor = TextBufferGeometry; // SphereGeometry -function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { +var SphereGeometry = (function (Geometry$$1) { + function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'SphereGeometry'; + this.type = 'SphereGeometry'; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) SphereGeometry.__proto__ = Geometry$$1; + SphereGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + SphereGeometry.prototype.constructor = SphereGeometry; + + return SphereGeometry; +}(Geometry)); - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - this.mergeVertices(); -} -SphereGeometry.prototype = Object.create( Geometry.prototype ); -SphereGeometry.prototype.constructor = SphereGeometry; // SphereBufferGeometry -function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { +var SphereBufferGeometry = (function (BufferGeometry$$1) { + function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'SphereBufferGeometry'; + this.type = 'SphereBufferGeometry'; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - radius = radius || 1; + radius = radius || 1; - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + 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; + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - var thetaEnd = thetaStart + thetaLength; + var thetaEnd = thetaStart + thetaLength; - var ix, iy; + var ix, iy; - var index = 0; - var grid = []; + var index = 0; + var grid = []; - var vertex = new Vector3(); - var normal = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( iy = 0; iy <= heightSegments; iy ++ ) { + for ( iy = 0; iy <= heightSegments; iy ++ ) { - var verticesRow = []; + var verticesRow = []; - var v = iy / heightSegments; + var v = iy / heightSegments; - for ( ix = 0; ix <= widthSegments; ix ++ ) { + for ( ix = 0; ix <= widthSegments; ix ++ ) { - var u = ix / widthSegments; + var u = ix / widthSegments; - // vertex + // 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 ); + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - normal.set( vertex.x, vertex.y, vertex.z ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normal.set( vertex.x, vertex.y, vertex.z ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv - uvs.push( u, 1 - v ); + uvs.push( u, 1 - v ); - verticesRow.push( index ++ ); + verticesRow.push( index ++ ); - } + } - grid.push( verticesRow ); + grid.push( verticesRow ); - } + } - // indices + // indices + + for ( iy = 0; iy < heightSegments; iy ++ ) { - for ( iy = 0; iy < heightSegments; iy ++ ) { + for ( ix = 0; ix < widthSegments; ix ++ ) { - for ( ix = 0; ix < widthSegments; ix ++ ) { + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var d = grid[ iy + 1 ][ ix + 1 ]; - var a = grid[ iy ][ ix + 1 ]; - var b = grid[ iy ][ ix ]; - var c = grid[ iy + 1 ][ ix ]; - var d = grid[ iy + 1 ][ ix + 1 ]; + if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); } + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); } - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + if ( BufferGeometry$$1 ) SphereBufferGeometry.__proto__ = BufferGeometry$$1; + SphereBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; -SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + return SphereBufferGeometry; +}(BufferGeometry)); /** * @author Kaleb Murphy @@ -29585,142 +30045,155 @@ SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; // RingGeometry -function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { +var RingGeometry = (function (Geometry$$1) { + function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'RingGeometry'; + this.type = 'RingGeometry'; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) RingGeometry.__proto__ = Geometry$$1; + RingGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + RingGeometry.prototype.constructor = RingGeometry; + + return RingGeometry; +}(Geometry)); - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - this.mergeVertices(); -} -RingGeometry.prototype = Object.create( Geometry.prototype ); -RingGeometry.prototype.constructor = RingGeometry; // RingBufferGeometry -function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { +var RingBufferGeometry = (function (BufferGeometry$$1) { + function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'RingBufferGeometry'; + this.type = 'RingBufferGeometry'; - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - innerRadius = innerRadius || 0.5; - outerRadius = outerRadius || 1; + innerRadius = innerRadius || 0.5; + outerRadius = outerRadius || 1; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + 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; + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // some helper variables + // some helper variables - var segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new Vector3(); - var uv = new Vector2(); - var j, i; + var segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( j = 0; j <= phiSegments; j ++ ) { + for ( j = 0; j <= phiSegments; j ++ ) { - for ( i = 0; i <= thetaSegments; i ++ ) { + for ( i = 0; i <= thetaSegments; i ++ ) { - // values are generate from the inside of the ring to the outside + // values are generate from the inside of the ring to the outside - segment = thetaStart + i / thetaSegments * thetaLength; + segment = thetaStart + i / thetaSegments * thetaLength; - // vertex + // vertex - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); - vertices.push( vertex.x, vertex.y, vertex.z ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - normals.push( 0, 0, 1 ); + normals.push( 0, 0, 1 ); - // uv + // uv - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; - uvs.push( uv.x, uv.y ); + uvs.push( uv.x, uv.y ); - } + } - // increase the radius for next row of vertices + // increase the radius for next row of vertices - radius += radiusStep; + radius += radiusStep; - } + } - // indices + // indices - for ( j = 0; j < phiSegments; j ++ ) { + for ( j = 0; j < phiSegments; j ++ ) { - var thetaSegmentLevel = j * ( thetaSegments + 1 ); + var thetaSegmentLevel = j * ( thetaSegments + 1 ); - for ( i = 0; i < thetaSegments; i ++ ) { + for ( i = 0; i < thetaSegments; i ++ ) { - segment = i + thetaSegmentLevel; + segment = i + thetaSegmentLevel; - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; - // faces + // faces - indices.push( a, b, d ); - indices.push( b, c, d ); + indices.push( a, b, d ); + indices.push( b, c, d ); + + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + if ( BufferGeometry$$1 ) RingBufferGeometry.__proto__ = BufferGeometry$$1; + RingBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + RingBufferGeometry.prototype.constructor = RingBufferGeometry; -RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -RingBufferGeometry.prototype.constructor = RingBufferGeometry; + return RingBufferGeometry; +}(BufferGeometry)); /** * @author zz85 / https://github.com/zz85 @@ -29730,174 +30203,187 @@ RingBufferGeometry.prototype.constructor = RingBufferGeometry; // LatheGeometry -function LatheGeometry( points, segments, phiStart, phiLength ) { +var LatheGeometry = (function (Geometry$$1) { + function LatheGeometry( points, segments, phiStart, phiLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'LatheGeometry'; + this.type = 'LatheGeometry'; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) LatheGeometry.__proto__ = Geometry$$1; + LatheGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + LatheGeometry.prototype.constructor = LatheGeometry; + + return LatheGeometry; +}(Geometry)); - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); -} -LatheGeometry.prototype = Object.create( Geometry.prototype ); -LatheGeometry.prototype.constructor = LatheGeometry; // LatheBufferGeometry -function LatheBufferGeometry( points, segments, phiStart, phiLength ) { +var LatheBufferGeometry = (function (BufferGeometry$$1) { + function LatheBufferGeometry( points, segments, phiStart, phiLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'LatheBufferGeometry'; + this.type = 'LatheBufferGeometry'; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; - // clamp phiLength so it's in range of [ 0, 2PI ] + // clamp phiLength so it's in range of [ 0, 2PI ] - phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); + phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); - // buffers + // buffers - var indices = []; - var vertices = []; - var uvs = []; + var indices = []; + var vertices = []; + var uvs = []; - // helper variables + // helper variables - var base; - var inverseSegments = 1.0 / segments; - var vertex = new Vector3(); - var uv = new Vector2(); - var i, j; + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; - // generate vertices and uvs + // generate vertices and uvs - for ( i = 0; i <= segments; i ++ ) { + for ( i = 0; i <= segments; i ++ ) { - var phi = phiStart + i * inverseSegments * phiLength; + var phi = phiStart + i * inverseSegments * phiLength; - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { - // vertex + // vertex - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; + 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 ); + vertices.push( vertex.x, vertex.y, vertex.z ); - // uv + // uv - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } } - } + // indices - // indices + for ( i = 0; i < segments; i ++ ) { - for ( i = 0; i < segments; i ++ ) { + for ( j = 0; j < ( points.length - 1 ); j ++ ) { - for ( j = 0; j < ( points.length - 1 ); j ++ ) { + base = j + i * points.length; - base = j + i * points.length; + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; + // faces - // faces + indices.push( a, b, d ); + indices.push( b, c, d ); - indices.push( a, b, d ); - indices.push( b, c, d ); + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // generate normals - // generate normals + this.computeVertexNormals(); - 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 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 ) { - if ( phiLength === Math.PI * 2 ) { + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); - 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 - // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; - base = segments * points.length * 3; + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { - for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + // select the normal of the vertex in the first line - // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; + // select the normal of the vertex in the last line - // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; + // average normals - // average normals + n.addVectors( n1, n2 ).normalize(); - n.addVectors( n1, n2 ).normalize(); + // assign the new values to both normals - // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + } } } -} + if ( BufferGeometry$$1 ) LatheBufferGeometry.__proto__ = BufferGeometry$$1; + LatheBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; -LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + return LatheBufferGeometry; +}(BufferGeometry)); /** * @author jonobr1 / http://jonobr1.com @@ -29906,32 +30392,40 @@ LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; // ShapeGeometry -function ShapeGeometry( shapes, curveSegments ) { +var ShapeGeometry = (function (Geometry$$1) { + function ShapeGeometry( shapes, curveSegments ) { + + Geometry$$1.call(this); + + this.type = 'ShapeGeometry'; - Geometry.call( this ); + if ( typeof curveSegments === 'object' ) { - this.type = 'ShapeGeometry'; + console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); - if ( typeof curveSegments === 'object' ) { + curveSegments = curveSegments.curveSegments; - console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + } + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; - curveSegments = curveSegments.curveSegments; + this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); + this.mergeVertices(); } - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + if ( Geometry$$1 ) ShapeGeometry.__proto__ = Geometry$$1; + ShapeGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + ShapeGeometry.prototype.constructor = ShapeGeometry; + + return ShapeGeometry; +}(Geometry)); - this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); - this.mergeVertices(); -} -ShapeGeometry.prototype = Object.create( Geometry.prototype ); -ShapeGeometry.prototype.constructor = ShapeGeometry; ShapeGeometry.prototype.toJSON = function () { @@ -29945,138 +30439,148 @@ ShapeGeometry.prototype.toJSON = function () { // ShapeBufferGeometry -function ShapeBufferGeometry( shapes, curveSegments ) { +var ShapeBufferGeometry = (function (BufferGeometry$$1) { + function ShapeBufferGeometry( shapes, curveSegments ) { + var this$1 = this; - BufferGeometry.call( this ); - this.type = 'ShapeBufferGeometry'; + BufferGeometry$$1.call(this); - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + this.type = 'ShapeBufferGeometry'; - curveSegments = curveSegments || 12; + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; - // buffers + curveSegments = curveSegments || 12; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables - // helper variables + var groupStart = 0; + var groupCount = 0; - var groupStart = 0; - var groupCount = 0; + // allow single and array values for "shapes" parameter - // allow single and array values for "shapes" parameter + if ( Array.isArray( shapes ) === false ) { - if ( Array.isArray( shapes ) === false ) { + addShape( shapes ); - addShape( shapes ); + } else { - } else { + for ( var i = 0; i < shapes.length; i ++ ) { - for ( var i = 0; i < shapes.length; i ++ ) { + addShape( shapes[ i ] ); - addShape( shapes[ i ] ); + this$1.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + groupStart += groupCount; + groupCount = 0; - groupStart += groupCount; - groupCount = 0; + } } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + // helper functions - // helper functions + function addShape( shape ) { - function addShape( shape ) { + var i, l, shapeHole; - var i, l, shapeHole; + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); - var indexOffset = vertices.length / 3; - var points = shape.extractPoints( curveSegments ); + var shapeVertices = points.shape; + var shapeHoles = points.holes; - var shapeVertices = points.shape; - var shapeHoles = points.holes; + // check direction of vertices - // check direction of vertices + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + shapeVertices = shapeVertices.reverse(); - shapeVertices = shapeVertices.reverse(); + // also check if holes are in the opposite direction - // also check if holes are in the opposite direction + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + shapeHole = shapeHoles[ i ]; - shapeHole = shapeHoles[ i ]; + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + shapeHoles[ i ] = shapeHole.reverse(); - shapeHoles[ i ] = shapeHole.reverse(); + } } } - } + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + // join vertices of inner and outer paths to a single array - // join vertices of inner and outer paths to a single array + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); - shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); + } - } + // vertices, normals, uvs - // vertices, normals, uvs + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { - for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + var vertex = shapeVertices[ i ]; - var vertex = shapeVertices[ i ]; + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs + } - } + // incides - // incides + for ( i = 0, l = faces.length; i < l; i ++ ) { - for ( i = 0, l = faces.length; i < l; i ++ ) { + var face = faces[ i ]; - var face = faces[ i ]; + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; - var a = face[ 0 ] + indexOffset; - var b = face[ 1 ] + indexOffset; - var c = face[ 2 ] + indexOffset; + indices.push( a, b, c ); + groupCount += 3; - indices.push( a, b, c ); - groupCount += 3; + } } } -} + if ( BufferGeometry$$1 ) ShapeBufferGeometry.__proto__ = BufferGeometry$$1; + ShapeBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + + return ShapeBufferGeometry; +}(BufferGeometry)); + + -ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; ShapeBufferGeometry.prototype.toJSON = function () { @@ -30119,106 +30623,111 @@ function toJSON$1( shapes, data ) { * @author Mugen87 / https://github.com/Mugen87 */ -function EdgesGeometry( geometry, thresholdAngle ) { +var EdgesGeometry = (function (BufferGeometry$$1) { + function EdgesGeometry( geometry, thresholdAngle ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'EdgesGeometry'; + this.type = 'EdgesGeometry'; - this.parameters = { - thresholdAngle: thresholdAngle - }; + this.parameters = { + thresholdAngle: thresholdAngle + }; - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - // buffer + // buffer - var vertices = []; + var vertices = []; - // helper variables + // helper variables - var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); - var edge = [ 0, 0 ], edges = {}, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; + var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; - // prepare source geometry + // prepare source geometry - var geometry2; + var geometry2; - if ( geometry.isBufferGeometry ) { + if ( geometry.isBufferGeometry ) { - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); - } else { + } else { - geometry2 = geometry.clone(); + geometry2 = geometry.clone(); - } + } - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); - var sourceVertices = geometry2.vertices; - var faces = geometry2.faces; + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; - // now create a data structure where each entry represents an edge with its adjoining 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 ++ ) { + for ( var i = 0, l = faces.length; i < l; i ++ ) { - var face = faces[ i ]; + var face = faces[ i ]; - for ( var j = 0; j < 3; j ++ ) { + 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 ); + 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 ]; + key = edge[ 0 ] + ',' + edge[ 1 ]; - if ( edges[ key ] === undefined ) { + if ( edges[ key ] === undefined ) { - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; - } else { + } else { - edges[ key ].face2 = i; + edges[ key ].face2 = i; + + } } } - } + // generate vertices - // generate vertices + for ( key in edges ) { - for ( key in edges ) { + var e = edges[ key ]; - 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. - // 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 ) { - 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 ); - 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 ); - vertex = sourceVertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + } } - } + // build geometry - // build geometry + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } -} + if ( BufferGeometry$$1 ) EdgesGeometry.__proto__ = BufferGeometry$$1; + EdgesGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + EdgesGeometry.prototype.constructor = EdgesGeometry; -EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); -EdgesGeometry.prototype.constructor = EdgesGeometry; + return EdgesGeometry; +}(BufferGeometry)); /** * @author mrdoob / http://mrdoob.com/ @@ -30227,306 +30736,319 @@ EdgesGeometry.prototype.constructor = EdgesGeometry; // CylinderGeometry -function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { +var CylinderGeometry = (function (Geometry$$1) { + function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'CylinderGeometry'; + this.type = 'CylinderGeometry'; - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) CylinderGeometry.__proto__ = Geometry$$1; + CylinderGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + CylinderGeometry.prototype.constructor = CylinderGeometry; + + return CylinderGeometry; +}(Geometry)); - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); -} -CylinderGeometry.prototype = Object.create( Geometry.prototype ); -CylinderGeometry.prototype.constructor = CylinderGeometry; // CylinderBufferGeometry -function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { +var CylinderBufferGeometry = (function (BufferGeometry$$1) { + function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'CylinderBufferGeometry'; + this.type = 'CylinderBufferGeometry'; - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - var scope = this; + var scope = this; - radiusTop = radiusTop !== undefined ? radiusTop : 1; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; - height = height || 1; + radiusTop = radiusTop !== undefined ? radiusTop : 1; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; + height = height || 1; - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 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; + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var index = 0; - var indexArray = []; - var halfHeight = height / 2; - var groupStart = 0; + var index = 0; + var indexArray = []; + var halfHeight = height / 2; + var groupStart = 0; - // generate geometry + // generate geometry - generateTorso(); + generateTorso(); - if ( openEnded === false ) { + if ( openEnded === false ) { - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); + if ( radiusTop > 0 ) { generateCap( true ); } + if ( radiusBottom > 0 ) { generateCap( false ); } - } + } - // build geometry + // build geometry - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - function generateTorso() { + function generateTorso() { - var x, y; - var normal = new Vector3(); - var vertex = new Vector3(); + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); - var groupCount = 0; + var groupCount = 0; - // this will be used to calculate the normal - var slope = ( radiusBottom - radiusTop ) / height; + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; - // generate vertices, normals and uvs + // generate vertices, normals and uvs - for ( y = 0; y <= heightSegments; y ++ ) { + for ( y = 0; y <= heightSegments; y ++ ) { - var indexRow = []; + var indexRow = []; - var v = y / heightSegments; + var v = y / heightSegments; - // calculate the radius of the current row + // calculate the radius of the current row - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - for ( x = 0; x <= radialSegments; x ++ ) { + for ( x = 0; x <= radialSegments; x ++ ) { - var u = x / radialSegments; + var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; + var theta = u * thetaLength + thetaStart; - var sinTheta = Math.sin( theta ); - var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); - // vertex + // vertex - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); - // normal + // normal - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - // uv + // uv - uvs.push( u, 1 - v ); + uvs.push( u, 1 - v ); - // save index of vertex in respective row + // save index of vertex in respective row - indexRow.push( index ++ ); + indexRow.push( index ++ ); - } + } - // now save vertices of the row in our index array + // now save vertices of the row in our index array - indexArray.push( indexRow ); + indexArray.push( indexRow ); - } + } - // generate indices + // generate indices - for ( x = 0; x < radialSegments; x ++ ) { + for ( x = 0; x < radialSegments; x ++ ) { - for ( y = 0; y < heightSegments; y ++ ) { + for ( y = 0; y < heightSegments; y ++ ) { - // we use the index array to access the correct indices + // we use the index array to access the correct indices - var a = indexArray[ y ][ x ]; - var b = indexArray[ y + 1 ][ x ]; - var c = indexArray[ y + 1 ][ x + 1 ]; - var d = indexArray[ y ][ x + 1 ]; + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var d = indexArray[ y ][ x + 1 ]; - // faces + // faces - indices.push( a, b, d ); - indices.push( b, c, d ); + indices.push( a, b, d ); + indices.push( b, c, d ); - // update group counter + // update group counter - groupCount += 6; + groupCount += 6; + + } } - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, 0 ); - scope.addGroup( groupStart, groupCount, 0 ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + } - } + function generateCap( top ) { - function generateCap( top ) { + var x, centerIndexStart, centerIndexEnd; - var x, centerIndexStart, centerIndexEnd; + var uv = new Vector2(); + var vertex = new Vector3(); - var uv = new Vector2(); - var vertex = new Vector3(); + var groupCount = 0; - var groupCount = 0; + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; + // save the index of the first center vertex + centerIndexStart = index; - // save the index of the first center vertex - centerIndexStart = index; + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment + for ( x = 1; x <= radialSegments; x ++ ) { - for ( x = 1; x <= radialSegments; x ++ ) { + // vertex - // vertex + vertices.push( 0, halfHeight * sign, 0 ); - vertices.push( 0, halfHeight * sign, 0 ); + // normal - // normal + normals.push( 0, sign, 0 ); - normals.push( 0, sign, 0 ); + // uv - // uv + uvs.push( 0.5, 0.5 ); - uvs.push( 0.5, 0.5 ); + // increase index - // increase index + index ++; - index ++; + } - } + // save the index of the last center vertex + + centerIndexEnd = index; - // save the index of the last center vertex + // now we generate the surrounding vertices, normals and uvs - centerIndexEnd = index; + for ( x = 0; x <= radialSegments; x ++ ) { - // now we generate the surrounding vertices, normals and uvs + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; - for ( x = 0; x <= radialSegments; x ++ ) { + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); - var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; + // vertex - var cosTheta = Math.cos( theta ); - var sinTheta = Math.sin( theta ); + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); - // vertex + // normal - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + normals.push( 0, sign, 0 ); - // normal + // uv - normals.push( 0, sign, 0 ); + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); - // uv + // increase index - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); + index ++; - // increase index + } - index ++; + // generate indices - } + for ( x = 0; x < radialSegments; x ++ ) { - // generate indices + var c = centerIndexStart + x; + var i = centerIndexEnd + x; - for ( x = 0; x < radialSegments; x ++ ) { + if ( top === true ) { - var c = centerIndexStart + x; - var i = centerIndexEnd + x; + // face top - if ( top === true ) { + indices.push( i, i + 1, c ); - // face top + } else { - indices.push( i, i + 1, c ); + // face bottom - } else { + indices.push( i + 1, i, c ); - // face bottom + } - indices.push( i + 1, i, c ); + groupCount += 3; } - groupCount += 3; - - } + // add a group to the geometry. this will ensure multi material support - // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + // calculate new start value for groups - // calculate new start value for groups + groupStart += groupCount; - groupStart += groupCount; + } } -} + if ( BufferGeometry$$1 ) CylinderBufferGeometry.__proto__ = BufferGeometry$$1; + CylinderBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; -CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + return CylinderBufferGeometry; +}(BufferGeometry)); /** * @author abelnation / http://github.com/abelnation @@ -30534,49 +31056,62 @@ CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; // ConeGeometry -function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { +var ConeGeometry = (function (CylinderGeometry$$1) { + function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + CylinderGeometry$$1.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - this.type = 'ConeGeometry'; + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + if ( CylinderGeometry$$1 ) ConeGeometry.__proto__ = CylinderGeometry$$1; + ConeGeometry.prototype = Object.create( CylinderGeometry$$1 && CylinderGeometry$$1.prototype ); + ConeGeometry.prototype.constructor = ConeGeometry; + + return ConeGeometry; +}(CylinderGeometry)); - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; -} -ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); -ConeGeometry.prototype.constructor = ConeGeometry; // ConeBufferGeometry -function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { +var ConeBufferGeometry = (function (CylinderBufferGeometry$$1) { + function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + CylinderBufferGeometry$$1.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - this.type = 'ConeBufferGeometry'; + this.type = 'ConeBufferGeometry'; - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; -} + } -ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); -ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + if ( CylinderBufferGeometry$$1 ) ConeBufferGeometry.__proto__ = CylinderBufferGeometry$$1; + ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry$$1 && CylinderBufferGeometry$$1.prototype ); + ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + + return ConeBufferGeometry; +}(CylinderBufferGeometry)); /** * @author benaadams / https://twitter.com/ben_a_adams @@ -30586,110 +31121,123 @@ ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; // CircleGeometry -function CircleGeometry( radius, segments, thetaStart, thetaLength ) { +var CircleGeometry = (function (Geometry$$1) { + function CircleGeometry( radius, segments, thetaStart, thetaLength ) { - Geometry.call( this ); + Geometry$$1.call(this); - this.type = 'CircleGeometry'; + this.type = 'CircleGeometry'; - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + this.mergeVertices(); + + } + + if ( Geometry$$1 ) CircleGeometry.__proto__ = Geometry$$1; + CircleGeometry.prototype = Object.create( Geometry$$1 && Geometry$$1.prototype ); + CircleGeometry.prototype.constructor = CircleGeometry; + + return CircleGeometry; +}(Geometry)); - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - this.mergeVertices(); -} -CircleGeometry.prototype = Object.create( Geometry.prototype ); -CircleGeometry.prototype.constructor = CircleGeometry; // CircleBufferGeometry -function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { +var CircleBufferGeometry = (function (BufferGeometry$$1) { + function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'CircleBufferGeometry'; + this.type = 'CircleBufferGeometry'; - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - radius = radius || 1; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; + radius = radius || 1; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - // buffers + // buffers - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; - // helper variables + // helper variables - var i, s; - var vertex = new Vector3(); - var uv = new Vector2(); + var i, s; + var vertex = new Vector3(); + var uv = new Vector2(); - // center point + // center point - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); - for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { - var segment = thetaStart + s / segments * thetaLength; + var segment = thetaStart + s / segments * thetaLength; - // vertex + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + vertices.push( vertex.x, vertex.y, vertex.z ); - vertices.push( vertex.x, vertex.y, vertex.z ); + // normal - // normal + normals.push( 0, 0, 1 ); - normals.push( 0, 0, 1 ); + // uvs - // uvs + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + uvs.push( uv.x, uv.y ); - uvs.push( uv.x, uv.y ); + } - } + // indices - // indices + for ( i = 1; i <= segments; i ++ ) { - for ( i = 1; i <= segments; i ++ ) { + indices.push( i, i + 1, 0 ); - indices.push( i, i + 1, 0 ); + } - } + // build geometry - // build geometry + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + } -} + if ( BufferGeometry$$1 ) CircleBufferGeometry.__proto__ = BufferGeometry$$1; + CircleBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; -CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + return CircleBufferGeometry; +}(BufferGeometry)); @@ -30746,21 +31294,29 @@ var Geometries = /*#__PURE__*/Object.freeze({ * } */ -function ShadowMaterial( parameters ) { +var ShadowMaterial = (function (Material$$1) { + function ShadowMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'ShadowMaterial'; + this.type = 'ShadowMaterial'; - this.color = new Color( 0x000000 ); - this.transparent = true; + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) ShadowMaterial.__proto__ = Material$$1; + ShadowMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + ShadowMaterial.prototype.constructor = ShadowMaterial; + + return ShadowMaterial; +}(Material)); - this.setValues( parameters ); -} -ShadowMaterial.prototype = Object.create( Material.prototype ); -ShadowMaterial.prototype.constructor = ShadowMaterial; ShadowMaterial.prototype.isShadowMaterial = true; @@ -30778,16 +31334,24 @@ ShadowMaterial.prototype.copy = function ( source ) { * @author mrdoob / http://mrdoob.com/ */ -function RawShaderMaterial( parameters ) { +var RawShaderMaterial = (function (ShaderMaterial$$1) { + function RawShaderMaterial( parameters ) { - ShaderMaterial.call( this, parameters ); + ShaderMaterial$$1.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + + } + + if ( ShaderMaterial$$1 ) RawShaderMaterial.__proto__ = ShaderMaterial$$1; + RawShaderMaterial.prototype = Object.create( ShaderMaterial$$1 && ShaderMaterial$$1.prototype ); + RawShaderMaterial.prototype.constructor = RawShaderMaterial; + + return RawShaderMaterial; +}(ShaderMaterial)); - this.type = 'RawShaderMaterial'; -} -RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); -RawShaderMaterial.prototype.constructor = RawShaderMaterial; RawShaderMaterial.prototype.isRawShaderMaterial = true; @@ -30843,67 +31407,75 @@ RawShaderMaterial.prototype.isRawShaderMaterial = true; * } */ -function MeshStandardMaterial( parameters ) { +var MeshStandardMaterial = (function (Material$$1) { + function MeshStandardMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.defines = { 'STANDARD': '' }; + this.defines = { 'STANDARD': '' }; - this.type = 'MeshStandardMaterial'; + this.type = 'MeshStandardMaterial'; - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 0.5; - this.metalness = 0.5; + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; + this.bumpMap = null; + this.bumpScale = 1; - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.roughnessMap = null; + this.roughnessMap = null; - this.metalnessMap = null; + this.metalnessMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.envMapIntensity = 1.0; + this.envMap = null; + this.envMapIntensity = 1.0; - this.refractionRatio = 0.98; + this.refractionRatio = 0.98; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshStandardMaterial.__proto__ = Material$$1; + MeshStandardMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + + return MeshStandardMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshStandardMaterial.prototype = Object.create( Material.prototype ); -MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; MeshStandardMaterial.prototype.isMeshStandardMaterial = true; @@ -30972,25 +31544,33 @@ MeshStandardMaterial.prototype.copy = function ( source ) { * } */ -function MeshPhysicalMaterial( parameters ) { +var MeshPhysicalMaterial = (function (MeshStandardMaterial$$1) { + function MeshPhysicalMaterial( parameters ) { - MeshStandardMaterial.call( this ); + MeshStandardMaterial$$1.call(this); - this.defines = { 'PHYSICAL': '' }; + this.defines = { 'PHYSICAL': '' }; - this.type = 'MeshPhysicalMaterial'; + this.type = 'MeshPhysicalMaterial'; - this.reflectivity = 0.5; // maps to F0 = 0.04 + this.reflectivity = 0.5; // maps to F0 = 0.04 - this.clearCoat = 0.0; - this.clearCoatRoughness = 0.0; + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + + } + + if ( MeshStandardMaterial$$1 ) MeshPhysicalMaterial.__proto__ = MeshStandardMaterial$$1; + MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial$$1 && MeshStandardMaterial$$1.prototype ); + MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + + return MeshPhysicalMaterial; +}(MeshStandardMaterial)); - this.setValues( parameters ); -} -MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); -MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; @@ -31060,63 +31640,71 @@ MeshPhysicalMaterial.prototype.copy = function ( source ) { * } */ -function MeshPhongMaterial( parameters ) { +var MeshPhongMaterial = (function (Material$$1) { + function MeshPhongMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshPhongMaterial'; + this.type = 'MeshPhongMaterial'; - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; - this.map = null; + this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; + this.bumpMap = null; + this.bumpScale = 1; - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.specularMap = null; + this.specularMap = null; - this.alphaMap = null; + this.alphaMap = null; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + 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.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshPhongMaterial.__proto__ = Material$$1; + MeshPhongMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + + return MeshPhongMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshPhongMaterial.prototype = Object.create( Material.prototype ); -MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; MeshPhongMaterial.prototype.isMeshPhongMaterial = true; @@ -31181,22 +31769,30 @@ MeshPhongMaterial.prototype.copy = function ( source ) { * } */ -function MeshToonMaterial( parameters ) { +var MeshToonMaterial = (function (MeshPhongMaterial$$1) { + function MeshToonMaterial( parameters ) { - MeshPhongMaterial.call( this ); + MeshPhongMaterial$$1.call(this); - this.defines = { 'TOON': '' }; + this.defines = { 'TOON': '' }; - this.type = 'MeshToonMaterial'; + this.type = 'MeshToonMaterial'; - this.gradientMap = null; + this.gradientMap = null; + + this.setValues( parameters ); + + } + + if ( MeshPhongMaterial$$1 ) MeshToonMaterial.__proto__ = MeshPhongMaterial$$1; + MeshToonMaterial.prototype = Object.create( MeshPhongMaterial$$1 && MeshPhongMaterial$$1.prototype ); + MeshToonMaterial.prototype.constructor = MeshToonMaterial; + + return MeshToonMaterial; +}(MeshPhongMaterial)); - this.setValues( parameters ); -} -MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); -MeshToonMaterial.prototype.constructor = MeshToonMaterial; MeshToonMaterial.prototype.isMeshToonMaterial = true; @@ -31237,39 +31833,47 @@ MeshToonMaterial.prototype.copy = function ( source ) { * } */ -function MeshNormalMaterial( parameters ) { +var MeshNormalMaterial = (function (Material$$1) { + function MeshNormalMaterial( parameters ) { + + Material$$1.call(this); - Material.call( this ); + this.type = 'MeshNormalMaterial'; - this.type = 'MeshNormalMaterial'; + this.bumpMap = null; + this.bumpScale = 1; - this.bumpMap = null; - this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + this.wireframe = false; + this.wireframeLinewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 1; + this.fog = false; + this.lights = false; - this.fog = false; - this.lights = false; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshNormalMaterial.__proto__ = Material$$1; + MeshNormalMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + + return MeshNormalMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshNormalMaterial.prototype = Object.create( Material.prototype ); -MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; MeshNormalMaterial.prototype.isMeshNormalMaterial = true; @@ -31337,50 +31941,58 @@ MeshNormalMaterial.prototype.copy = function ( source ) { * } */ -function MeshLambertMaterial( parameters ) { +var MeshLambertMaterial = (function (Material$$1) { + function MeshLambertMaterial( parameters ) { - Material.call( this ); + Material$$1.call(this); - this.type = 'MeshLambertMaterial'; + this.type = 'MeshLambertMaterial'; - this.color = new Color( 0xffffff ); // diffuse + this.color = new Color( 0xffffff ); // diffuse - this.map = null; + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + this.specularMap = null; - this.specularMap = null; + this.alphaMap = null; - this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + this.setValues( parameters ); + + } + + if ( Material$$1 ) MeshLambertMaterial.__proto__ = Material$$1; + MeshLambertMaterial.prototype = Object.create( Material$$1 && Material$$1.prototype ); + MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + + return MeshLambertMaterial; +}(Material)); - this.setValues( parameters ); -} -MeshLambertMaterial.prototype = Object.create( Material.prototype ); -MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; MeshLambertMaterial.prototype.isMeshLambertMaterial = true; @@ -31439,22 +32051,30 @@ MeshLambertMaterial.prototype.copy = function ( source ) { * } */ -function LineDashedMaterial( parameters ) { +var LineDashedMaterial = (function (LineBasicMaterial$$1) { + function LineDashedMaterial( parameters ) { - LineBasicMaterial.call( this ); + LineBasicMaterial$$1.call(this); - this.type = 'LineDashedMaterial'; + this.type = 'LineDashedMaterial'; - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + if ( LineBasicMaterial$$1 ) LineDashedMaterial.__proto__ = LineBasicMaterial$$1; + LineDashedMaterial.prototype = Object.create( LineBasicMaterial$$1 && LineBasicMaterial$$1.prototype ); + LineDashedMaterial.prototype.constructor = LineDashedMaterial; + + return LineDashedMaterial; +}(LineBasicMaterial)); - this.setValues( parameters ); -} -LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); -LineDashedMaterial.prototype.constructor = LineDashedMaterial; LineDashedMaterial.prototype.isLineDashedMaterial = true; @@ -31504,7 +32124,7 @@ var Cache = { add: function ( key, file ) { - if ( this.enabled === false ) return; + if ( this.enabled === false ) { return; } // console.log( 'THREE.Cache', 'Adding key:', key ); @@ -31514,7 +32134,7 @@ var Cache = { get: function ( key ) { - if ( this.enabled === false ) return; + if ( this.enabled === false ) { return; } // console.log( 'THREE.Cache', 'Checking key:', key ); @@ -31540,7 +32160,7 @@ var Cache = { * @author mrdoob / http://mrdoob.com/ */ -function LoadingManager( onLoad, onProgress, onError ) { +var LoadingManager = function LoadingManager( onLoad, onProgress, onError ) { var scope = this; @@ -31625,7 +32245,7 @@ function LoadingManager( onLoad, onProgress, onError ) { }; -} +}; var DefaultLoadingManager = new LoadingManager(); @@ -31635,295 +32255,293 @@ var DefaultLoadingManager = new LoadingManager(); var loading = {}; -function FileLoader( manager ) { +var FileLoader = function FileLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} - -Object.assign( FileLoader.prototype, { +}; - load: function ( url, onLoad, onProgress, onError ) { +FileLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { + var this$1 = this; - if ( url === undefined ) url = ''; - if ( this.path !== undefined ) url = this.path + url; + if ( url === undefined ) { url = ''; } - url = this.manager.resolveURL( url ); + if ( this.path !== undefined ) { url = this.path + url; } - var scope = this; + url = this.manager.resolveURL( url ); - var cached = Cache.get( url ); + var scope = this; - if ( cached !== undefined ) { + var cached = Cache.get( url ); - scope.manager.itemStart( url ); + if ( cached !== undefined ) { - setTimeout( function () { + scope.manager.itemStart( url ); - if ( onLoad ) onLoad( cached ); + setTimeout( function () { - scope.manager.itemEnd( url ); + if ( onLoad ) { onLoad( cached ); } - }, 0 ); + scope.manager.itemEnd( url ); - return cached; + }, 0 ); - } + return cached; - // Check if request is duplicate + } - if ( loading[ url ] !== undefined ) { + // Check if request is duplicate - loading[ url ].push( { + if ( loading[ url ] !== undefined ) { - onLoad: onLoad, - onProgress: onProgress, - onError: onError + loading[ url ].push( { - } ); + onLoad: onLoad, + onProgress: onProgress, + onError: onError - return; + } ); - } + return; - // Check for data: URI - var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; - var dataUriRegexResult = url.match( dataUriRegex ); + } - // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( dataUriRegexResult ) { + // Check for data: URI + var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + var dataUriRegexResult = url.match( dataUriRegex ); - var mimeType = dataUriRegexResult[ 1 ]; - var isBase64 = !! dataUriRegexResult[ 2 ]; - var data = dataUriRegexResult[ 3 ]; + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { - data = window.decodeURIComponent( data ); + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; - if ( isBase64 ) data = window.atob( data ); + data = window.decodeURIComponent( data ); - try { + if ( isBase64 ) { data = window.atob( data ); } - var response; - var responseType = ( this.responseType || '' ).toLowerCase(); + try { - switch ( responseType ) { + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); - case 'arraybuffer': - case 'blob': + switch ( responseType ) { - var view = new Uint8Array( data.length ); + case 'arraybuffer': + case 'blob': - for ( var i = 0; i < data.length; i ++ ) { + var view = new Uint8Array( data.length ); - view[ i ] = data.charCodeAt( i ); + for ( var i = 0; i < data.length; i ++ ) { - } + view[ i ] = data.charCodeAt( i ); - if ( responseType === 'blob' ) { + } - response = new Blob( [ view.buffer ], { type: mimeType } ); + if ( responseType === 'blob' ) { - } else { + response = new Blob( [ view.buffer ], { type: mimeType } ); - response = view.buffer; + } else { - } + response = view.buffer; - break; + } - case 'document': + break; - var parser = new DOMParser(); - response = parser.parseFromString( data, mimeType ); + case 'document': - break; + var parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); - case 'json': + break; - response = JSON.parse( data ); + case 'json': - break; + response = JSON.parse( data ); - default: // 'text' or other + break; - response = data; + default: // 'text' or other - break; + response = data; - } - - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - window.setTimeout( function () { + break; - if ( onLoad ) onLoad( response ); + } - scope.manager.itemEnd( url ); + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { - }, 0 ); + if ( onLoad ) { onLoad( response ); } - } catch ( error ) { + scope.manager.itemEnd( url ); - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - window.setTimeout( function () { + }, 0 ); - if ( onError ) onError( error ); + } catch ( error ) { - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { - }, 0 ); + if ( onError ) { onError( error ); } - } + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - } else { + }, 0 ); - // Initialise array for duplicate requests + } - loading[ url ] = []; + } else { - loading[ url ].push( { + // Initialise array for duplicate requests - onLoad: onLoad, - onProgress: onProgress, - onError: onError + loading[ url ] = []; - } ); + loading[ url ].push( { - var request = new XMLHttpRequest(); + onLoad: onLoad, + onProgress: onProgress, + onError: onError - request.open( 'GET', url, true ); + } ); - request.addEventListener( 'load', function ( event ) { + var request = new XMLHttpRequest(); - var response = this.response; + request.open( 'GET', url, true ); - Cache.add( url, response ); + request.addEventListener( 'load', function ( event ) { - var callbacks = loading[ url ]; + var response = this.response; - delete loading[ url ]; + Cache.add( url, response ); - if ( this.status === 200 || this.status === 0 ) { + var callbacks = loading[ url ]; - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. + delete loading[ url ]; - if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + if ( this.status === 200 || this.status === 0 ) { - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. - var callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( response ); + if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); } - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - scope.manager.itemEnd( url ); + var callback = callbacks[ i ]; + if ( callback.onLoad ) { callback.onLoad( response ); } - } else { + } - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + scope.manager.itemEnd( url ); - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + } else { - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + var callback = callbacks[ i ]; + if ( callback.onError ) { callback.onError( event ); } } - }, false ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - request.addEventListener( 'progress', function ( event ) { + } - var callbacks = loading[ url ]; + }, false ); - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + request.addEventListener( 'progress', function ( event ) { - var callback = callbacks[ i ]; - if ( callback.onProgress ) callback.onProgress( event ); + var callbacks = loading[ url ]; - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - }, false ); + var callback = callbacks[ i ]; + if ( callback.onProgress ) { callback.onProgress( event ); } - request.addEventListener( 'error', function ( event ) { + } - var callbacks = loading[ url ]; + }, false ); - delete loading[ url ]; + request.addEventListener( 'error', function ( event ) { - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + var callbacks = loading[ url ]; - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + delete loading[ url ]; - } + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + var callback = callbacks[ i ]; + if ( callback.onError ) { callback.onError( event ); } - }, false ); + } - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + }, false ); - for ( var header in this.requestHeader ) { + if ( this.responseType !== undefined ) { request.responseType = this.responseType; } + if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; } - request.setRequestHeader( header, this.requestHeader[ header ] ); + if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); } - } + for ( var header in this$1.requestHeader ) { - request.send( null ); + request.setRequestHeader( header, this$1.requestHeader[ header ] ); } - scope.manager.itemStart( url ); + request.send( null ); - return request; + } - }, + scope.manager.itemStart( url ); - setPath: function ( value ) { + return request; - this.path = value; - return this; +}; - }, +FileLoader.prototype.setPath = function setPath ( value ) { - setResponseType: function ( value ) { + this.path = value; + return this; - this.responseType = value; - return this; +}; - }, +FileLoader.prototype.setResponseType = function setResponseType ( value ) { - setWithCredentials: function ( value ) { + this.responseType = value; + return this; - this.withCredentials = value; - return this; +}; - }, +FileLoader.prototype.setWithCredentials = function setWithCredentials ( value ) { - setMimeType: function ( value ) { + this.withCredentials = value; + return this; - this.mimeType = value; - return this; +}; - }, +FileLoader.prototype.setMimeType = function setMimeType ( value ) { - setRequestHeader: function ( value ) { + this.mimeType = value; + return this; - this.requestHeader = value; - return this; +}; - } +FileLoader.prototype.setRequestHeader = function setRequestHeader ( value ) { -} ); + this.requestHeader = value; + return this; + +}; /** * @author mrdoob / http://mrdoob.com/ @@ -31931,133 +32549,129 @@ Object.assign( FileLoader.prototype, { * Abstract Base class to block based textures loader (dds, pvr, ...) */ -function CompressedTextureLoader( manager ) { +var CompressedTextureLoader = function CompressedTextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; // override in sub classes this._parser = null; -} - -Object.assign( CompressedTextureLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { +}; - var scope = this; +CompressedTextureLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var images = []; + var scope = this; - var texture = new CompressedTexture(); - texture.image = images; + var images = []; - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); + var texture = new CompressedTexture(); + texture.image = images; - function loadTexture( i ) { + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); - loader.load( url[ i ], function ( buffer ) { + function loadTexture( i ) { - var texDatas = scope._parser( buffer, true ); + loader.load( url[ i ], function ( buffer ) { - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; + var texDatas = scope._parser( buffer, true ); - loaded += 1; + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; - if ( loaded === 6 ) { + loaded += 1; - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; + if ( loaded === 6 ) { - texture.format = texDatas.format; - texture.needsUpdate = true; + if ( texDatas.mipmapCount === 1 ) + { texture.minFilter = LinearFilter; } - if ( onLoad ) onLoad( texture ); + texture.format = texDatas.format; + texture.needsUpdate = true; - } + if ( onLoad ) { onLoad( texture ); } - }, onProgress, onError ); + } - } + }, onProgress, onError ); - if ( Array.isArray( url ) ) { + } - var loaded = 0; + if ( Array.isArray( url ) ) { - for ( var i = 0, il = url.length; i < il; ++ i ) { + var loaded = 0; - loadTexture( i ); + for ( var i = 0, il = url.length; i < il; ++ i ) { - } + loadTexture( i ); - } else { + } - // compressed cubemap texture stored in a single DDS file + } else { - loader.load( url, function ( buffer ) { + // compressed cubemap texture stored in a single DDS file - var texDatas = scope._parser( buffer, true ); + loader.load( url, function ( buffer ) { - if ( texDatas.isCubemap ) { + var texDatas = scope._parser( buffer, true ); - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + if ( texDatas.isCubemap ) { - for ( var f = 0; f < faces; f ++ ) { + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; - images[ f ] = { mipmaps: [] }; + for ( var f = 0; f < faces; f ++ ) { - for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + images[ f ] = { mipmaps: [] }; - 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; + 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; + } else { - } + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; - if ( texDatas.mipmapCount === 1 ) { + } - texture.minFilter = LinearFilter; + if ( texDatas.mipmapCount === 1 ) { - } + texture.minFilter = LinearFilter; - texture.format = texDatas.format; - texture.needsUpdate = true; + } - if ( onLoad ) onLoad( texture ); + texture.format = texDatas.format; + texture.needsUpdate = true; - }, onProgress, onError ); + if ( onLoad ) { onLoad( texture ); } - } + }, onProgress, onError ); - return texture; + } - }, + return texture; - setPath: function ( value ) { +}; - this.path = value; - return this; +CompressedTextureLoader.prototype.setPath = function setPath ( value ) { - } + this.path = value; + return this; -} ); +}; /** * @author Nikos M. / https://github.com/foo123/ @@ -32065,322 +32679,306 @@ Object.assign( CompressedTextureLoader.prototype, { * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) */ -function DataTextureLoader( manager ) { +var DataTextureLoader = function DataTextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; // override in sub classes this._parser = null; -} - -Object.assign( DataTextureLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { +}; - var scope = this; +DataTextureLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var texture = new DataTexture(); + var scope = this; - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); + var texture = new DataTexture(); - loader.load( url, function ( buffer ) { + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); - var texData = scope._parser( buffer ); + loader.load( url, function ( buffer ) { - if ( ! texData ) return; + var texData = scope._parser( buffer ); - if ( undefined !== texData.image ) { + if ( ! texData ) { return; } - texture.image = texData.image; + if ( undefined !== texData.image ) { - } else if ( undefined !== texData.data ) { + texture.image = texData.image; - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; + } else if ( undefined !== texData.data ) { - } + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; - texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + } - texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; - texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; - texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; - if ( undefined !== texData.format ) { + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; - texture.format = texData.format; + if ( undefined !== texData.format ) { - } - if ( undefined !== texData.type ) { + texture.format = texData.format; - texture.type = texData.type; + } + if ( undefined !== texData.type ) { - } + texture.type = texData.type; - if ( undefined !== texData.mipmaps ) { + } - texture.mipmaps = texData.mipmaps; + if ( undefined !== texData.mipmaps ) { - } + texture.mipmaps = texData.mipmaps; - if ( 1 === texData.mipmapCount ) { + } - texture.minFilter = LinearFilter; + if ( 1 === texData.mipmapCount ) { - } + texture.minFilter = LinearFilter; - texture.needsUpdate = true; + } - if ( onLoad ) onLoad( texture, texData ); + texture.needsUpdate = true; - }, onProgress, onError ); + if ( onLoad ) { onLoad( texture, texData ); } + }, onProgress, onError ); - return texture; - } + return texture; -} ); +}; /** * @author mrdoob / http://mrdoob.com/ */ -function ImageLoader( manager ) { +var ImageLoader = function ImageLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} - -Object.assign( ImageLoader.prototype, { +}; - crossOrigin: 'anonymous', +ImageLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + if ( url === undefined ) { url = ''; } - if ( url === undefined ) url = ''; + if ( this.path !== undefined ) { url = this.path + url; } - if ( this.path !== undefined ) url = this.path + url; + url = this.manager.resolveURL( url ); - url = this.manager.resolveURL( url ); + var scope = this; - var scope = this; + var cached = Cache.get( url ); - var cached = Cache.get( url ); + if ( cached !== undefined ) { - if ( cached !== undefined ) { + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + setTimeout( function () { - setTimeout( function () { + if ( onLoad ) { onLoad( cached ); } - if ( onLoad ) onLoad( cached ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, 0 ); - }, 0 ); + return cached; - return cached; - - } + } - var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - function onImageLoad() { + function onImageLoad() { - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); - Cache.add( url, this ); + Cache.add( url, this ); - if ( onLoad ) onLoad( this ); + if ( onLoad ) { onLoad( this ); } - scope.manager.itemEnd( url ); + scope.manager.itemEnd( url ); - } + } - function onImageError( event ) { + function onImageError( event ) { - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); - if ( onError ) onError( event ); + if ( onError ) { onError( event ); } - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - } + } - image.addEventListener( 'load', onImageLoad, false ); - image.addEventListener( 'error', onImageError, false ); + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); - if ( url.substr( 0, 5 ) !== 'data:' ) { + if ( url.substr( 0, 5 ) !== 'data:' ) { - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; } - } + } - scope.manager.itemStart( url ); + scope.manager.itemStart( url ); - image.src = url; + image.src = url; - return image; + return image; - }, +}; - setCrossOrigin: function ( value ) { +ImageLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - this.crossOrigin = value; - return this; + this.crossOrigin = value; + return this; - }, +}; - setPath: function ( value ) { +ImageLoader.prototype.setPath = function setPath ( value ) { - this.path = value; - return this; + this.path = value; + return this; - } +}; -} ); +ImageLoader.prototype.crossOrigin = 'anonymous'; /** * @author mrdoob / http://mrdoob.com/ */ -function CubeTextureLoader( manager ) { +var CubeTextureLoader = function CubeTextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} - -Object.assign( CubeTextureLoader.prototype, { +}; - crossOrigin: 'anonymous', +CubeTextureLoader.prototype.load = function load ( urls, onLoad, onProgress, onError ) { - load: function ( urls, onLoad, onProgress, onError ) { + var texture = new CubeTexture(); - var texture = new CubeTexture(); + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + var loaded = 0; - var loaded = 0; + function loadTexture( i ) { - function loadTexture( i ) { + loader.load( urls[ i ], function ( image ) { - loader.load( urls[ i ], function ( image ) { + texture.images[ i ] = image; - texture.images[ i ] = image; + loaded ++; - loaded ++; + if ( loaded === 6 ) { - if ( loaded === 6 ) { - - texture.needsUpdate = true; + texture.needsUpdate = true; - if ( onLoad ) onLoad( texture ); + if ( onLoad ) { onLoad( texture ); } - } + } - }, undefined, onError ); + }, undefined, onError ); - } + } - for ( var i = 0; i < urls.length; ++ i ) { + for ( var i = 0; i < urls.length; ++ i ) { - loadTexture( i ); + loadTexture( i ); - } + } - return texture; + return texture; - }, +}; - setCrossOrigin: function ( value ) { +CubeTextureLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - this.crossOrigin = value; - return this; + this.crossOrigin = value; + return this; - }, +}; - setPath: function ( value ) { +CubeTextureLoader.prototype.setPath = function setPath ( value ) { - this.path = value; - return this; + this.path = value; + return this; - } +}; -} ); +CubeTextureLoader.prototype.crossOrigin = 'anonymous'; /** * @author mrdoob / http://mrdoob.com/ */ -function TextureLoader( manager ) { +var TextureLoader = function TextureLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} - -Object.assign( TextureLoader.prototype, { - - crossOrigin: 'anonymous', +}; - load: function ( url, onLoad, onProgress, onError ) { +TextureLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var texture = new Texture(); + var texture = new Texture(); - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - loader.load( url, function ( image ) { + loader.load( url, function ( image ) { - texture.image = 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( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.needsUpdate = true; + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; - if ( onLoad !== undefined ) { + if ( onLoad !== undefined ) { - onLoad( texture ); + onLoad( texture ); - } + } - }, onProgress, onError ); + }, onProgress, onError ); - return texture; + return texture; - }, +}; - setCrossOrigin: function ( value ) { +TextureLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - this.crossOrigin = value; - return this; + this.crossOrigin = value; + return this; - }, +}; - setPath: function ( value ) { +TextureLoader.prototype.setPath = function setPath ( value ) { - this.path = value; - return this; + this.path = value; + return this; - } +}; -} ); +TextureLoader.prototype.crossOrigin = 'anonymous'; /** * @author zz85 / http://www.lab4games.net/zz85/blog @@ -32417,413 +33015,425 @@ Object.assign( TextureLoader.prototype, { * Abstract Curve base class **************************************************************/ -function Curve() { +var Curve = 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] - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] +Curve.prototype.getPoint = function getPoint ( /* t, optionalTarget */ ) { - getPoint: function ( /* t, optionalTarget */ ) { + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; +}; - }, +// Get point at relative position in curve according to arc length +// - u [0 .. 1] - // Get point at relative position in curve according to arc length - // - u [0 .. 1] +Curve.prototype.getPointAt = function getPointAt ( u, optionalTarget ) { - getPointAt: function ( u, optionalTarget ) { + var t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); - var t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); +}; - }, +// Get sequence of points using getPoint( t ) - // Get sequence of points using getPoint( t ) +Curve.prototype.getPoints = function getPoints ( divisions ) { + var this$1 = this; - getPoints: function ( divisions ) { - if ( divisions === undefined ) divisions = 5; + if ( divisions === undefined ) { divisions = 5; } - var points = []; + var points = []; - for ( var d = 0; d <= divisions; d ++ ) { + for ( var d = 0; d <= divisions; d ++ ) { - points.push( this.getPoint( d / divisions ) ); + points.push( this$1.getPoint( d / divisions ) ); - } + } - return points; + return points; - }, +}; - // Get sequence of points using getPointAt( u ) +// Get sequence of points using getPointAt( u ) - getSpacedPoints: function ( divisions ) { +Curve.prototype.getSpacedPoints = function getSpacedPoints ( divisions ) { + var this$1 = this; - if ( divisions === undefined ) divisions = 5; - var points = []; + if ( divisions === undefined ) { divisions = 5; } - for ( var d = 0; d <= divisions; d ++ ) { + var points = []; - points.push( this.getPointAt( d / divisions ) ); + for ( var d = 0; d <= divisions; d ++ ) { - } + points.push( this$1.getPointAt( d / divisions ) ); - return points; + } - }, + return points; - // Get total curve arc length +}; - getLength: function () { +// Get total curve arc length - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; +Curve.prototype.getLength = function getLength () { - }, + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; - // Get list of cumulative segment lengths +}; - getLengths: function ( divisions ) { +// Get list of cumulative segment lengths - if ( divisions === undefined ) divisions = this.arcLengthDivisions; +Curve.prototype.getLengths = function getLengths ( divisions ) { + var this$1 = this; - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { - return this.cacheArcLengths; + 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 p, sum = 0; + this.needsUpdate = false; - cache.push( 0 ); + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; - for ( p = 1; p <= divisions; p ++ ) { + cache.push( 0 ); - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; + for ( p = 1; p <= divisions; p ++ ) { - } + current = this$1.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. + this.cacheArcLengths = cache; - }, + return cache; // { sums: cache, sum: sum }; Sum is in the last element. - updateArcLengths: function () { +}; - this.needsUpdate = true; - this.getLengths(); +Curve.prototype.updateArcLengths = function updateArcLengths () { - }, + 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 ) { +// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - var arcLengths = this.getLengths(); +Curve.prototype.getUtoTmapping = function getUtoTmapping ( u, distance ) { - var i = 0, il = arcLengths.length; + var arcLengths = this.getLengths(); - var targetArcLength; // The targeted u distance value to get + var i = 0, il = arcLengths.length; - if ( distance ) { + var targetArcLength; // The targeted u distance value to get - targetArcLength = distance; + if ( distance ) { - } else { + targetArcLength = distance; - targetArcLength = u * arcLengths[ il - 1 ]; + } 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; + // binary search for the index with largest value smaller than target u distance - while ( low <= high ) { + var low = 0, high = il - 1, comparison; - 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 + while ( low <= high ) { - comparison = arcLengths[ i ] - targetArcLength; + 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 - if ( comparison < 0 ) { + comparison = arcLengths[ i ] - targetArcLength; - low = i + 1; + if ( comparison < 0 ) { - } else if ( comparison > 0 ) { + low = i + 1; - high = i - 1; + } else if ( comparison > 0 ) { - } else { + high = i - 1; - high = i; - break; + } else { - // DONE + high = i; + break; - } + // DONE } - i = high; + } - if ( arcLengths[ i ] === targetArcLength ) { + i = high; - return i / ( il - 1 ); + 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 ]; + // we could get finer grain at lengths, or use simple interpolation between two points - var segmentLength = lengthAfter - lengthBefore; + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; - // determine where we are between the 'before' and 'after' points + var segmentLength = lengthAfter - lengthBefore; - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + // determine where we are between the 'before' and 'after' points - // add that fractional amount to t + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - var t = ( i + segmentFraction ) / ( il - 1 ); + // add that fractional amount to t - return 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 ) { +// 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 - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; +Curve.prototype.getTangent = function getTangent ( t ) { - // Capping in case of danger + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; + // Capping in case of danger - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); + if ( t1 < 0 ) { t1 = 0; } + if ( t2 > 1 ) { t2 = 1; } - var vec = pt2.clone().sub( pt1 ); - return vec.normalize(); + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); - }, + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); - getTangentAt: function ( u ) { +}; - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); +Curve.prototype.getTangentAt = function getTangentAt ( u ) { - }, + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); - computeFrenetFrames: function ( segments, closed ) { +}; - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf +Curve.prototype.computeFrenetFrames = function computeFrenetFrames ( segments, closed ) { + var this$1 = this; - var normal = new Vector3(); - var tangents = []; - var normals = []; - var binormals = []; + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - var vec = new Vector3(); - var mat = new Matrix4(); + var normal = new Vector3(); - var i, u, theta; + var tangents = []; + var normals = []; + var binormals = []; - // compute the tangent vectors for each segment on the curve + var vec = new Vector3(); + var mat = new Matrix4(); - for ( i = 0; i <= segments; i ++ ) { + var i, u, theta; - u = i / segments; + // compute the tangent vectors for each segment on the curve - tangents[ i ] = this.getTangentAt( u ); - tangents[ i ].normalize(); + for ( i = 0; i <= segments; i ++ ) { - } + u = i / segments; - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component + tangents[ i ] = this$1.getTangentAt( u ); + tangents[ i ].normalize(); - 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 ) { + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component - min = tx; - normal.set( 1, 0, 0 ); + 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 ) { - if ( ty <= min ) { + min = tx; + normal.set( 1, 0, 0 ); - min = ty; - normal.set( 0, 1, 0 ); + } - } + if ( ty <= min ) { - if ( tz <= min ) { + min = ty; + normal.set( 0, 1, 0 ); - normal.set( 0, 0, 1 ); + } - } + if ( tz <= min ) { - vec.crossVectors( tangents[ 0 ], normal ).normalize(); + normal.set( 0, 0, 1 ); - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + } + vec.crossVectors( tangents[ 0 ], normal ).normalize(); - // compute the slowly-varying normal and binormal vectors for each segment on the curve + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - for ( i = 1; i <= segments; i ++ ) { - normals[ i ] = normals[ i - 1 ].clone(); + // compute the slowly-varying normal and binormal vectors for each segment on the curve - binormals[ i ] = binormals[ i - 1 ].clone(); + for ( i = 1; i <= segments; i ++ ) { - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + normals[ i ] = normals[ i - 1 ].clone(); - if ( vec.length() > Number.EPSILON ) { + binormals[ i ] = binormals[ i - 1 ].clone(); - vec.normalize(); + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + if ( vec.length() > Number.EPSILON ) { - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + vec.normalize(); - } + theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); } - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - if ( closed === true ) { + } - theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + if ( closed === true ) { - theta = - theta; + theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; - } + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - for ( i = 1; i <= segments; i ++ ) { + theta = - theta; - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + } - } + for ( i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); } - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; + } - }, + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; - clone: function () { +}; - return new this.constructor().copy( this ); +Curve.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( source ) { +}; - this.arcLengthDivisions = source.arcLengthDivisions; +Curve.prototype.copy = function copy ( source ) { - return this; + this.arcLengthDivisions = source.arcLengthDivisions; - }, + return this; - toJSON: function () { +}; - var data = { - metadata: { - version: 4.5, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; +Curve.prototype.toJSON = function toJSON () { - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; + var data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; - return data; + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; - }, + return data; - fromJSON: function ( json ) { +}; - this.arcLengthDivisions = json.arcLengthDivisions; +Curve.prototype.fromJSON = function fromJSON ( json ) { - return this; + this.arcLengthDivisions = json.arcLengthDivisions; - } + return this; -} ); +}; -function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { +var EllipseCurve = (function (Curve$$1) { + function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'EllipseCurve'; + this.type = 'EllipseCurve'; - this.aX = aX || 0; - this.aY = aY || 0; + this.aX = aX || 0; + this.aY = aY || 0; - this.xRadius = xRadius || 1; - this.yRadius = yRadius || 1; + this.xRadius = xRadius || 1; + this.yRadius = yRadius || 1; - this.aStartAngle = aStartAngle || 0; - this.aEndAngle = aEndAngle || 2 * Math.PI; + this.aStartAngle = aStartAngle || 0; + this.aEndAngle = aEndAngle || 2 * Math.PI; - this.aClockwise = aClockwise || false; + this.aClockwise = aClockwise || false; + + this.aRotation = aRotation || 0; + + } + + if ( Curve$$1 ) EllipseCurve.__proto__ = Curve$$1; + EllipseCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + EllipseCurve.prototype.constructor = EllipseCurve; + + return EllipseCurve; +}(Curve)); - this.aRotation = aRotation || 0; -} -EllipseCurve.prototype = Object.create( Curve.prototype ); -EllipseCurve.prototype.constructor = EllipseCurve; EllipseCurve.prototype.isEllipseCurve = true; @@ -32836,8 +33446,8 @@ EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + while ( deltaAngle < 0 ) { deltaAngle += twoPi; } + while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; } if ( deltaAngle < Number.EPSILON ) { @@ -32953,16 +33563,24 @@ EllipseCurve.prototype.fromJSON = function ( json ) { }; -function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { +var ArcCurve = (function (EllipseCurve$$1) { + function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + EllipseCurve$$1.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.type = 'ArcCurve'; + + } + + if ( EllipseCurve$$1 ) ArcCurve.__proto__ = EllipseCurve$$1; + ArcCurve.prototype = Object.create( EllipseCurve$$1 && EllipseCurve$$1.prototype ); + ArcCurve.prototype.constructor = ArcCurve; + + return ArcCurve; +}(EllipseCurve)); - this.type = 'ArcCurve'; -} -ArcCurve.prototype = Object.create( EllipseCurve.prototype ); -ArcCurve.prototype.constructor = ArcCurve; ArcCurve.prototype.isArcCurve = true; @@ -32988,18 +33606,18 @@ but for three.js curve use, it could be possible inlined and flatten into a sing which can be placed in CurveUtils. */ -function CubicPoly() { +var CubicPoly = function CubicPoly() { var c0 = 0, c1 = 0, c2 = 0, c3 = 0; /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ function init( x0, x1, t0, t1 ) { c0 = x0; @@ -33041,28 +33659,36 @@ function CubicPoly() { }; -} +}; // var tmp = new Vector3(); var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly(); -function CatmullRomCurve3( points, closed, curveType, tension ) { +var CatmullRomCurve3 = (function (Curve$$1) { + function CatmullRomCurve3( points, closed, curveType, tension ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'CatmullRomCurve3'; + this.type = 'CatmullRomCurve3'; + + this.points = points || []; + this.closed = closed || false; + this.curveType = curveType || 'centripetal'; + this.tension = tension || 0.5; + + } + + if ( Curve$$1 ) CatmullRomCurve3.__proto__ = Curve$$1; + CatmullRomCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + + return CatmullRomCurve3; +}(Curve)); - this.points = points || []; - this.closed = closed || false; - this.curveType = curveType || 'centripetal'; - this.tension = tension || 0.5; -} -CatmullRomCurve3.prototype = Object.create( Curve.prototype ); -CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; @@ -33126,9 +33752,9 @@ CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { 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; + 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 ); @@ -33153,6 +33779,8 @@ CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { }; CatmullRomCurve3.prototype.copy = function ( source ) { + var this$1 = this; + Curve.prototype.copy.call( this, source ); @@ -33162,7 +33790,7 @@ CatmullRomCurve3.prototype.copy = function ( source ) { var point = source.points[ i ]; - this.points.push( point.clone() ); + this$1.points.push( point.clone() ); } @@ -33175,6 +33803,8 @@ CatmullRomCurve3.prototype.copy = function ( source ) { }; CatmullRomCurve3.prototype.toJSON = function () { + var this$1 = this; + var data = Curve.prototype.toJSON.call( this ); @@ -33182,7 +33812,7 @@ CatmullRomCurve3.prototype.toJSON = function () { for ( var i = 0, l = this.points.length; i < l; i ++ ) { - var point = this.points[ i ]; + var point = this$1.points[ i ]; data.points.push( point.toArray() ); } @@ -33196,6 +33826,8 @@ CatmullRomCurve3.prototype.toJSON = function () { }; CatmullRomCurve3.prototype.fromJSON = function ( json ) { + var this$1 = this; + Curve.prototype.fromJSON.call( this, json ); @@ -33204,7 +33836,7 @@ CatmullRomCurve3.prototype.fromJSON = function ( json ) { for ( var i = 0, l = json.points.length; i < l; i ++ ) { var point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); + this$1.points.push( new Vector3().fromArray( point ) ); } @@ -33296,21 +33928,29 @@ function CubicBezier( t, p0, p1, p2, p3 ) { } -function CubicBezierCurve( v0, v1, v2, v3 ) { +var CubicBezierCurve = (function (Curve$$1) { + function CubicBezierCurve( v0, v1, v2, v3 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'CubicBezierCurve'; + this.type = 'CubicBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + this.v3 = v3 || new Vector2(); + + } + + if ( Curve$$1 ) CubicBezierCurve.__proto__ = Curve$$1; + CubicBezierCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CubicBezierCurve.prototype.constructor = CubicBezierCurve; + + return CubicBezierCurve; +}(Curve)); - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - this.v3 = v3 || new Vector2(); -} -CubicBezierCurve.prototype = Object.create( Curve.prototype ); -CubicBezierCurve.prototype.constructor = CubicBezierCurve; CubicBezierCurve.prototype.isCubicBezierCurve = true; @@ -33368,21 +34008,29 @@ CubicBezierCurve.prototype.fromJSON = function ( json ) { }; -function CubicBezierCurve3( v0, v1, v2, v3 ) { +var CubicBezierCurve3 = (function (Curve$$1) { + function CubicBezierCurve3( v0, v1, v2, v3 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'CubicBezierCurve3'; + this.type = 'CubicBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + this.v3 = v3 || new Vector3(); + + } + + if ( Curve$$1 ) CubicBezierCurve3.__proto__ = Curve$$1; + CubicBezierCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + + return CubicBezierCurve3; +}(Curve)); - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - this.v3 = v3 || new Vector3(); -} -CubicBezierCurve3.prototype = Object.create( Curve.prototype ); -CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; @@ -33441,19 +34089,27 @@ CubicBezierCurve3.prototype.fromJSON = function ( json ) { }; -function LineCurve( v1, v2 ) { +var LineCurve = (function (Curve$$1) { + function LineCurve( v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'LineCurve'; + this.type = 'LineCurve'; + + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + if ( Curve$$1 ) LineCurve.__proto__ = Curve$$1; + LineCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + LineCurve.prototype.constructor = LineCurve; + + return LineCurve; +}(Curve)); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); -} -LineCurve.prototype = Object.create( Curve.prototype ); -LineCurve.prototype.constructor = LineCurve; LineCurve.prototype.isLineCurve = true; @@ -33525,19 +34181,27 @@ LineCurve.prototype.fromJSON = function ( json ) { }; -function LineCurve3( v1, v2 ) { +var LineCurve3 = (function (Curve$$1) { + function LineCurve3( v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'LineCurve3'; + this.type = 'LineCurve3'; + + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + if ( Curve$$1 ) LineCurve3.__proto__ = Curve$$1; + LineCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + LineCurve3.prototype.constructor = LineCurve3; + + return LineCurve3; +}(Curve)); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); -} -LineCurve3.prototype = Object.create( Curve.prototype ); -LineCurve3.prototype.constructor = LineCurve3; LineCurve3.prototype.isLineCurve3 = true; @@ -33601,20 +34265,28 @@ LineCurve3.prototype.fromJSON = function ( json ) { }; -function QuadraticBezierCurve( v0, v1, v2 ) { +var QuadraticBezierCurve = (function (Curve$$1) { + function QuadraticBezierCurve( v0, v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'QuadraticBezierCurve'; + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + + } + + if ( Curve$$1 ) QuadraticBezierCurve.__proto__ = Curve$$1; + QuadraticBezierCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + + return QuadraticBezierCurve; +}(Curve)); - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); -} -QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; @@ -33669,20 +34341,28 @@ QuadraticBezierCurve.prototype.fromJSON = function ( json ) { }; -function QuadraticBezierCurve3( v0, v1, v2 ) { +var QuadraticBezierCurve3 = (function (Curve$$1) { + function QuadraticBezierCurve3( v0, v1, v2 ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'QuadraticBezierCurve3'; + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + + } + + if ( Curve$$1 ) QuadraticBezierCurve3.__proto__ = Curve$$1; + QuadraticBezierCurve3.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + + return QuadraticBezierCurve3; +}(Curve)); - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); -} -QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; @@ -33738,18 +34418,26 @@ QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { }; -function SplineCurve( points /* array of Vector2 */ ) { +var SplineCurve = (function (Curve$$1) { + function SplineCurve( points /* array of Vector2 */ ) { - Curve.call( this ); + Curve$$1.call(this); - this.type = 'SplineCurve'; + this.type = 'SplineCurve'; + + this.points = points || []; + + } + + if ( Curve$$1 ) SplineCurve.__proto__ = Curve$$1; + SplineCurve.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + SplineCurve.prototype.constructor = SplineCurve; + + return SplineCurve; +}(Curve)); - this.points = points || []; -} -SplineCurve.prototype = Object.create( Curve.prototype ); -SplineCurve.prototype.constructor = SplineCurve; SplineCurve.prototype.isSplineCurve = true; @@ -33778,6 +34466,8 @@ SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { }; SplineCurve.prototype.copy = function ( source ) { + var this$1 = this; + Curve.prototype.copy.call( this, source ); @@ -33787,7 +34477,7 @@ SplineCurve.prototype.copy = function ( source ) { var point = source.points[ i ]; - this.points.push( point.clone() ); + this$1.points.push( point.clone() ); } @@ -33796,6 +34486,8 @@ SplineCurve.prototype.copy = function ( source ) { }; SplineCurve.prototype.toJSON = function () { + var this$1 = this; + var data = Curve.prototype.toJSON.call( this ); @@ -33803,7 +34495,7 @@ SplineCurve.prototype.toJSON = function () { for ( var i = 0, l = this.points.length; i < l; i ++ ) { - var point = this.points[ i ]; + var point = this$1.points[ i ]; data.points.push( point.toArray() ); } @@ -33813,6 +34505,8 @@ SplineCurve.prototype.toJSON = function () { }; SplineCurve.prototype.fromJSON = function ( json ) { + var this$1 = this; + Curve.prototype.fromJSON.call( this, json ); @@ -33821,7 +34515,7 @@ SplineCurve.prototype.fromJSON = function ( json ) { for ( var i = 0, l = json.points.length; i < l; i ++ ) { var point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); + this$1.points.push( new Vector2().fromArray( point ) ); } @@ -33854,28 +34548,29 @@ var Curves = /*#__PURE__*/Object.freeze({ * curves, but retains the api of a curve **************************************************************/ -function CurvePath() { - - Curve.call( this ); +var CurvePath = (function (Curve$$1) { + function CurvePath() { - this.type = 'CurvePath'; + Curve$$1.call(this); - this.curves = []; - this.autoClose = false; // Automatically closes the path + this.type = 'CurvePath'; -} + this.curves = []; + this.autoClose = false; // Automatically closes the path -CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + } - constructor: CurvePath, + if ( Curve$$1 ) CurvePath.__proto__ = Curve$$1; + CurvePath.prototype = Object.create( Curve$$1 && Curve$$1.prototype ); + CurvePath.prototype.constructor = CurvePath; - add: function ( curve ) { + CurvePath.prototype.add = function add ( curve ) { this.curves.push( curve ); - }, + }; - closePath: function () { + CurvePath.prototype.closePath = function closePath () { // Add a line curve if start and end of lines are not connected var startPoint = this.curves[ 0 ].getPoint( 0 ); @@ -33887,7 +34582,7 @@ CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { } - }, + }; // To get accurate point with reference to // entire path distance at time t, @@ -33898,7 +34593,9 @@ CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { // 3. Get t for the curve // 4. Return curve.getPointAt(t') - getPoint: function ( t ) { + CurvePath.prototype.getPoint = function getPoint ( t ) { + var this$1 = this; + var d = t * this.getLength(); var curveLengths = this.getCurveLengths(); @@ -33911,7 +34608,7 @@ CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { if ( curveLengths[ i ] >= d ) { var diff = curveLengths[ i ] - d; - var curve = this.curves[ i ]; + var curve = this$1.curves[ i ]; var segmentLength = curve.getLength(); var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; @@ -33928,32 +34625,34 @@ CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { // loop where sum != 0, sum > d , sum+1 = t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { + linear_scan: { - for ( var giveUpAt = i1 + 2; ; ) { + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { - if ( t1 === undefined ) { + for ( var giveUpAt = i1 + 2; ; ) { - if ( t < t0 ) break forward_scan; + if ( t1 === undefined ) { - // after end + if ( t < t0 ) { break forward_scan; } - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); + // after end - } + i1 = pp.length; + this$1._cachedIndex = i1; + return this$1.afterEnd_( i1 - 1, t, t0 ); - if ( i1 === giveUpAt ) break; // this loop + } - t0 = t1; - t1 = pp[ ++ i1 ]; + if ( i1 === giveUpAt ) { break; } // this loop - if ( t < t1 ) { + t0 = t1; + t1 = pp[ ++ i1 ]; - // we have arrived at the sought interval - break seek; + 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 ) ) { + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } - // looping? + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { - var t1global = pp[ 1 ]; + // looping? - if ( t < t1global ) { + var t1global = pp[ 1 ]; - i1 = 2; // + 1, using the scan for the details - t0 = t1global; + if ( t < t1global ) { - } + i1 = 2; // + 1, using the scan for the details + t0 = t1global; - // linear reverse scan + } - for ( var giveUpAt = i1 - 2; ; ) { + // linear reverse scan - if ( t0 === undefined ) { + for ( var giveUpAt = i1 - 2; ; ) { - // before start + if ( t0 === undefined ) { - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + // before start - } + this$1._cachedIndex = 0; + return this$1.beforeStart_( 0, t, t1 ); - if ( i1 === giveUpAt ) break; // this loop + } - t1 = t0; - t0 = pp[ -- i1 - 1 ]; + if ( i1 === giveUpAt ) { break; } // this loop - if ( t >= t0 ) { + t1 = t0; + t0 = pp[ -- i1 - 1 ]; - // we have arrived at the sought interval - break seek; + 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; + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; - } // linear scan - - // binary search + } - while ( i1 < right ) { + // the interval is valid - var mid = ( i1 + right ) >>> 1; + break validate_interval; - if ( t < pp[ mid ] ) { + } // linear scan - right = mid; + // binary search - } else { + while ( i1 < right ) { - i1 = mid + 1; + var mid = ( i1 + right ) >>> 1; - } + if ( t < pp[ mid ] ) { - } + right = mid; - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; + } else { - // check boundary cases, again + i1 = mid + 1; - if ( t0 === undefined ) { + } - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + } - } + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; - if ( t1 === undefined ) { + // check boundary cases, again - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); + if ( t0 === undefined ) { - } + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - } // seek + } - this._cachedIndex = i1; + if ( t1 === undefined ) { - this.intervalChanged_( i1, t0, t1 ); + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); - } // validate_interval + } - return this.interpolate_( i1, t0, t, t1 ); + } // seek - }, + this._cachedIndex = i1; - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. + this.intervalChanged_( i1, t0, t1 ); - // --- Protected interface + } // validate_interval - DefaultSettings_: {}, + return this.interpolate_( i1, t0, t, t1 ); - getSettings_: function () { +}; - return this.settings || this.DefaultSettings_; +Interpolant.prototype.getSettings_ = function getSettings_ () { - }, + return this.settings || this.DefaultSettings_; - copySampleValue_: function ( index ) { +}; - // copies a sample value to the result buffer +Interpolant.prototype.copySampleValue_ = function copySampleValue_ ( index ) { - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; + // copies a sample value to the result buffer - for ( var i = 0; i !== stride; ++ i ) { + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; - result[ i ] = values[ offset + i ]; + for ( var i = 0; i !== stride; ++ i ) { - } + result[ i ] = values[ offset + i ]; - return result; + } - }, + return result; - // Template methods for derived classes: +}; - interpolate_: function ( /* i1, t0, t, t1 */ ) { +// Template methods for derived classes: - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer +Interpolant.prototype.interpolate_ = function interpolate_ ( /* i1, t0, t, t1 */ ) { - }, + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer - intervalChanged_: function ( /* i1, t0, t1 */ ) { +}; - // empty +Interpolant.prototype.intervalChanged_ = function intervalChanged_ ( /* i1, t0, t1 */ ) { - } + // empty -} ); +}; -//!\ DECLARE ALIAS AFTER assign prototype ! -Object.assign( Interpolant.prototype, { +Interpolant.prototype.settings = null; - //( 0, t, t0 ), returns this.resultBuffer - beforeStart_: Interpolant.prototype.copySampleValue_, +Interpolant.prototype.DefaultSettings_ = {}; - //( N-1, tN-1, t ), returns this.resultBuffer - afterEnd_: Interpolant.prototype.copySampleValue_, +Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_; -} ); +Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_; /** * Fast and simple cubic spline interpolant. @@ -35246,29 +35970,23 @@ Object.assign( Interpolant.prototype, { * @author tschw */ -function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { +var CubicInterpolant = (function (Interpolant$$1) { + function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; -} - -CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: CubicInterpolant, - - DefaultSettings_: { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding + } - }, + if ( Interpolant$$1 ) CubicInterpolant.__proto__ = Interpolant$$1; + CubicInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + CubicInterpolant.prototype.constructor = CubicInterpolant; - intervalChanged_: function ( i1, t0, t1 ) { + CubicInterpolant.prototype.intervalChanged_ = function intervalChanged_ ( i1, t0, t1 ) { var pp = this.parameterPositions, iPrev = i1 - 2, @@ -35345,9 +36063,9 @@ CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype this._offsetPrev = iPrev * stride; this._offsetNext = iNext * stride; - }, + }; - interpolate_: function ( i1, t0, t, t1 ) { + CubicInterpolant.prototype.interpolate_ = function interpolate_ ( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, @@ -35382,25 +36100,34 @@ CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype return result; - } + }; -} ); + return CubicInterpolant; +}(Interpolant)); + +CubicInterpolant.prototype.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + +}; /** * @author tschw */ -function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { +var LinearInterpolant = (function (Interpolant$$1) { + function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -} + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); -LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } - constructor: LinearInterpolant, + if ( Interpolant$$1 ) LinearInterpolant.__proto__ = Interpolant$$1; + LinearInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + LinearInterpolant.prototype.constructor = LinearInterpolant; - interpolate_: function ( i1, t0, t, t1 ) { + LinearInterpolant.prototype.interpolate_ = function interpolate_ ( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, @@ -35422,9 +36149,10 @@ LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototyp return result; - } + }; -} ); + return LinearInterpolant; +}(Interpolant)); /** * @@ -35434,23 +36162,25 @@ LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototyp * @author tschw */ -function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { +var DiscreteInterpolant = (function (Interpolant$$1) { + function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); -} - -DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } - constructor: DiscreteInterpolant, + if ( Interpolant$$1 ) DiscreteInterpolant.__proto__ = Interpolant$$1; + DiscreteInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + DiscreteInterpolant.prototype.constructor = DiscreteInterpolant; - interpolate_: function ( i1 /*, t0, t, t1 */ ) { + DiscreteInterpolant.prototype.interpolate_ = function interpolate_ ( i1 /*, t0, t, t1 */ ) { return this.copySampleValue_( i1 - 1 ); - } + }; -} ); + return DiscreteInterpolant; +}(Interpolant)); /** * @@ -35462,10 +36192,10 @@ DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.protot * @author tschw */ -function KeyframeTrack( name, times, values, interpolation ) { +var KeyframeTrack = 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 ); + 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; @@ -35474,426 +36204,416 @@ function KeyframeTrack( name, times, values, interpolation ) { this.setInterpolation( interpolation || this.DefaultInterpolation ); -} +}; -// Static methods +KeyframeTrack.prototype.InterpolantFactoryMethodDiscrete = function InterpolantFactoryMethodDiscrete ( result ) { -Object.assign( KeyframeTrack, { + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): +}; - toJSON: function ( track ) { +KeyframeTrack.prototype.InterpolantFactoryMethodLinear = function InterpolantFactoryMethodLinear ( result ) { - var trackType = track.constructor; + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - var json; +}; - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { +KeyframeTrack.prototype.InterpolantFactoryMethodSmooth = function InterpolantFactoryMethodSmooth ( result ) { - json = trackType.toJSON( track ); + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - } else { +}; - // by default, we assume the data can be serialized as-is - json = { +KeyframeTrack.prototype.setInterpolation = function setInterpolation ( interpolation ) { - 'name': track.name, - 'times': AnimationUtils.convertArray( track.times, Array ), - 'values': AnimationUtils.convertArray( track.values, Array ) + var factoryMethod; - }; + switch ( interpolation ) { - var interpolation = track.getInterpolation(); + case InterpolateDiscrete: - if ( interpolation !== track.DefaultInterpolation ) { + factoryMethod = this.InterpolantFactoryMethodDiscrete; - json.interpolation = interpolation; + break; - } + case InterpolateLinear: - } + factoryMethod = this.InterpolantFactoryMethodLinear; - json.type = track.ValueTypeName; // mandatory + break; - return json; + case InterpolateSmooth: - } + factoryMethod = this.InterpolantFactoryMethodSmooth; -} ); + break; -Object.assign( KeyframeTrack.prototype, { + } - constructor: KeyframeTrack, + if ( factoryMethod === undefined ) { - TimeBufferType: Float32Array, + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; - ValueBufferType: Float32Array, + if ( this.createInterpolant === undefined ) { - DefaultInterpolation: InterpolateLinear, + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { - InterpolantFactoryMethodDiscrete: function ( result ) { + this.setInterpolation( this.DefaultInterpolation ); - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + } else { - }, + throw new Error( message ); // fatal, in this case - InterpolantFactoryMethodLinear: function ( result ) { + } - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + } - }, + console.warn( 'THREE.KeyframeTrack:', message ); + return this; - InterpolantFactoryMethodSmooth: function ( result ) { + } - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + this.createInterpolant = factoryMethod; - }, + return this; - setInterpolation: function ( interpolation ) { +}; - var factoryMethod; +KeyframeTrack.prototype.getInterpolation = function getInterpolation () { - switch ( interpolation ) { + switch ( this.createInterpolant ) { - case InterpolateDiscrete: + case this.InterpolantFactoryMethodDiscrete: - factoryMethod = this.InterpolantFactoryMethodDiscrete; + return InterpolateDiscrete; - break; + case this.InterpolantFactoryMethodLinear: - case InterpolateLinear: + return InterpolateLinear; - factoryMethod = this.InterpolantFactoryMethodLinear; + case this.InterpolantFactoryMethodSmooth: - break; + return InterpolateSmooth; - case InterpolateSmooth: + } - factoryMethod = this.InterpolantFactoryMethodSmooth; +}; - break; +KeyframeTrack.prototype.getValueSize = function getValueSize () { - } + return this.values.length / this.times.length; - if ( factoryMethod === undefined ) { +}; - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; +// move all keyframes either forwards or backwards in time +KeyframeTrack.prototype.shift = function shift ( timeOffset ) { - if ( this.createInterpolant === undefined ) { + if ( timeOffset !== 0.0 ) { - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { + var times = this.times; - this.setInterpolation( this.DefaultInterpolation ); + for ( var i = 0, n = times.length; i !== n; ++ i ) { - } else { + times[ i ] += timeOffset; - throw new Error( message ); // fatal, in this case + } - } + } - } + return this; - console.warn( 'THREE.KeyframeTrack:', message ); - return this; +}; - } +// scale all keyframe times by a factor (useful for frame <-> seconds conversions) +KeyframeTrack.prototype.scale = function scale ( timeScale ) { - this.createInterpolant = factoryMethod; + if ( timeScale !== 1.0 ) { - return this; + var times = this.times; - }, + for ( var i = 0, n = times.length; i !== n; ++ i ) { - getInterpolation: function () { + times[ i ] *= timeScale; - switch ( this.createInterpolant ) { + } - case this.InterpolantFactoryMethodDiscrete: + } - return InterpolateDiscrete; + return this; - case this.InterpolantFactoryMethodLinear: +}; - return InterpolateLinear; +// 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 +KeyframeTrack.prototype.trim = function trim ( startTime, endTime ) { - case this.InterpolantFactoryMethodSmooth: + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; - return InterpolateSmooth; + while ( from !== nKeys && times[ from ] < startTime ) { - } + ++ from; - }, + } - getValueSize: function () { + while ( to !== - 1 && times[ to ] > endTime ) { - return this.values.length / this.times.length; + -- to; - }, + } - // move all keyframes either forwards or backwards in time - shift: function ( timeOffset ) { + ++ to; // inclusive -> exclusive bound - if ( timeOffset !== 0.0 ) { + if ( from !== 0 || to !== nKeys ) { - var times = this.times; + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; } - for ( var i = 0, n = times.length; i !== n; ++ i ) { + var stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice( times, from, to ); + this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); - times[ i ] += timeOffset; + } - } + return this; - } +}; - return this; +// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable +KeyframeTrack.prototype.validate = function validate () { + var this$1 = this; - }, - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function ( timeScale ) { + var valid = true; - if ( timeScale !== 1.0 ) { + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { - var times = this.times; + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; - for ( var i = 0, n = times.length; i !== n; ++ i ) { + } - times[ i ] *= timeScale; + var times = this.times, + values = this.values, - } + nKeys = times.length; - } + if ( nKeys === 0 ) { - return this; + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; - }, + } - // 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 prevTime = null; - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; + for ( var i = 0; i !== nKeys; i ++ ) { - while ( from !== nKeys && times[ from ] < startTime ) { + var currTime = times[ i ]; - ++ from; + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this$1, i, currTime ); + valid = false; + break; } - while ( to !== - 1 && times[ to ] > endTime ) { + if ( prevTime !== null && prevTime > currTime ) { - -- to; + console.error( 'THREE.KeyframeTrack: Out of order keys.', this$1, i, currTime, prevTime ); + valid = false; + break; } - ++ to; // inclusive -> exclusive bound + prevTime = currTime; - 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; + if ( values !== undefined ) { - var stride = this.getValueSize(); - this.times = AnimationUtils.arraySlice( times, from, to ); - this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); + if ( AnimationUtils.isTypedArray( values ) ) { - } + for ( var i = 0, n = values.length; i !== n; ++ i ) { - return this; - - }, + var value = values[ i ]; - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function () { + if ( isNaN( value ) ) { - var valid = true; + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this$1, i, value ); + valid = false; + break; - 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; + return valid; - } - - var prevTime = null; +}; - for ( var i = 0; i !== nKeys; i ++ ) { +// 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) +KeyframeTrack.prototype.optimize = function optimize () { - var currTime = times[ i ]; + var times = this.times, + values = this.values, + stride = this.getValueSize(), - if ( typeof currTime === 'number' && isNaN( currTime ) ) { + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; + writeIndex = 1, + lastIndex = times.length - 1; - } + for ( var i = 1; i < lastIndex; ++ i ) { - if ( prevTime !== null && prevTime > currTime ) { + var keep = false; - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; + var time = times[ i ]; + var timeNext = times[ i + 1 ]; - } + // remove adjacent keyframes scheduled at the same time - prevTime = currTime; + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - } + if ( ! smoothInterpolation ) { - if ( values !== undefined ) { + // remove unnecessary keyframes same as their neighbors - if ( AnimationUtils.isTypedArray( values ) ) { + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; - for ( var i = 0, n = values.length; i !== n; ++ i ) { + for ( var j = 0; j !== stride; ++ j ) { - var value = values[ i ]; + var value = values[ offset + j ]; - if ( isNaN( value ) ) { + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { - console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; + keep = true; break; } } - } - - } + } else { - return valid; + keep = true; - }, + } - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function () { + } - var times = this.times, - values = this.values, - stride = this.getValueSize(), + // in-place compaction - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + if ( keep ) { - writeIndex = 1, - lastIndex = times.length - 1; + if ( i !== writeIndex ) { - for ( var i = 1; i < lastIndex; ++ i ) { + times[ writeIndex ] = times[ i ]; - var keep = false; + var readOffset = i * stride, + writeOffset = writeIndex * stride; - var time = times[ i ]; - var timeNext = times[ i + 1 ]; + for ( var j = 0; j !== stride; ++ j ) { - // remove adjacent keyframes scheduled at the same time + values[ writeOffset + j ] = values[ readOffset + j ]; - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + } - if ( ! smoothInterpolation ) { + } - // remove unnecessary keyframes same as their neighbors + ++ writeIndex; - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; + } - for ( var j = 0; j !== stride; ++ j ) { + } - var value = values[ offset + j ]; + // flush last keyframe (compaction looks ahead) - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { + if ( lastIndex > 0 ) { - keep = true; - break; + times[ writeIndex ] = times[ lastIndex ]; - } + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - } + values[ writeOffset + j ] = values[ readOffset + j ]; - } else { + } - keep = true; + ++ writeIndex; - } + } - } + if ( writeIndex !== times.length ) { - // in-place compaction + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - if ( keep ) { + } - if ( i !== writeIndex ) { + return this; - times[ writeIndex ] = times[ i ]; +}; - var readOffset = i * stride, - writeOffset = writeIndex * stride; +// Serialization (in static context, because of constructor invocation +// and automatic invocation of .toJSON): - for ( var j = 0; j !== stride; ++ j ) { +KeyframeTrack.toJSON = function toJSON ( track ) { - values[ writeOffset + j ] = values[ readOffset + j ]; + var trackType = track.constructor; - } + var json; - } + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { - ++ writeIndex; + json = trackType.toJSON( track ); - } - - } - - // flush last keyframe (compaction looks ahead) + } else { - if ( lastIndex > 0 ) { + // by default, we assume the data can be serialized as-is + json = { - times[ writeIndex ] = times[ lastIndex ]; + 'name': track.name, + 'times': AnimationUtils.convertArray( track.times, Array ), + 'values': AnimationUtils.convertArray( track.values, Array ) - for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + }; - values[ writeOffset + j ] = values[ readOffset + j ]; + var interpolation = track.getInterpolation(); - } + if ( interpolation !== track.DefaultInterpolation ) { - ++ writeIndex; + json.interpolation = interpolation; } - if ( writeIndex !== times.length ) { + } - this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + json.type = track.ValueTypeName; // mandatory - } + return json; - return this; +}; - } +KeyframeTrack.prototype.TimeBufferType = Float32Array; -} ); +KeyframeTrack.prototype.ValueBufferType = Float32Array; + +KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; /** * @@ -35905,29 +36625,29 @@ Object.assign( KeyframeTrack.prototype, { * @author tschw */ -function BooleanKeyframeTrack( name, times, values ) { +var BooleanKeyframeTrack = (function (KeyframeTrack$$1) { + function BooleanKeyframeTrack( name, times, values ) { - KeyframeTrack.call( this, name, times, values ); + KeyframeTrack$$1.call( this, name, times, values ); -} + } -BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + if ( KeyframeTrack$$1 ) BooleanKeyframeTrack.__proto__ = KeyframeTrack$$1; + BooleanKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + BooleanKeyframeTrack.prototype.constructor = BooleanKeyframeTrack; - constructor: BooleanKeyframeTrack, + return BooleanKeyframeTrack; +}(KeyframeTrack)); - ValueTypeName: 'bool', - ValueBufferType: Array, +BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; - DefaultInterpolation: InterpolateDiscrete, +BooleanKeyframeTrack.prototype.ValueBufferType = Array; - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined +BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -} ); +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; /** * @@ -35939,26 +36659,21 @@ BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.pro * @author tschw */ -function ColorKeyframeTrack( name, times, values, interpolation ) { +var ColorKeyframeTrack = (function (KeyframeTrack$$1) { + function ColorKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); - -} + KeyframeTrack$$1.call( this, name, times, values, interpolation ); -ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: ColorKeyframeTrack, - - ValueTypeName: 'color' - - // ValueBufferType is inherited + } - // DefaultInterpolation is inherited + if ( KeyframeTrack$$1 ) ColorKeyframeTrack.__proto__ = KeyframeTrack$$1; + ColorKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + ColorKeyframeTrack.prototype.constructor = ColorKeyframeTrack; - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. + return ColorKeyframeTrack; +}(KeyframeTrack)); -} ); +ColorKeyframeTrack.prototype.ValueTypeName = 'color'; /** * @@ -35969,23 +36684,21 @@ ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.proto * @author tschw */ -function NumberKeyframeTrack( name, times, values, interpolation ) { +var NumberKeyframeTrack = (function (KeyframeTrack$$1) { + function NumberKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); + KeyframeTrack$$1.call( this, name, times, values, interpolation ); -} - -NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: NumberKeyframeTrack, + } - ValueTypeName: 'number' + if ( KeyframeTrack$$1 ) NumberKeyframeTrack.__proto__ = KeyframeTrack$$1; + NumberKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + NumberKeyframeTrack.prototype.constructor = NumberKeyframeTrack; - // ValueBufferType is inherited + return NumberKeyframeTrack; +}(KeyframeTrack)); - // DefaultInterpolation is inherited - -} ); +NumberKeyframeTrack.prototype.ValueTypeName = 'number'; /** * Spherical linear unit quaternion interpolant. @@ -35993,17 +36706,18 @@ NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prot * @author tschw */ -function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); +var QuaternionLinearInterpolant = (function (Interpolant$$1) { + function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { -} + Interpolant$$1.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); -QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } - constructor: QuaternionLinearInterpolant, + if ( Interpolant$$1 ) QuaternionLinearInterpolant.__proto__ = Interpolant$$1; + QuaternionLinearInterpolant.prototype = Object.create( Interpolant$$1 && Interpolant$$1.prototype ); + QuaternionLinearInterpolant.prototype.constructor = QuaternionLinearInterpolant; - interpolate_: function ( i1, t0, t, t1 ) { + QuaternionLinearInterpolant.prototype.interpolate_ = function interpolate_ ( i1, t0, t, t1 ) { var result = this.resultBuffer, values = this.sampleValues, @@ -36021,9 +36735,10 @@ QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolan return result; - } + }; -} ); + return QuaternionLinearInterpolant; +}(Interpolant)); /** * @@ -36034,31 +36749,31 @@ QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolan * @author tschw */ -function QuaternionKeyframeTrack( name, times, values, interpolation ) { +var QuaternionKeyframeTrack = (function (KeyframeTrack$$1) { + function QuaternionKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); - -} + KeyframeTrack$$1.call( this, name, times, values, interpolation ); -QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: QuaternionKeyframeTrack, + } - ValueTypeName: 'quaternion', + if ( KeyframeTrack$$1 ) QuaternionKeyframeTrack.__proto__ = KeyframeTrack$$1; + QuaternionKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + QuaternionKeyframeTrack.prototype.constructor = QuaternionKeyframeTrack; - // ValueBufferType is inherited + QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodLinear = function InterpolantFactoryMethodLinear ( result ) { - DefaultInterpolation: InterpolateLinear, + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - InterpolantFactoryMethodLinear: function ( result ) { + }; - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + return QuaternionKeyframeTrack; +}(KeyframeTrack)); - }, +QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; - InterpolantFactoryMethodSmooth: undefined // not yet implemented +QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; -} ); +QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; /** * @@ -36070,26 +36785,29 @@ QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack. * @author tschw */ -function StringKeyframeTrack( name, times, values, interpolation ) { +var StringKeyframeTrack = (function (KeyframeTrack$$1) { + function StringKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); + KeyframeTrack$$1.call( this, name, times, values, interpolation ); -} + } -StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + if ( KeyframeTrack$$1 ) StringKeyframeTrack.__proto__ = KeyframeTrack$$1; + StringKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + StringKeyframeTrack.prototype.constructor = StringKeyframeTrack; - constructor: StringKeyframeTrack, + return StringKeyframeTrack; +}(KeyframeTrack)); - ValueTypeName: 'string', - ValueBufferType: Array, +StringKeyframeTrack.prototype.ValueTypeName = 'string'; - DefaultInterpolation: InterpolateDiscrete, +StringKeyframeTrack.prototype.ValueBufferType = Array; - InterpolantFactoryMethodLinear: undefined, +StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; - InterpolantFactoryMethodSmooth: undefined +StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; -} ); +StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; /** * @@ -36101,23 +36819,21 @@ StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prot * @author tschw */ -function VectorKeyframeTrack( name, times, values, interpolation ) { +var VectorKeyframeTrack = (function (KeyframeTrack$$1) { + function VectorKeyframeTrack( name, times, values, interpolation ) { - KeyframeTrack.call( this, name, times, values, interpolation ); + KeyframeTrack$$1.call( this, name, times, values, interpolation ); -} - -VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: VectorKeyframeTrack, - - ValueTypeName: 'vector' + } - // ValueBufferType is inherited + if ( KeyframeTrack$$1 ) VectorKeyframeTrack.__proto__ = KeyframeTrack$$1; + VectorKeyframeTrack.prototype = Object.create( KeyframeTrack$$1 && KeyframeTrack$$1.prototype ); + VectorKeyframeTrack.prototype.constructor = VectorKeyframeTrack; - // DefaultInterpolation is inherited + return VectorKeyframeTrack; +}(KeyframeTrack)); -} ); +VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; /** * @@ -36127,7 +36843,7 @@ VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prot * @author David Sarno / http://lighthaus.us/ */ -function AnimationClip( name, duration, tracks ) { +var AnimationClip = function AnimationClip( name, duration, tracks ) { this.name = name; this.tracks = tracks; @@ -36142,676 +36858,668 @@ function AnimationClip( name, duration, tracks ) { } -} +}; -function getTrackTypeForValueTypeName( typeName ) { +AnimationClip.prototype.resetDuration = function resetDuration () { + var this$1 = this; - switch ( typeName.toLowerCase() ) { - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': + var tracks = this.tracks, duration = 0; - return NumberKeyframeTrack; + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': + var track = this$1.tracks[ i ]; - return VectorKeyframeTrack; + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - case 'color': + } - return ColorKeyframeTrack; + this.duration = duration; - case 'quaternion': + return this; - return QuaternionKeyframeTrack; +}; - case 'bool': - case 'boolean': +AnimationClip.prototype.trim = function trim () { + var this$1 = this; - return BooleanKeyframeTrack; - case 'string': + for ( var i = 0; i < this.tracks.length; i ++ ) { - return StringKeyframeTrack; + this$1.tracks[ i ].trim( 0, this$1.duration ); } - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - -} + return this; -function parseKeyframeTrack( json ) { +}; - if ( json.type === undefined ) { +AnimationClip.prototype.validate = function validate () { + var this$1 = this; - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - } + var valid = true; - var trackType = getTrackTypeForValueTypeName( json.type ); + for ( var i = 0; i < this.tracks.length; i ++ ) { - if ( json.times === undefined ) { + valid = valid && this$1.tracks[ i ].validate(); - var times = [], values = []; + } - AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + return valid; - json.times = times; - json.values = values; - - } +}; - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { +AnimationClip.prototype.optimize = function optimize () { + var this$1 = this; - return trackType.parse( json ); - } else { + for ( var i = 0; i < this.tracks.length; i ++ ) { - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); + this$1.tracks[ i ].optimize(); } -} + return this; -Object.assign( AnimationClip, { +}; - parse: function ( json ) { +AnimationClip.parse = function parse ( json ) { - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { - tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); - } + } - return new AnimationClip( json.name, json.duration, tracks ); + return new AnimationClip( json.name, json.duration, tracks ); - }, - - toJSON: function ( clip ) { +}; - var tracks = [], - clipTracks = clip.tracks; +AnimationClip.toJSON = function toJSON ( clip ) { - var json = { + var tracks = [], + clipTracks = clip.tracks; - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid + var json = { - }; + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + }; - } + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - return json; + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - }, + } - CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + return json; - var numMorphTargets = morphTargetSequence.length; - var tracks = []; +}; - for ( var i = 0; i < numMorphTargets; i ++ ) { +AnimationClip.CreateFromMorphTargetSequence = function CreateFromMorphTargetSequence ( name, morphTargetSequence, fps, noLoop ) { - var times = []; - var values = []; + var numMorphTargets = morphTargetSequence.length; + var tracks = []; - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); + for ( var i = 0; i < numMorphTargets; i ++ ) { - values.push( 0, 1, 0 ); + var times = []; + var values = []; - var order = AnimationUtils.getKeyframeOrder( times ); - times = AnimationUtils.sortedArray( times, 1, order ); - values = AnimationUtils.sortedArray( values, 1, order ); + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); - // 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 ) { + values.push( 0, 1, 0 ); - times.push( numMorphTargets ); - values.push( values[ 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 ) { - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); + times.push( numMorphTargets ); + values.push( values[ 0 ] ); } - return new AnimationClip( name, - 1, tracks ); + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); - }, + } - findByName: function ( objectOrClipArray, name ) { + return new AnimationClip( name, - 1, tracks ); - var clipArray = objectOrClipArray; +}; - if ( ! Array.isArray( objectOrClipArray ) ) { +AnimationClip.findByName = function findByName ( objectOrClipArray, name ) { - var o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; + var clipArray = objectOrClipArray; - } + if ( ! Array.isArray( objectOrClipArray ) ) { - for ( var i = 0; i < clipArray.length; i ++ ) { + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; - if ( clipArray[ i ].name === name ) { + } - return clipArray[ i ]; + for ( var i = 0; i < clipArray.length; i ++ ) { - } + if ( clipArray[ i ].name === name ) { - } + return clipArray[ i ]; - return null; + } - }, + } - CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + return null; - var animationToMorphTargets = {}; +}; - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; +AnimationClip.CreateClipsFromMorphTargetSequences = function CreateClipsFromMorphTargetSequences ( morphTargets, fps, noLoop ) { - // 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 animationToMorphTargets = {}; - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; - if ( parts && parts.length > 1 ) { + // 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 name = parts[ 1 ]; + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { + if ( parts && parts.length > 1 ) { - animationToMorphTargets[ name ] = animationMorphTargets = []; + var name = parts[ 1 ]; - } + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { - animationMorphTargets.push( morphTarget ); + animationToMorphTargets[ name ] = animationMorphTargets = []; } + animationMorphTargets.push( morphTarget ); + } - var clips = []; + } - for ( var name in animationToMorphTargets ) { + var clips = []; - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + for ( var name in animationToMorphTargets ) { - } + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - return clips; + } - }, + return clips; - // parse the animation.hierarchy format - parseAnimation: function ( animation, bones ) { +}; - if ( ! animation ) { +// parse the animation.hierarchy format +AnimationClip.parseAnimation = function parseAnimation ( animation, bones ) { - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; + 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 addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - var times = []; - var values = []; + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { - AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + var times = []; + var values = []; - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { + AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); - destTracks.push( new trackType( trackName, times, values ) ); + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { - } + destTracks.push( new trackType( trackName, times, values ) ); } - }; + } - var tracks = []; + }; - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || - 1; - var fps = animation.fps || 30; + var tracks = []; - var hierarchyTracks = animation.hierarchy || []; + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + var hierarchyTracks = animation.hierarchy || []; - var animationKeys = hierarchyTracks[ h ].keys; + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; + var animationKeys = hierarchyTracks[ h ].keys; - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) { continue; } - // figure out all morph targets used in this track - var morphTargetNames = {}; + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { - for ( var k = 0; k < animationKeys.length; k ++ ) { + // figure out all morph targets used in this track + var morphTargetNames = {}; - if ( animationKeys[ k ].morphTargets ) { + for ( var k = 0; k < animationKeys.length; k ++ ) { - for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + if ( animationKeys[ k ].morphTargets ) { - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - } + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; } } - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { - - var times = []; - var values = []; + } - for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + // 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 animationKey = animationKeys[ k ]; + var times = []; + var values = []; - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { - } + var animationKey = animationKeys[ k ]; - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); } - duration = morphTargetNames.length * ( fps || 1.0 ); + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - } else { + } - // ...assume skeletal animation + duration = morphTargetNames.length * ( fps || 1.0 ); - var boneName = '.bones[' + bones[ h ].name + ']'; + } else { - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); + // ...assume skeletal animation - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); + var boneName = '.bones[' + bones[ h ].name + ']'; - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); + 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; + if ( tracks.length === 0 ) { - } + return null; - var clip = new AnimationClip( clipName, duration, tracks ); + } - return clip; + var clip = new AnimationClip( clipName, duration, tracks ); - } + return clip; -} ); +}; -Object.assign( AnimationClip.prototype, { +function getTrackTypeForValueTypeName( typeName ) { - resetDuration: function () { + switch ( typeName.toLowerCase() ) { - var tracks = this.tracks, duration = 0; + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + return NumberKeyframeTrack; - var track = this.tracks[ i ]; + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + return VectorKeyframeTrack; - } + case 'color': - this.duration = duration; + return ColorKeyframeTrack; - return this; + case 'quaternion': - }, + return QuaternionKeyframeTrack; - trim: function () { + case 'bool': + case 'boolean': - for ( var i = 0; i < this.tracks.length; i ++ ) { + return BooleanKeyframeTrack; - this.tracks[ i ].trim( 0, this.duration ); + case 'string': - } + return StringKeyframeTrack; - return this; + } - }, + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - validate: function () { +} - var valid = true; +function parseKeyframeTrack( json ) { - for ( var i = 0; i < this.tracks.length; i ++ ) { + if ( json.type === undefined ) { - valid = valid && this.tracks[ i ].validate(); + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - } + } - return valid; + var trackType = getTrackTypeForValueTypeName( json.type ); - }, + if ( json.times === undefined ) { - optimize: function () { + var times = [], values = []; - for ( var i = 0; i < this.tracks.length; i ++ ) { + AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - this.tracks[ i ].optimize(); + json.times = times; + json.values = values; - } + } - return this; + // 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 ); } -} ); +} /** * @author mrdoob / http://mrdoob.com/ */ -function MaterialLoader( manager ) { +var MaterialLoader = function MaterialLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; this.textures = {}; -} - -Object.assign( MaterialLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; +}; - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { +MaterialLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - onLoad( scope.parse( JSON.parse( text ) ) ); + var scope = this; - }, onProgress, onError ); + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - }, + onLoad( scope.parse( JSON.parse( text ) ) ); - setTextures: function ( value ) { + }, onProgress, onError ); - this.textures = value; +}; - }, +MaterialLoader.prototype.setTextures = function setTextures ( value ) { - parse: function ( json ) { + this.textures = value; - var textures = this.textures; +}; - function getTexture( name ) { +MaterialLoader.prototype.parse = function parse ( json ) { - if ( textures[ name ] === undefined ) { + var textures = this.textures; - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + function getTexture( name ) { - } + if ( textures[ name ] === undefined ) { - return textures[ name ]; + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); } - var material = new Materials[ json.type ](); + return textures[ name ]; - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; - if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; - if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; - if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + } - if ( json.rotation !== undefined ) material.rotation = json.rotation; + var material = new Materials[ json.type ](); - 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.uuid !== undefined ) { material.uuid = json.uuid; } + if ( json.name !== undefined ) { material.name = json.name; } + if ( json.color !== undefined ) { material.color.setHex( json.color ); } + if ( json.roughness !== undefined ) { material.roughness = json.roughness; } + if ( json.metalness !== undefined ) { material.metalness = json.metalness; } + if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); } + if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); } + if ( json.shininess !== undefined ) { material.shininess = json.shininess; } + if ( json.clearCoat !== undefined ) { material.clearCoat = json.clearCoat; } + if ( json.clearCoatRoughness !== undefined ) { material.clearCoatRoughness = json.clearCoatRoughness; } + if ( json.uniforms !== undefined ) { material.uniforms = json.uniforms; } + if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; } + if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; } + if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; } + if ( json.fog !== undefined ) { material.fog = json.fog; } + if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; } + if ( json.blending !== undefined ) { material.blending = json.blending; } + if ( json.side !== undefined ) { material.side = json.side; } + if ( json.opacity !== undefined ) { material.opacity = json.opacity; } + if ( json.transparent !== undefined ) { material.transparent = json.transparent; } + if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; } + if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; } + if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; } + if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; } + if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; } + if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; } + if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; } + if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; } - if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; - if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; - if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + if ( json.rotation !== undefined ) { material.rotation = json.rotation; } - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - if ( json.dithering !== undefined ) material.dithering = json.dithering; + 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.visible !== undefined ) material.visible = json.visible; - if ( json.userData !== undefined ) material.userData = json.userData; + if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; } + if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; } + if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; } - // Deprecated + if ( json.skinning !== undefined ) { material.skinning = json.skinning; } + if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; } + if ( json.dithering !== undefined ) { material.dithering = json.dithering; } - if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + if ( json.visible !== undefined ) { material.visible = json.visible; } + if ( json.userData !== undefined ) { material.userData = json.userData; } - // for PointsMaterial + // Deprecated - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading - // maps + // for PointsMaterial - if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.size !== undefined ) { material.size = json.size; } + if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; } - if ( json.alphaMap !== undefined ) { + // maps - material.alphaMap = getTexture( json.alphaMap ); - material.transparent = true; + if ( json.map !== undefined ) { material.map = getTexture( json.map ); } - } + if ( json.alphaMap !== undefined ) { - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; - 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 ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); } + if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; } - if ( Array.isArray( normalScale ) === false ) { + if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); } + if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; } + if ( json.normalScale !== undefined ) { - // Blender exporter used to export a scalar. See #7459 + var normalScale = json.normalScale; - normalScale = [ normalScale, normalScale ]; + if ( Array.isArray( normalScale ) === false ) { - } + // Blender exporter used to export a scalar. See #7459 - material.normalScale = new Vector2().fromArray( normalScale ); + normalScale = [ normalScale, 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; + material.normalScale = new Vector2().fromArray( normalScale ); - 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.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.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); } + if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); } - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); } + if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; } - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); } - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); } - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; } - if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); } + if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; } - return material; + 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 ); } -} ); + return material; + +}; /** * @author mrdoob / http://mrdoob.com/ */ -function BufferGeometryLoader( manager ) { +var BufferGeometryLoader = function BufferGeometryLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} - -Object.assign( BufferGeometryLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { +}; - var scope = this; +BufferGeometryLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { + var scope = this; - onLoad( scope.parse( JSON.parse( text ) ) ); + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - }, onProgress, onError ); + onLoad( scope.parse( JSON.parse( text ) ) ); - }, + }, onProgress, onError ); - parse: function ( json ) { +}; - var geometry = new BufferGeometry(); +BufferGeometryLoader.prototype.parse = function parse ( json ) { - var index = json.data.index; + var geometry = new BufferGeometry(); - if ( index !== undefined ) { + var index = json.data.index; - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + 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 attributes = json.data.attributes; - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + for ( var key in attributes ) { - geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - } + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + } - if ( groups !== undefined ) { + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - for ( var i = 0, n = groups.length; i !== n; ++ i ) { + if ( groups !== undefined ) { - var group = groups[ i ]; + for ( var i = 0, n = groups.length; i !== n; ++ i ) { - geometry.addGroup( group.start, group.count, group.materialIndex ); + var group = groups[ i ]; - } + geometry.addGroup( group.start, group.count, group.materialIndex ); } - var boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { + } - var center = new Vector3(); + var boundingSphere = json.data.boundingSphere; - if ( boundingSphere.center !== undefined ) { + if ( boundingSphere !== undefined ) { - center.fromArray( boundingSphere.center ); + var center = new Vector3(); - } + if ( boundingSphere.center !== undefined ) { - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + center.fromArray( boundingSphere.center ); } - return geometry; + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); } -} ); + return geometry; + +}; var TYPED_ARRAYS = { Int8Array: Int8Array, @@ -36830,320 +37538,318 @@ var TYPED_ARRAYS = { * @author alteredq / http://alteredqualia.com/ */ -function Loader() {} - -Loader.Handlers = { +var Loader = function Loader () {}; - handlers: [], +Loader.prototype.onLoadStart = function onLoadStart () {}; - add: function ( regex, loader ) { +Loader.prototype.onLoadProgress = function onLoadProgress () {}; - this.handlers.push( regex, loader ); +Loader.prototype.onLoadComplete = function onLoadComplete () {}; - }, +Loader.prototype.initMaterials = function initMaterials ( materials, texturePath, crossOrigin ) { + var this$1 = this; - get: function ( file ) { - var handlers = this.handlers; + var array = []; - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + for ( var i = 0; i < materials.length; ++ i ) { - var regex = handlers[ i ]; - var loader = handlers[ i + 1 ]; + array[ i ] = this$1.createMaterial( materials[ i ], texturePath, crossOrigin ); - if ( regex.test( file ) ) { + } - return loader; + return array; - } +}; - } +Loader.prototype.crossOrigin = 'anonymous'; - return null; +Loader.prototype.createMaterial = ( function () { - } + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; -}; + var color = new Color(); + var textureLoader = new TextureLoader(); + var materialLoader = new MaterialLoader(); -Object.assign( Loader.prototype, { + return function createMaterial( m, texturePath, crossOrigin ) { - crossOrigin: 'anonymous', + // convert from old material format - onLoadStart: function () {}, + var textures = {}; - onLoadProgress: function () {}, + function loadTexture( path, repeat, offset, wrap, anisotropy ) { - onLoadComplete: function () {}, + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); - initMaterials: function ( materials, texturePath, crossOrigin ) { + var texture; - var array = []; + if ( loader !== null ) { - for ( var i = 0; i < materials.length; ++ i ) { + texture = loader.load( fullPath ); - array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + } else { - } + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); - return array; + } - }, + if ( repeat !== undefined ) { - createMaterial: ( function () { + texture.repeat.fromArray( repeat ); - var BlendingMode = { - NoBlending: NoBlending, - NormalBlending: NormalBlending, - AdditiveBlending: AdditiveBlending, - SubtractiveBlending: SubtractiveBlending, - MultiplyBlending: MultiplyBlending, - CustomBlending: CustomBlending - }; + if ( repeat[ 0 ] !== 1 ) { texture.wrapS = RepeatWrapping; } + if ( repeat[ 1 ] !== 1 ) { texture.wrapT = RepeatWrapping; } - var color = new Color(); - var textureLoader = new TextureLoader(); - var materialLoader = new MaterialLoader(); + } - return function createMaterial( m, texturePath, crossOrigin ) { + if ( offset !== undefined ) { - // convert from old material format + texture.offset.fromArray( offset ); - var textures = {}; + } - function loadTexture( path, repeat, offset, wrap, anisotropy ) { + if ( wrap !== undefined ) { - var fullPath = texturePath + path; - var loader = Loader.Handlers.get( fullPath ); + if ( wrap[ 0 ] === 'repeat' ) { texture.wrapS = RepeatWrapping; } + if ( wrap[ 0 ] === 'mirror' ) { texture.wrapS = MirroredRepeatWrapping; } - var texture; + if ( wrap[ 1 ] === 'repeat' ) { texture.wrapT = RepeatWrapping; } + if ( wrap[ 1 ] === 'mirror' ) { texture.wrapT = MirroredRepeatWrapping; } - if ( loader !== null ) { + } - texture = loader.load( fullPath ); + if ( anisotropy !== undefined ) { - } else { + texture.anisotropy = anisotropy; - textureLoader.setCrossOrigin( crossOrigin ); - texture = textureLoader.load( fullPath ); + } - } + var uuid = _Math.generateUUID(); - if ( repeat !== undefined ) { + textures[ uuid ] = texture; - texture.repeat.fromArray( repeat ); + return uuid; - if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + } - } + // - if ( offset !== undefined ) { + var json = { + uuid: _Math.generateUUID(), + type: 'MeshLambertMaterial' + }; - texture.offset.fromArray( offset ); + for ( var name in m ) { - } + var value = m[ name ]; - if ( wrap !== undefined ) { + switch ( name ) { - if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; - if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) { json.type = 'MeshBasicMaterial'; } + if ( value.toLowerCase() === 'phong' ) { json.type = 'MeshPhongMaterial'; } + if ( value.toLowerCase() === 'standard' ) { json.type = 'MeshStandardMaterial'; } + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = value; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) { json.vertexColors = VertexColors; } + if ( value === 'face' ) { json.vertexColors = FaceColors; } + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; - if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; - if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + } - } + } - if ( anisotropy !== undefined ) { + if ( json.type === 'MeshBasicMaterial' ) { delete json.emissive; } + if ( json.type !== 'MeshPhongMaterial' ) { delete json.specular; } - texture.anisotropy = anisotropy; + if ( json.opacity < 1 ) { json.transparent = true; } - } + materialLoader.setTextures( textures ); - var uuid = _Math.generateUUID(); + return materialLoader.parse( json ); - textures[ uuid ] = texture; + }; - return uuid; +} )(); - } +Loader.Handlers = { - // + handlers: [], - var json = { - uuid: _Math.generateUUID(), - type: 'MeshLambertMaterial' - }; + add: function ( regex, loader ) { - for ( var name in m ) { + this.handlers.push( regex, loader ); - var value = m[ name ]; + }, - switch ( name ) { + get: function ( file ) { - case 'DbgColor': - case 'DbgIndex': - case 'opticalDensity': - case 'illumination': - break; - case 'DbgName': - json.name = value; - break; - case 'blending': - json.blending = BlendingMode[ value ]; - break; - case 'colorAmbient': - case 'mapAmbient': - console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); - break; - case 'colorDiffuse': - json.color = color.fromArray( value ).getHex(); - break; - case 'colorSpecular': - json.specular = color.fromArray( value ).getHex(); - break; - case 'colorEmissive': - json.emissive = color.fromArray( value ).getHex(); - break; - case 'specularCoef': - json.shininess = value; - break; - case 'shading': - if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; - if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; - if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; - break; - case 'mapDiffuse': - json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - break; - case 'mapDiffuseRepeat': - case 'mapDiffuseOffset': - case 'mapDiffuseWrap': - case 'mapDiffuseAnisotropy': - break; - case 'mapEmissive': - json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); - break; - case 'mapEmissiveRepeat': - case 'mapEmissiveOffset': - case 'mapEmissiveWrap': - case 'mapEmissiveAnisotropy': - break; - case 'mapLight': - json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - break; - case 'mapLightRepeat': - case 'mapLightOffset': - case 'mapLightWrap': - case 'mapLightAnisotropy': - break; - case 'mapAO': - json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); - break; - case 'mapAORepeat': - case 'mapAOOffset': - case 'mapAOWrap': - case 'mapAOAnisotropy': - break; - case 'mapBump': - json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - break; - case 'mapBumpScale': - json.bumpScale = value; - break; - case 'mapBumpRepeat': - case 'mapBumpOffset': - case 'mapBumpWrap': - case 'mapBumpAnisotropy': - break; - case 'mapNormal': - json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - break; - case 'mapNormalFactor': - json.normalScale = value; - break; - case 'mapNormalRepeat': - case 'mapNormalOffset': - case 'mapNormalWrap': - case 'mapNormalAnisotropy': - break; - case 'mapSpecular': - json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - break; - case 'mapSpecularRepeat': - case 'mapSpecularOffset': - case 'mapSpecularWrap': - case 'mapSpecularAnisotropy': - break; - case 'mapMetalness': - json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); - break; - case 'mapMetalnessRepeat': - case 'mapMetalnessOffset': - case 'mapMetalnessWrap': - case 'mapMetalnessAnisotropy': - break; - case 'mapRoughness': - json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); - break; - case 'mapRoughnessRepeat': - case 'mapRoughnessOffset': - case 'mapRoughnessWrap': - case 'mapRoughnessAnisotropy': - break; - case 'mapAlpha': - json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - break; - case 'mapAlphaRepeat': - case 'mapAlphaOffset': - case 'mapAlphaWrap': - case 'mapAlphaAnisotropy': - break; - case 'flipSided': - json.side = BackSide; - break; - case 'doubleSided': - json.side = DoubleSide; - break; - case 'transparency': - console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); - json.opacity = value; - break; - case 'depthTest': - case 'depthWrite': - case 'colorWrite': - case 'opacity': - case 'reflectivity': - case 'transparent': - case 'visible': - case 'wireframe': - json[ name ] = value; - break; - case 'vertexColors': - if ( value === true ) json.vertexColors = VertexColors; - if ( value === 'face' ) json.vertexColors = FaceColors; - break; - default: - console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); - break; + var handlers = this.handlers; - } + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { - } + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; - if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; - if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + if ( regex.test( file ) ) { - if ( json.opacity < 1 ) json.transparent = true; + return loader; - materialLoader.setTextures( textures ); + } - return materialLoader.parse( json ); + } - }; + return null; - } )() + } -} ); +}; /** * @author Don McCurdy / https://www.donmccurdy.com @@ -37180,7 +37886,7 @@ var LoaderUtils = { var index = url.lastIndexOf( '/' ); - if ( index === - 1 ) return './'; + if ( index === - 1 ) { return './'; } return url.substr( 0, index + 1 ); @@ -37193,7 +37899,7 @@ var LoaderUtils = { * @author alteredq / http://alteredqualia.com/ */ -function JSONLoader( manager ) { +var JSONLoader = function JSONLoader( manager ) { if ( typeof manager === 'boolean' ) { @@ -37206,1440 +37912,1436 @@ function JSONLoader( manager ) { this.withCredentials = false; -} - -Object.assign( JSONLoader.prototype, { - - crossOrigin: 'anonymous', - - load: function ( url, onLoad, onProgress, onError ) { +}; - var scope = this; +JSONLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); + var scope = this; - var loader = new FileLoader( this.manager ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { + var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); - var json = JSON.parse( text ); - var metadata = json.metadata; + var loader = new FileLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { - if ( metadata !== undefined ) { + var json = JSON.parse( text ); + var metadata = json.metadata; - var type = metadata.type; + if ( metadata !== undefined ) { - if ( type !== undefined ) { + var type = metadata.type; - if ( type.toLowerCase() === 'object' ) { + if ( type !== undefined ) { - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); - return; + if ( type.toLowerCase() === 'object' ) { - } + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; } } - var object = scope.parse( json, texturePath ); - onLoad( object.geometry, object.materials ); + } - }, onProgress, onError ); + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); - }, + }, onProgress, onError ); - setCrossOrigin: function ( value ) { +}; - this.crossOrigin = value; - return this; +JSONLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - }, + this.crossOrigin = value; + return this; - setTexturePath: function ( value ) { +}; - this.texturePath = value; - return this; +JSONLoader.prototype.setTexturePath = function setTexturePath ( value ) { - }, + this.texturePath = value; + return this; - parse: ( function () { +}; - function parseModel( json, geometry ) { +JSONLoader.prototype.crossOrigin = 'anonymous'; - function isBitSet( value, position ) { +JSONLoader.prototype.parse = ( function () { - return value & ( 1 << position ); + function parseModel( json, geometry ) { - } + function isBitSet( value, position ) { - var i, j, fi, + return value & ( 1 << position ); - offset, zLength, + } - colorIndex, normalIndex, uvIndex, materialIndex, + var i, j, fi, - type, - isQuad, - hasMaterial, - hasFaceVertexUv, - hasFaceNormal, hasFaceVertexNormal, - hasFaceColor, hasFaceVertexColor, + offset, zLength, - vertex, face, faceA, faceB, hex, normal, + colorIndex, normalIndex, uvIndex, materialIndex, - uvLayer, uv, u, v, + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, - faces = json.faces, - vertices = json.vertices, - normals = json.normals, - colors = json.colors, + vertex, face, faceA, faceB, hex, normal, - scale = json.scale, + uvLayer, uv, u, v, - nUvLayers = 0; + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + scale = json.scale, - if ( json.uvs !== undefined ) { + nUvLayers = 0; - // disregard empty arrays - for ( i = 0; i < json.uvs.length; i ++ ) { + if ( json.uvs !== undefined ) { - if ( json.uvs[ i ].length ) nUvLayers ++; + // disregard empty arrays - } + for ( i = 0; i < json.uvs.length; i ++ ) { - for ( i = 0; i < nUvLayers; i ++ ) { + if ( json.uvs[ i ].length ) { nUvLayers ++; } - geometry.faceVertexUvs[ i ] = []; + } - } + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; } - offset = 0; - zLength = vertices.length; + } - while ( offset < zLength ) { + offset = 0; + zLength = vertices.length; - vertex = new Vector3(); + while ( offset < zLength ) { - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; + vertex = new Vector3(); - geometry.vertices.push( vertex ); + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; - } + geometry.vertices.push( vertex ); - offset = 0; - zLength = faces.length; + } - while ( offset < zLength ) { + offset = 0; + zLength = faces.length; - type = faces[ offset ++ ]; + while ( offset < zLength ) { - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); + type = faces[ offset ++ ]; - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); - if ( isQuad ) { + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); - faceA = new Face3(); - faceA.a = faces[ offset ]; - faceA.b = faces[ offset + 1 ]; - faceA.c = faces[ offset + 3 ]; + if ( isQuad ) { - faceB = new Face3(); - faceB.a = faces[ offset + 1 ]; - faceB.b = faces[ offset + 2 ]; - faceB.c = faces[ offset + 3 ]; + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; - offset += 4; + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; - if ( hasMaterial ) { + offset += 4; - materialIndex = faces[ offset ++ ]; - faceA.materialIndex = materialIndex; - faceB.materialIndex = materialIndex; + if ( hasMaterial ) { - } + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; - // to get face <=> uv index correspondence + } - fi = geometry.faces.length; + // to get face <=> uv index correspondence - if ( hasFaceVertexUv ) { + fi = geometry.faces.length; - for ( i = 0; i < nUvLayers; i ++ ) { + if ( hasFaceVertexUv ) { - uvLayer = json.uvs[ i ]; + for ( i = 0; i < nUvLayers; i ++ ) { - geometry.faceVertexUvs[ i ][ fi ] = []; - geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + uvLayer = json.uvs[ i ]; - for ( j = 0; j < 4; j ++ ) { + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; - uvIndex = faces[ offset ++ ]; + for ( j = 0; j < 4; j ++ ) { - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + uvIndex = faces[ offset ++ ]; - uv = new Vector2( u, v ); + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + uv = new Vector2( u, v ); - } + if ( j !== 2 ) { geometry.faceVertexUvs[ i ][ fi ].push( uv ); } + if ( j !== 0 ) { geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); } } } - if ( hasFaceNormal ) { + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { normalIndex = faces[ offset ++ ] * 3; - faceA.normal.set( + normal = new Vector3( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); - faceB.normal.copy( faceA.normal ); - } + if ( i !== 2 ) { faceA.vertexNormals.push( normal ); } + if ( i !== 0 ) { faceB.vertexNormals.push( normal ); } - if ( hasFaceVertexNormal ) { + } - for ( i = 0; i < 4; i ++ ) { + } - normalIndex = faces[ offset ++ ] * 3; - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); + if ( hasFaceColor ) { + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; - if ( i !== 2 ) faceA.vertexNormals.push( normal ); - if ( i !== 0 ) faceB.vertexNormals.push( normal ); + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); - } + } - } + if ( hasFaceVertexColor ) { - if ( hasFaceColor ) { + for ( i = 0; i < 4; i ++ ) { colorIndex = faces[ offset ++ ]; hex = colors[ colorIndex ]; - faceA.color.setHex( hex ); - faceB.color.setHex( hex ); + if ( i !== 2 ) { faceA.vertexColors.push( new Color( hex ) ); } + if ( i !== 0 ) { faceB.vertexColors.push( new Color( hex ) ); } } + } - if ( hasFaceVertexColor ) { + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); - for ( i = 0; i < 4; i ++ ) { + } else { - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; - if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); - if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + if ( hasMaterial ) { - } + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; - } + } - geometry.faces.push( faceA ); - geometry.faces.push( faceB ); + // to get face <=> uv index correspondence - } else { + fi = geometry.faces.length; - face = new Face3(); - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; + if ( hasFaceVertexUv ) { - if ( hasMaterial ) { + for ( i = 0; i < nUvLayers; i ++ ) { - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; + uvLayer = json.uvs[ i ]; - } + geometry.faceVertexUvs[ i ][ fi ] = []; - // to get face <=> uv index correspondence + for ( j = 0; j < 3; j ++ ) { - fi = geometry.faces.length; + uvIndex = faces[ offset ++ ]; - if ( hasFaceVertexUv ) { + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; - for ( i = 0; i < nUvLayers; i ++ ) { + uv = new Vector2( u, v ); - uvLayer = json.uvs[ i ]; + geometry.faceVertexUvs[ i ][ fi ].push( uv ); - geometry.faceVertexUvs[ i ][ fi ] = []; - - for ( j = 0; j < 3; j ++ ) { + } - uvIndex = faces[ offset ++ ]; + } - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; + } - uv = new Vector2( u, v ); + if ( hasFaceNormal ) { - geometry.faceVertexUvs[ i ][ fi ].push( uv ); + normalIndex = faces[ offset ++ ] * 3; - } + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); - } + } - } + if ( hasFaceVertexNormal ) { - if ( hasFaceNormal ) { + for ( i = 0; i < 3; i ++ ) { normalIndex = faces[ offset ++ ] * 3; - face.normal.set( + normal = new Vector3( normals[ normalIndex ++ ], normals[ normalIndex ++ ], normals[ normalIndex ] ); - } - - if ( hasFaceVertexNormal ) { - - for ( i = 0; i < 3; i ++ ) { - - normalIndex = faces[ offset ++ ] * 3; - - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - face.vertexNormals.push( normal ); - - } + face.vertexNormals.push( normal ); } + } - if ( hasFaceColor ) { - colorIndex = faces[ offset ++ ]; - face.color.setHex( colors[ colorIndex ] ); + if ( hasFaceColor ) { - } + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + } - if ( hasFaceVertexColor ) { - for ( i = 0; i < 3; i ++ ) { + if ( hasFaceVertexColor ) { - colorIndex = faces[ offset ++ ]; - face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + for ( i = 0; i < 3; i ++ ) { - } + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); } - geometry.faces.push( face ); - } + geometry.faces.push( face ); + } } - function parseSkin( json, geometry ) { + } - var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + function parseSkin( json, geometry ) { - if ( json.skinWeights ) { + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; - for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + if ( json.skinWeights ) { - var x = json.skinWeights[ i ]; - var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; - var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; - var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { - geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; - } + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); } - if ( json.skinIndices ) { + } - for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + if ( json.skinIndices ) { - var a = json.skinIndices[ i ]; - var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; - var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; - var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { - geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; - } + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); } - geometry.bones = json.bones; + } - if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + geometry.bones = json.bones; - console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + - geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { - } + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); } - function parseMorphing( json, geometry ) { + } - var scale = json.scale; + function parseMorphing( json, geometry ) { - if ( json.morphTargets !== undefined ) { + var scale = json.scale; - for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + if ( json.morphTargets !== undefined ) { - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = json.morphTargets[ i ].vertices; + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; - for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; - var vertex = new Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { - dstVertices.push( vertex ); + var vertex = new Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; - } + dstVertices.push( vertex ); } } - if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + } - console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { - var faces = geometry.faces; - var morphColors = json.morphColors[ 0 ].colors; + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); - for ( var i = 0, l = faces.length; i < l; i ++ ) { + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; - faces[ i ].color.fromArray( morphColors, i * 3 ); + for ( var i = 0, l = faces.length; i < l; i ++ ) { - } + faces[ i ].color.fromArray( morphColors, i * 3 ); } } - function parseAnimations( json, geometry ) { + } - var outputAnimations = []; + function parseAnimations( json, geometry ) { - // parse old style Bone/Hierarchy animations - var animations = []; + var outputAnimations = []; - if ( json.animation !== undefined ) { + // parse old style Bone/Hierarchy animations + var animations = []; - animations.push( json.animation ); + if ( json.animation !== undefined ) { - } + animations.push( json.animation ); - if ( json.animations !== undefined ) { + } - if ( json.animations.length ) { + if ( json.animations !== undefined ) { - animations = animations.concat( json.animations ); + if ( json.animations.length ) { - } else { + animations = animations.concat( json.animations ); - animations.push( json.animations ); + } else { - } + animations.push( json.animations ); } - for ( var i = 0; i < animations.length; i ++ ) { - - var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); - if ( clip ) outputAnimations.push( clip ); + } - } + for ( var i = 0; i < animations.length; i ++ ) { - // parse implicit morph animations - if ( geometry.morphTargets ) { + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) { outputAnimations.push( clip ); } - // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. - var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); - outputAnimations = outputAnimations.concat( morphAnimationClips ); + } - } + // parse implicit morph animations + if ( geometry.morphTargets ) { - if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); } - return function parse( json, texturePath ) { + if ( outputAnimations.length > 0 ) { geometry.animations = outputAnimations; } - if ( json.data !== undefined ) { + } - // Geometry 4.0 spec - json = json.data; + return function parse( json, texturePath ) { - } + if ( json.data !== undefined ) { - if ( json.scale !== undefined ) { + // Geometry 4.0 spec + json = json.data; - json.scale = 1.0 / json.scale; + } - } else { + if ( json.scale !== undefined ) { - json.scale = 1.0; + json.scale = 1.0 / json.scale; - } + } else { - var geometry = new Geometry(); + json.scale = 1.0; - parseModel( json, geometry ); - parseSkin( json, geometry ); - parseMorphing( json, geometry ); - parseAnimations( json, geometry ); + } - geometry.computeFaceNormals(); - geometry.computeBoundingSphere(); + var geometry = new Geometry(); - if ( json.materials === undefined || json.materials.length === 0 ) { + parseModel( json, geometry ); + parseSkin( json, geometry ); + parseMorphing( json, geometry ); + parseAnimations( json, geometry ); - return { geometry: geometry }; + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); - } else { + if ( json.materials === undefined || json.materials.length === 0 ) { - var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + return { geometry: geometry }; - return { geometry: geometry, materials: materials }; + } else { - } + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); - }; + return { geometry: geometry, materials: materials }; - } )() + } -} ); + }; + +} )(); /** * @author mrdoob / http://mrdoob.com/ */ -function ObjectLoader( manager ) { +var ObjectLoader = function ObjectLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; this.texturePath = ''; -} +}; -Object.assign( ObjectLoader.prototype, { +ObjectLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - crossOrigin: 'anonymous', + if ( this.texturePath === '' ) { - load: function ( url, onLoad, onProgress, onError ) { + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); - if ( this.texturePath === '' ) { + } - this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + var scope = this; - } + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { - var scope = this; + var json = null; - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { + try { - var json = null; + json = JSON.parse( text ); - try { + } catch ( error ) { - json = JSON.parse( text ); + if ( onError !== undefined ) { onError( error ); } - } catch ( error ) { + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); - if ( onError !== undefined ) onError( error ); + return; - 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' ) { - var metadata = json.metadata; + console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); + return; - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + } - console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); - return; + scope.parse( json, onLoad ); - } + }, onProgress, onError ); - scope.parse( json, onLoad ); +}; - }, onProgress, onError ); +ObjectLoader.prototype.setTexturePath = function setTexturePath ( value ) { - }, + this.texturePath = value; + return this; - setTexturePath: function ( value ) { +}; - this.texturePath = value; - return this; +ObjectLoader.prototype.setCrossOrigin = function setCrossOrigin ( value ) { - }, + this.crossOrigin = value; + return this; - setCrossOrigin: function ( value ) { +}; - this.crossOrigin = value; - return this; +ObjectLoader.prototype.parse = function parse ( json, onLoad ) { - }, + var shapes = this.parseShape( json.shapes ); + var geometries = this.parseGeometries( json.geometries, shapes ); - parse: function ( json, onLoad ) { + var images = this.parseImages( json.images, function () { - var shapes = this.parseShape( json.shapes ); - var geometries = this.parseGeometries( json.geometries, shapes ); + if ( onLoad !== undefined ) { onLoad( object ); } - 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 ); - var textures = this.parseTextures( json.textures, images ); - var materials = this.parseMaterials( json.materials, textures ); + if ( json.animations ) { - var object = this.parseObject( json.object, geometries, materials ); + object.animations = this.parseAnimations( json.animations ); - if ( json.animations ) { + } - object.animations = this.parseAnimations( json.animations ); + if ( json.images === undefined || json.images.length === 0 ) { - } + if ( onLoad !== undefined ) { onLoad( object ); } - if ( json.images === undefined || json.images.length === 0 ) { + } - if ( onLoad !== undefined ) onLoad( object ); + return object; - } +}; - return object; +ObjectLoader.prototype.parseShape = function parseShape ( json ) { - }, + var shapes = {}; - parseShape: function ( json ) { + if ( json !== undefined ) { - var shapes = {}; + for ( var i = 0, l = json.length; i < l; i ++ ) { - if ( json !== undefined ) { + var shape = new Shape().fromJSON( json[ i ] ); - for ( var i = 0, l = json.length; i < l; i ++ ) { + shapes[ shape.uuid ] = shape; - var shape = new Shape().fromJSON( json[ i ] ); + } - shapes[ shape.uuid ] = shape; + } - } + return shapes; - } +}; - return shapes; +ObjectLoader.prototype.parseGeometries = function parseGeometries ( json, shapes ) { + var this$1 = this; - }, - parseGeometries: function ( json, shapes ) { + var geometries = {}; - var geometries = {}; + if ( json !== undefined ) { - if ( json !== undefined ) { + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); - var geometryLoader = new JSONLoader(); - var bufferGeometryLoader = new BufferGeometryLoader(); + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var i = 0, l = json.length; i < l; i ++ ) { + var geometry; + var data = json[ i ]; - var geometry; - var data = json[ i ]; + switch ( data.type ) { - switch ( data.type ) { + case 'PlaneGeometry': + case 'PlaneBufferGeometry': - case 'PlaneGeometry': - case 'PlaneBufferGeometry': + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); + break; - break; + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible - 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 - ); + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); - break; + break; - case 'CircleGeometry': - case 'CircleBufferGeometry': + case 'CircleGeometry': + case 'CircleBufferGeometry': - geometry = new Geometries[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); - break; + 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 - ); + case 'CylinderGeometry': + case 'CylinderBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - case 'ConeGeometry': - case 'ConeBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + break; - break; + case 'ConeGeometry': + case 'ConeBufferGeometry': - case 'SphereGeometry': - case 'SphereBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); - break; + 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 - ); + case 'SphereGeometry': + case 'SphereBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); - case 'RingGeometry': - case 'RingBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); + case 'DodecahedronGeometry': + case 'DodecahedronBufferGeometry': + case 'IcosahedronGeometry': + case 'IcosahedronBufferGeometry': + case 'OctahedronGeometry': + case 'OctahedronBufferGeometry': + case 'TetrahedronGeometry': + case 'TetrahedronBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); - case 'TorusGeometry': - case 'TorusBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); + case 'RingGeometry': + case 'RingBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); + case 'TorusGeometry': + case 'TorusBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); - case 'LatheGeometry': - case 'LatheBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); - case 'PolyhedronGeometry': - case 'PolyhedronBufferGeometry': + break; - geometry = new Geometries[ data.type ]( - data.vertices, - data.indices, - data.radius, - data.details - ); + case 'LatheGeometry': + case 'LatheBufferGeometry': - break; + geometry = new Geometries[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); - case 'ShapeGeometry': - case 'ShapeBufferGeometry': + break; - var geometryShapes = []; + case 'PolyhedronGeometry': + case 'PolyhedronBufferGeometry': - for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + geometry = new Geometries[ data.type ]( + data.vertices, + data.indices, + data.radius, + data.details + ); - var shape = shapes[ data.shapes[ j ] ]; + break; - geometryShapes.push( shape ); + case 'ShapeGeometry': + case 'ShapeBufferGeometry': - } + var geometryShapes = []; - geometry = new Geometries[ data.type ]( - geometryShapes, - data.curveSegments - ); + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { - break; + var shape = shapes[ data.shapes[ j ] ]; + geometryShapes.push( shape ); - case 'ExtrudeGeometry': - case 'ExtrudeBufferGeometry': + } - var geometryShapes = []; + geometry = new Geometries[ data.type ]( + geometryShapes, + data.curveSegments + ); - for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + break; - var shape = shapes[ data.shapes[ j ] ]; - geometryShapes.push( shape ); + case 'ExtrudeGeometry': + case 'ExtrudeBufferGeometry': - } + var geometryShapes = []; - var extrudePath = data.options.extrudePath; + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { - if ( extrudePath !== undefined ) { + var shape = shapes[ data.shapes[ j ] ]; - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + geometryShapes.push( shape ); - } + } - geometry = new Geometries[ data.type ]( - geometryShapes, - data.options - ); + var extrudePath = data.options.extrudePath; - break; + if ( extrudePath !== undefined ) { - case 'BufferGeometry': + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); - geometry = bufferGeometryLoader.parse( data ); + } - break; + geometry = new Geometries[ data.type ]( + geometryShapes, + data.options + ); - case 'Geometry': + break; - geometry = geometryLoader.parse( data, this.texturePath ).geometry; + case 'BufferGeometry': - break; + geometry = bufferGeometryLoader.parse( data ); - default: + break; - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + case 'Geometry': - continue; + geometry = geometryLoader.parse( data, this$1.texturePath ).geometry; - } + break; - geometry.uuid = data.uuid; + default: - if ( data.name !== undefined ) geometry.name = data.name; - if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - geometries[ data.uuid ] = geometry; + continue; } - } + geometry.uuid = data.uuid; - return geometries; + if ( data.name !== undefined ) { geometry.name = data.name; } + if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; } - }, + geometries[ data.uuid ] = geometry; - parseMaterials: function ( json, textures ) { + } - var materials = {}; + } - if ( json !== undefined ) { + return geometries; - var loader = new MaterialLoader(); - loader.setTextures( textures ); +}; - for ( var i = 0, l = json.length; i < l; i ++ ) { +ObjectLoader.prototype.parseMaterials = function parseMaterials ( json, textures ) { - var data = json[ i ]; + var materials = {}; - if ( data.type === 'MultiMaterial' ) { + if ( json !== undefined ) { - // Deprecated + var loader = new MaterialLoader(); + loader.setTextures( textures ); - var array = []; + for ( var i = 0, l = json.length; i < l; i ++ ) { - for ( var j = 0; j < data.materials.length; j ++ ) { + var data = json[ i ]; - array.push( loader.parse( data.materials[ j ] ) ); + if ( data.type === 'MultiMaterial' ) { - } + // Deprecated - materials[ data.uuid ] = array; + var array = []; - } else { + for ( var j = 0; j < data.materials.length; j ++ ) { - materials[ data.uuid ] = loader.parse( data ); + array.push( loader.parse( data.materials[ j ] ) ); } + materials[ data.uuid ] = array; + + } else { + + materials[ data.uuid ] = loader.parse( data ); + } } - return materials; + } - }, + return materials; - parseAnimations: function ( json ) { +}; - var animations = []; +ObjectLoader.prototype.parseAnimations = function parseAnimations ( json ) { - for ( var i = 0; i < json.length; i ++ ) { + var animations = []; - var data = json[ i ]; + for ( var i = 0; i < json.length; i ++ ) { - var clip = AnimationClip.parse( data ); + var data = json[ i ]; - if ( data.uuid !== undefined ) clip.uuid = data.uuid; + var clip = AnimationClip.parse( data ); - animations.push( clip ); + if ( data.uuid !== undefined ) { clip.uuid = data.uuid; } - } + animations.push( clip ); - return animations; + } - }, + return animations; - parseImages: function ( json, onLoad ) { +}; - var scope = this; - var images = {}; +ObjectLoader.prototype.parseImages = function parseImages ( json, onLoad ) { - function loadImage( url ) { + var scope = this; + var images = {}; - scope.manager.itemStart( url ); + function loadImage( url ) { - return loader.load( url, function () { + scope.manager.itemStart( url ); - scope.manager.itemEnd( url ); + return loader.load( url, function () { - }, undefined, function () { + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); + }, undefined, function () { - } ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - } + } ); - if ( json !== undefined && json.length > 0 ) { + } - var manager = new LoadingManager( onLoad ); + if ( json !== undefined && json.length > 0 ) { - var loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); + var manager = new LoadingManager( onLoad ); - for ( var i = 0, il = json.length; i < il; i ++ ) { + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); - var image = json[ i ]; - var url = image.url; + for ( var i = 0, il = json.length; i < il; i ++ ) { - if ( Array.isArray( url ) ) { + var image = json[ i ]; + var url = image.url; - // load array of images e.g CubeTexture + if ( Array.isArray( url ) ) { - images[ image.uuid ] = []; + // load array of images e.g CubeTexture - for ( var j = 0, jl = url.length; j < jl; j ++ ) { + images[ image.uuid ] = []; - var currentUrl = url[ j ]; + for ( var j = 0, jl = url.length; j < jl; j ++ ) { - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl; + var currentUrl = url[ j ]; - images[ image.uuid ].push( loadImage( path ) ); + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl; - } + images[ image.uuid ].push( loadImage( path ) ); - } else { + } - // load single image + } else { - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + // load single image - images[ image.uuid ] = loadImage( path ); + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; - } + images[ image.uuid ] = loadImage( path ); } } - return images; + } - }, + return images; - parseTextures: function ( json, images ) { +}; - function parseConstant( value, type ) { +ObjectLoader.prototype.parseTextures = function parseTextures ( json, images ) { - if ( typeof value === 'number' ) return value; + function parseConstant( value, type ) { - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + if ( typeof value === 'number' ) { return value; } - return type[ value ]; + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - } + return type[ value ]; - var textures = {}; + } - if ( json !== undefined ) { + var textures = {}; - for ( var i = 0, l = json.length; i < l; i ++ ) { + if ( json !== undefined ) { - var data = json[ i ]; + for ( var i = 0, l = json.length; i < l; i ++ ) { - if ( data.image === undefined ) { + var data = json[ i ]; - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + 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 ); + if ( images[ data.image ] === undefined ) { - } + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - var texture; + } - if ( Array.isArray( images[ data.image ] ) ) { + var texture; - texture = new CubeTexture( images[ data.image ] ); + if ( Array.isArray( images[ data.image ] ) ) { - } else { + texture = new CubeTexture( images[ data.image ] ); - texture = new Texture( images[ data.image ] ); + } else { - } + texture = new Texture( images[ data.image ] ); - texture.needsUpdate = true; + } - texture.uuid = data.uuid; + texture.needsUpdate = true; - if ( data.name !== undefined ) texture.name = data.name; + texture.uuid = data.uuid; - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.name !== undefined ) { texture.name = data.name; } - 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.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); } - if ( data.wrap !== undefined ) { + 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; } - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + 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.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.format !== undefined ) { texture.format = data.format; } - if ( data.flipY !== undefined ) texture.flipY = data.flipY; + 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; } - textures[ data.uuid ] = texture; + if ( data.flipY !== undefined ) { texture.flipY = data.flipY; } - } + textures[ data.uuid ] = texture; } - return textures; + } - }, + return textures; - parseObject: function ( data, geometries, materials ) { +}; - var object; +ObjectLoader.prototype.parseObject = function parseObject ( data, geometries, materials ) { + var this$1 = this; - function getGeometry( name ) { - if ( geometries[ name ] === undefined ) { + var object; - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + function getGeometry( name ) { - } + if ( geometries[ name ] === undefined ) { - return geometries[ name ]; + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); } - function getMaterial( name ) { + return geometries[ name ]; - if ( name === undefined ) return undefined; + } - if ( Array.isArray( name ) ) { + function getMaterial( name ) { - var array = []; + if ( name === undefined ) { return undefined; } - for ( var i = 0, l = name.length; i < l; i ++ ) { + if ( Array.isArray( name ) ) { - var uuid = name[ i ]; + var array = []; - if ( materials[ uuid ] === undefined ) { + for ( var i = 0, l = name.length; i < l; i ++ ) { - console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + var uuid = name[ i ]; - } + if ( materials[ uuid ] === undefined ) { - array.push( materials[ uuid ] ); + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); } - return array; + array.push( materials[ uuid ] ); } - if ( materials[ name ] === undefined ) { + return array; - console.warn( 'THREE.ObjectLoader: Undefined material', name ); + } - } + if ( materials[ name ] === undefined ) { - return materials[ name ]; + console.warn( 'THREE.ObjectLoader: Undefined material', name ); } - switch ( data.type ) { + return materials[ name ]; + + } - case 'Scene': + switch ( data.type ) { - object = new Scene(); + case 'Scene': - if ( data.background !== undefined ) { + object = new Scene(); - if ( Number.isInteger( data.background ) ) { + if ( data.background !== undefined ) { - object.background = new Color( data.background ); + if ( Number.isInteger( data.background ) ) { - } + object.background = new Color( data.background ); } - if ( data.fog !== undefined ) { + } - if ( data.fog.type === 'Fog' ) { + if ( data.fog !== undefined ) { - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + if ( data.fog.type === 'Fog' ) { - } else if ( data.fog.type === 'FogExp2' ) { + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - object.fog = new FogExp2( data.fog.color, data.fog.density ); + } else if ( data.fog.type === 'FogExp2' ) { - } + object.fog = new FogExp2( data.fog.color, data.fog.density ); } - break; + } - case 'PerspectiveCamera': + break; - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + case 'PerspectiveCamera': - 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 ); + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - break; + 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 ); } - case 'OrthographicCamera': + break; - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + case 'OrthographicCamera': - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - break; + if ( data.zoom !== undefined ) { object.zoom = data.zoom; } + if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); } - case 'AmbientLight': + break; - object = new AmbientLight( data.color, data.intensity ); + case 'AmbientLight': - break; + object = new AmbientLight( data.color, data.intensity ); - case 'DirectionalLight': + break; - object = new DirectionalLight( data.color, data.intensity ); + case 'DirectionalLight': - break; + object = new DirectionalLight( data.color, data.intensity ); - case 'PointLight': + break; - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + case 'PointLight': - break; + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - case 'RectAreaLight': + break; - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + case 'RectAreaLight': - break; + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - case 'SpotLight': + break; - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + case 'SpotLight': - break; + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - case 'HemisphereLight': + break; - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + case 'HemisphereLight': - break; + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - case 'SkinnedMesh': + break; - console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + case 'SkinnedMesh': - case 'Mesh': + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); + case 'Mesh': - if ( geometry.bones && geometry.bones.length > 0 ) { + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); - object = new SkinnedMesh( geometry, material ); + if ( geometry.bones && geometry.bones.length > 0 ) { - } else { + object = new SkinnedMesh( geometry, material ); - object = new Mesh( geometry, material ); + } else { - } + object = new Mesh( geometry, material ); - break; + } - case 'LOD': + break; - object = new LOD(); + case 'LOD': - break; + object = new LOD(); - case 'Line': + break; - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + case 'Line': - break; + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - case 'LineLoop': + break; - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + case 'LineLoop': - break; + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - case 'LineSegments': + break; - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + case 'LineSegments': - break; + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - case 'PointCloud': - case 'Points': + break; - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + case 'PointCloud': + case 'Points': - break; + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - case 'Sprite': + break; - object = new Sprite( getMaterial( data.material ) ); + case 'Sprite': - break; + object = new Sprite( getMaterial( data.material ) ); - case 'Group': + break; - object = new Group(); + case 'Group': - break; + object = new Group(); - default: + break; - object = new Object3D(); + default: - } + object = new Object3D(); - object.uuid = data.uuid; + } - if ( data.name !== undefined ) object.name = data.name; + object.uuid = data.uuid; - if ( data.matrix !== undefined ) { + if ( data.name !== undefined ) { object.name = data.name; } - object.matrix.fromArray( data.matrix ); + if ( data.matrix !== undefined ) { - if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; - if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + object.matrix.fromArray( data.matrix ); - } else { + if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; } + if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); } - 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 ); + } 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.castShadow !== undefined ) { object.castShadow = data.castShadow; } + if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; } - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + if ( data.shadow ) { - } + if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; } + if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; } + if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); } + if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); } - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.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 ) { + 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; } - var children = data.children; + if ( data.children !== undefined ) { - for ( var i = 0; i < children.length; i ++ ) { + var children = data.children; - object.add( this.parseObject( children[ i ], geometries, materials ) ); + for ( var i = 0; i < children.length; i ++ ) { - } + object.add( this$1.parseObject( children[ i ], geometries, materials ) ); } - if ( data.type === 'LOD' ) { + } - var levels = data.levels; + if ( data.type === 'LOD' ) { - for ( var l = 0; l < levels.length; l ++ ) { + var levels = data.levels; - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); + for ( var l = 0; l < levels.length; l ++ ) { - if ( child !== undefined ) { + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); - object.addLevel( child, level.distance ); + if ( child !== undefined ) { - } + object.addLevel( child, level.distance ); } } - return object; - } -} ); + return object; + +}; + +ObjectLoader.prototype.crossOrigin = 'anonymous'; var TEXTURE_MAPPING = { UVMapping: UVMapping, @@ -38672,7 +39374,7 @@ var TEXTURE_FILTER = { */ -function ImageBitmapLoader( manager ) { +var ImageBitmapLoader = function ImageBitmapLoader( manager ) { if ( typeof createImageBitmap === 'undefined' ) { @@ -38689,87 +39391,81 @@ function ImageBitmapLoader( manager ) { this.manager = manager !== undefined ? manager : DefaultLoadingManager; this.options = undefined; -} - -ImageBitmapLoader.prototype = { +}; - constructor: ImageBitmapLoader, +ImageBitmapLoader.prototype.setOptions = function setOptions ( options ) { - setOptions: function setOptions( options ) { + this.options = options; - this.options = options; + return this; - return this; +}; - }, +ImageBitmapLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + if ( url === undefined ) { url = ''; } - if ( url === undefined ) url = ''; + if ( this.path !== undefined ) { url = this.path + url; } - if ( this.path !== undefined ) url = this.path + url; + url = this.manager.resolveURL( url ); - url = this.manager.resolveURL( url ); + var scope = this; - var scope = this; + var cached = Cache.get( url ); - var cached = Cache.get( url ); + if ( cached !== undefined ) { - if ( cached !== undefined ) { + scope.manager.itemStart( url ); - scope.manager.itemStart( url ); + setTimeout( function () { - setTimeout( function () { + if ( onLoad ) { onLoad( cached ); } - if ( onLoad ) onLoad( cached ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + }, 0 ); - }, 0 ); + return cached; - return cached; + } - } + fetch( url ).then( function ( res ) { - fetch( url ).then( function ( res ) { + return res.blob(); - return res.blob(); + } ).then( function ( blob ) { - } ).then( function ( blob ) { + return createImageBitmap( blob, scope.options ); - return createImageBitmap( blob, scope.options ); + } ).then( function ( imageBitmap ) { - } ).then( function ( imageBitmap ) { + Cache.add( url, imageBitmap ); - Cache.add( url, imageBitmap ); + if ( onLoad ) { onLoad( imageBitmap ); } - if ( onLoad ) onLoad( imageBitmap ); + scope.manager.itemEnd( url ); - scope.manager.itemEnd( url ); + } ).catch( function ( e ) { - } ).catch( function ( e ) { + if ( onError ) { onError( e ); } - if ( onError ) onError( e ); + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - } ); - - }, + } ); - setCrossOrigin: function ( /* value */ ) { +}; - return this; +ImageBitmapLoader.prototype.setCrossOrigin = function setCrossOrigin ( /* value */ ) { - }, + return this; - setPath: function ( value ) { +}; - this.path = value; - return this; +ImageBitmapLoader.prototype.setPath = function setPath ( value ) { - } + this.path = value; + return this; }; @@ -38778,7 +39474,7 @@ ImageBitmapLoader.prototype = { * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" **/ -function ShapePath() { +var ShapePath = function ShapePath() { this.type = 'ShapePath'; @@ -38787,270 +39483,237 @@ function ShapePath() { 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 ); - - }, - - lineTo: function ( x, y ) { - - this.currentPath.lineTo( x, y ); - - }, - - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - - }, - - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - - }, - - splineThru: function ( pts ) { +}; - this.currentPath.splineThru( pts ); +ShapePath.prototype.moveTo = function moveTo ( x, y ) { - }, + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); - toShapes: function ( isCCW, noHoles ) { +}; - function toShapesNoHoles( inSubpaths ) { +ShapePath.prototype.lineTo = function lineTo ( x, y ) { - var shapes = []; + this.currentPath.lineTo( x, y ); - for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { +}; - var tmpPath = inSubpaths[ i ]; +ShapePath.prototype.quadraticCurveTo = function quadraticCurveTo ( aCPx, aCPy, aX, aY ) { - var tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - shapes.push( tmpShape ); +}; - } +ShapePath.prototype.bezierCurveTo = function bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - return shapes; + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - } +}; - function isPointInsidePolygon( inPt, inPolygon ) { +ShapePath.prototype.splineThru = function splineThru ( pts ) { - var polyLen = inPolygon.length; + this.currentPath.splineThru( pts ); - // 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 ]; +ShapePath.prototype.toShapes = function toShapes ( isCCW, noHoles ) { - var edgeDx = edgeHighPt.x - edgeLowPt.x; - var edgeDy = edgeHighPt.y - edgeLowPt.y; + function isPointInsidePolygon( inPt, inPolygon ) { - if ( Math.abs( edgeDy ) > Number.EPSILON ) { + var polyLen = inPolygon.length; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { - // not parallel - if ( edgeDy < 0 ) { + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; - } - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + if ( Math.abs( edgeDy ) > Number.EPSILON ) { - if ( inPt.y === edgeLowPt.y ) { + // not parallel + if ( edgeDy < 0 ) { - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - } else { + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; } - 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 + if ( inPt.y === edgeLowPt.y ) { - } + if ( inPt.x === edgeLowPt.x ) ; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! } 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; + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge < 0 ) { continue; } } - } + } 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 ) ) ) ;// inPt: Point on contour ! + // continue; - return inside; + } } - var isClockWise = ShapeUtils.isClockWise; + } - var subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; + var isClockWise = ShapeUtils.isClockWise; - if ( noHoles === true ) return toShapesNoHoles( subPaths ); + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) { return []; } + if ( noHoles === true ){ returntoShapesNoHoles( subPaths ); } - var solid, tmpPath, tmpShape, shapes = []; - if ( subPaths.length === 1 ) { + var solid, tmpPath, tmpShape, shapes = []; - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return 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 holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; - var betterShapeHoles = []; - var newShapes = []; - var newShapeHoles = []; - var mainIdx = 0; - var tmpPoints; + // console.log("Holes first", holesFirst); - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { - if ( solid ) { + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + if ( solid ) { - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ){ mainIdx ++; } - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; - //console.log('cw', i); + if ( holesFirst ){ mainIdx ++; } + newShapeHoles[ mainIdx ] = []; - } else { + //console.log('cw', i); - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + } else { - //console.log('ccw', i); + 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 ); + } + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ){ returntoShapesNoHoles( subPaths ); } - if ( newShapes.length > 1 ) { - var ambiguous = false; - var toChange = []; + if ( newShapes.length > 1 ) { - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + var ambiguous = false; + var toChange = []; - betterShapeHoles[ sIdx ] = []; + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - } + betterShapeHoles[ sIdx ] = []; - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + } - var sho = newShapeHoles[ sIdx ]; + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + var sho = newShapeHoles[ sIdx ]; - var ho = sho[ hIdx ]; - var hole_unassigned = true; + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { - for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + var ho = sho[ hIdx ]; + var hole_unassigned = true; - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); + if ( sIdx !== s2Idx ){ toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); } + if ( hole_unassigned ) { - } else { + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); - ambiguous = true; + } else { - } + ambiguous = true; } } - if ( hole_unassigned ) { - betterShapeHoles[ sIdx ].push( ho ); + } + if ( hole_unassigned ) { - } + betterShapeHoles[ sIdx ].push( ho ); } } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { - } + // console.log("to change: ", toChange); + if ( ! ambiguous ){ newShapeHoles = betterShapeHoles; } } - var tmpHoles; + } - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + var tmpHoles; - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { - for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; - tmpShape.holes.push( tmpHoles[ j ].h ); + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { - } + tmpShape.holes.push( tmpHoles[ j ].h ); } - //console.log("shape", shapes); + } - return shapes; + //console.log("shape", shapes); - } + return shapes; -} ); +}; /** * @author zz85 / http://www.lab4games.net/zz85/blog @@ -39058,36 +39721,32 @@ Object.assign( ShapePath.prototype, { */ -function Font( data ) { +var Font = function Font( data ) { this.type = 'Font'; this.data = data; -} - -Object.assign( Font.prototype, { +}; - isFont: true, +Font.prototype.generateShapes = function generateShapes ( text, size ) { - generateShapes: function ( text, size ) { + if ( size === undefined ) { size = 100; } - if ( size === undefined ) size = 100; + var shapes = []; + var paths = createPaths( text, size, this.data ); - var shapes = []; - var paths = createPaths( text, size, this.data ); + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + } - } + return shapes; - return shapes; - - } +}; -} ); +Font.prototype.isFont = true; function createPaths( text, size, data ) { @@ -39126,7 +39785,7 @@ function createPath( char, scale, offsetX, offsetY, data ) { var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; - if ( ! glyph ) return; + if ( ! glyph ) { return; } var path = new ShapePath(); @@ -39198,57 +39857,53 @@ function createPath( char, scale, offsetX, offsetY, data ) { * @author mrdoob / http://mrdoob.com/ */ -function FontLoader( manager ) { +var FontLoader = function FontLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} - -Object.assign( FontLoader.prototype, { +}; - load: function ( url, onLoad, onProgress, onError ) { +FontLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - var scope = this; + var scope = this; - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.load( url, function ( text ) { + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { - var json; + var json; - try { + try { - json = JSON.parse( text ); + json = JSON.parse( text ); - } catch ( e ) { + } 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 ) ); + 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 ); + var font = scope.parse( json ); - }, onProgress, onError ); + if ( onLoad ) { onLoad( font ); } - }, + }, onProgress, onError ); - parse: function ( json ) { +}; - return new Font( json ); +FontLoader.prototype.parse = function parse ( json ) { - }, + return new Font( json ); - setPath: function ( value ) { +}; - this.path = value; - return this; +FontLoader.prototype.setPath = function setPath ( value ) { - } + this.path = value; + return this; -} ); +}; /** * @author mrdoob / http://mrdoob.com/ @@ -39282,42 +39937,38 @@ var AudioContext = { * @author Reece Aaron Lecrivain / http://reecenotes.com/ */ -function AudioLoader( manager ) { +var AudioLoader = function AudioLoader( manager ) { this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; -} +}; -Object.assign( AudioLoader.prototype, { +AudioLoader.prototype.load = function load ( url, onLoad, onProgress, onError ) { - load: function ( url, onLoad, onProgress, onError ) { + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.load( url, function ( buffer ) { + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + var bufferCopy = buffer.slice( 0 ); - // 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 ) { - var context = AudioContext.getContext(); - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + onLoad( audioBuffer ); - onLoad( audioBuffer ); - - } ); - - }, onProgress, onError ); + } ); - } + }, onProgress, onError ); -} ); +}; /** * @author mrdoob / http://mrdoob.com/ */ -function StereoCamera() { +var StereoCamera = function StereoCamera() { this.type = 'StereoCamera'; @@ -39333,77 +39984,73 @@ function StereoCamera() { this.cameraR.layers.enable( 2 ); this.cameraR.matrixAutoUpdate = false; -} - -Object.assign( StereoCamera.prototype, { +}; - update: ( function () { +StereoCamera.prototype.update = ( function () { - var instance, focus, fov, aspect, near, far, zoom, eyeSep; + var instance, focus, fov, aspect, near, far, zoom, eyeSep; - var eyeRight = new Matrix4(); - var eyeLeft = new Matrix4(); + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); - return function update( camera ) { + return function update( camera ) { - var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || - aspect !== camera.aspect * this.aspect || near !== camera.near || - far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; - if ( needsUpdate ) { + if ( needsUpdate ) { - instance = this; - focus = camera.focus; - fov = camera.fov; - aspect = camera.aspect * this.aspect; - near = camera.near; - far = camera.far; - zoom = camera.zoom; + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ - var projectionMatrix = camera.projectionMatrix.clone(); - eyeSep = this.eyeSep / 2; - var eyeSepOnProjection = eyeSep * near / focus; - var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; - var xmin, xmax; + var projectionMatrix = camera.projectionMatrix.clone(); + eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; + var xmin, xmax; - // translate xOffset + // translate xOffset - eyeLeft.elements[ 12 ] = - eyeSep; - eyeRight.elements[ 12 ] = eyeSep; + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; - // for left eye + // for left eye - xmin = - ymax * aspect + eyeSepOnProjection; - xmax = ymax * aspect + eyeSepOnProjection; + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - this.cameraL.projectionMatrix.copy( projectionMatrix ); + this.cameraL.projectionMatrix.copy( projectionMatrix ); - // for right eye + // for right eye - xmin = - ymax * aspect - eyeSepOnProjection; - xmax = ymax * aspect - eyeSepOnProjection; + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - this.cameraR.projectionMatrix.copy( projectionMatrix ); + this.cameraR.projectionMatrix.copy( projectionMatrix ); - } + } - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); - }; - - } )() + }; -} ); +} )(); /** * Camera for rendering cube maps @@ -39412,134 +40059,140 @@ Object.assign( StereoCamera.prototype, { * @author alteredq / http://alteredqualia.com/ */ -function CubeCamera( near, far, cubeResolution ) { +var CubeCamera = (function (Object3D$$1) { + function CubeCamera( near, far, cubeResolution ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'CubeCamera'; + this.type = 'CubeCamera'; - var fov = 90, aspect = 1; + var fov = 90, aspect = 1; - var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); - var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); - var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); - var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); - var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); - var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); - var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; - this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); - this.renderTarget.texture.name = "CubeCamera"; + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; - this.update = function ( renderer, scene ) { + this.update = function ( renderer, scene ) { - if ( this.parent === null ) this.updateMatrixWorld(); + if ( this.parent === null ) { this.updateMatrixWorld(); } - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; - renderTarget.texture.generateMipmaps = false; + renderTarget.texture.generateMipmaps = false; - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); - renderTarget.texture.generateMipmaps = generateMipmaps; + renderTarget.texture.generateMipmaps = generateMipmaps; - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); - renderer.setRenderTarget( null ); + renderer.setRenderTarget( null ); - }; + }; - this.clear = function ( renderer, color, depth, stencil ) { + this.clear = function ( renderer, color, depth, stencil ) { - var renderTarget = this.renderTarget; + var renderTarget = this.renderTarget; - for ( var i = 0; i < 6; i ++ ) { + for ( var i = 0; i < 6; i ++ ) { - renderTarget.activeCubeFace = i; - renderer.setRenderTarget( renderTarget ); + renderTarget.activeCubeFace = i; + renderer.setRenderTarget( renderTarget ); - renderer.clear( color, depth, stencil ); + renderer.clear( color, depth, stencil ); - } + } - renderer.setRenderTarget( null ); + renderer.setRenderTarget( null ); - }; + }; -} + } -CubeCamera.prototype = Object.create( Object3D.prototype ); -CubeCamera.prototype.constructor = CubeCamera; + if ( Object3D$$1 ) CubeCamera.__proto__ = Object3D$$1; + CubeCamera.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + CubeCamera.prototype.constructor = CubeCamera; + + return CubeCamera; +}(Object3D)); /** * @author mrdoob / http://mrdoob.com/ */ -function AudioListener() { - - Object3D.call( this ); +var AudioListener = (function (Object3D$$1) { + function AudioListener() { - this.type = 'AudioListener'; + Object3D$$1.call(this); - this.context = AudioContext.getContext(); + this.type = 'AudioListener'; - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); + this.context = AudioContext.getContext(); - this.filter = null; + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); -} + this.filter = null; -AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: AudioListener, + if ( Object3D$$1 ) AudioListener.__proto__ = Object3D$$1; + AudioListener.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + AudioListener.prototype.constructor = AudioListener; - getInput: function () { + AudioListener.prototype.getInput = function getInput () { return this.gain; - }, + }; - removeFilter: function ( ) { + AudioListener.prototype.removeFilter = function removeFilter ( ) { if ( this.filter !== null ) { @@ -39552,15 +40205,15 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - getFilter: function () { + AudioListener.prototype.getFilter = function getFilter () { return this.filter; - }, + }; - setFilter: function ( value ) { + AudioListener.prototype.setFilter = function setFilter ( value ) { if ( this.filter !== null ) { @@ -39579,108 +40232,110 @@ AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - getMasterVolume: function () { + AudioListener.prototype.getMasterVolume = function getMasterVolume () { return this.gain.gain.value; - }, + }; - setMasterVolume: function ( value ) { + AudioListener.prototype.setMasterVolume = function setMasterVolume ( value ) { this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); return this; - }, + }; - updateMatrixWorld: ( function () { + return AudioListener; +}(Object3D)); - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); +AudioListener.prototype.updateMatrixWorld = ( function () { - var orientation = new Vector3(); + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); - return function updateMatrixWorld( force ) { + var orientation = new Vector3(); - Object3D.prototype.updateMatrixWorld.call( this, force ); + return function updateMatrixWorld( force ) { - var listener = this.context.listener; - var up = this.up; + Object3D.prototype.updateMatrixWorld.call( this, force ); - this.matrixWorld.decompose( position, quaternion, scale ); + var listener = this.context.listener; + var up = this.up; - orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + this.matrixWorld.decompose( position, quaternion, scale ); - if ( listener.positionX ) { + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - listener.positionX.setValueAtTime( position.x, this.context.currentTime ); - listener.positionY.setValueAtTime( position.y, this.context.currentTime ); - listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); - listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); - listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); - listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); - listener.upX.setValueAtTime( up.x, this.context.currentTime ); - listener.upY.setValueAtTime( up.y, this.context.currentTime ); - listener.upZ.setValueAtTime( up.z, this.context.currentTime ); + if ( listener.positionX ) { - } else { + listener.positionX.setValueAtTime( position.x, this.context.currentTime ); + listener.positionY.setValueAtTime( position.y, this.context.currentTime ); + listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); + listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); + listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); + listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); + listener.upX.setValueAtTime( up.x, this.context.currentTime ); + listener.upY.setValueAtTime( up.y, this.context.currentTime ); + listener.upZ.setValueAtTime( up.z, this.context.currentTime ); - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + } else { - } + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); - }; + } - } )() + }; -} ); +} )(); /** * @author mrdoob / http://mrdoob.com/ * @author Reece Aaron Lecrivain / http://reecenotes.com/ */ -function Audio( listener ) { +var Audio = (function (Object3D$$1) { + function Audio( listener ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.type = 'Audio'; + this.type = 'Audio'; - this.context = listener.context; + this.context = listener.context; - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); - this.autoplay = false; + this.autoplay = false; - this.buffer = null; - this.loop = false; - this.startTime = 0; - this.offset = 0; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; - - this.filters = []; + this.buffer = null; + this.loop = false; + this.startTime = 0; + this.offset = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; -} + this.filters = []; -Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: Audio, + if ( Object3D$$1 ) Audio.__proto__ = Object3D$$1; + Audio.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + Audio.prototype.constructor = Audio; - getOutput: function () { + Audio.prototype.getOutput = function getOutput () { return this.gain; - }, + }; - setNodeSource: function ( audioNode ) { + Audio.prototype.setNodeSource = function setNodeSource ( audioNode ) { this.hasPlaybackControl = false; this.sourceType = 'audioNode'; @@ -39689,9 +40344,9 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - setMediaElementSource: function ( mediaElement ) { + Audio.prototype.setMediaElementSource = function setMediaElementSource ( mediaElement ) { this.hasPlaybackControl = false; this.sourceType = 'mediaNode'; @@ -39700,20 +40355,20 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - setBuffer: function ( audioBuffer ) { + Audio.prototype.setBuffer = function setBuffer ( audioBuffer ) { this.buffer = audioBuffer; this.sourceType = 'buffer'; - if ( this.autoplay ) this.play(); + if ( this.autoplay ) { this.play(); } return this; - }, + }; - play: function () { + Audio.prototype.play = function play () { if ( this.isPlaying === true ) { @@ -39744,9 +40399,9 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this.connect(); - }, + }; - pause: function () { + Audio.prototype.pause = function pause () { if ( this.hasPlaybackControl === false ) { @@ -39766,9 +40421,9 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - stop: function () { + Audio.prototype.stop = function stop () { if ( this.hasPlaybackControl === false ) { @@ -39784,9 +40439,11 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; + + Audio.prototype.connect = function connect () { + var this$1 = this; - connect: function () { if ( this.filters.length > 0 ) { @@ -39794,7 +40451,7 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - this.filters[ i - 1 ].connect( this.filters[ i ] ); + this$1.filters[ i - 1 ].connect( this$1.filters[ i ] ); } @@ -39808,9 +40465,11 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; + + Audio.prototype.disconnect = function disconnect () { + var this$1 = this; - disconnect: function () { if ( this.filters.length > 0 ) { @@ -39818,7 +40477,7 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + this$1.filters[ i - 1 ].disconnect( this$1.filters[ i ] ); } @@ -39832,17 +40491,17 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - getFilters: function () { + Audio.prototype.getFilters = function getFilters () { return this.filters; - }, + }; - setFilters: function ( value ) { + Audio.prototype.setFilters = function setFilters ( value ) { - if ( ! value ) value = []; + if ( ! value ) { value = []; } if ( this.isPlaying === true ) { @@ -39858,21 +40517,21 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - getFilter: function () { + Audio.prototype.getFilter = function getFilter () { return this.getFilters()[ 0 ]; - }, + }; - setFilter: function ( filter ) { + Audio.prototype.setFilter = function setFilter ( filter ) { return this.setFilters( filter ? [ filter ] : [] ); - }, + }; - setPlaybackRate: function ( value ) { + Audio.prototype.setPlaybackRate = function setPlaybackRate ( value ) { if ( this.hasPlaybackControl === false ) { @@ -39891,21 +40550,21 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - getPlaybackRate: function () { + Audio.prototype.getPlaybackRate = function getPlaybackRate () { return this.playbackRate; - }, + }; - onEnded: function () { + Audio.prototype.onEnded = function onEnded () { this.isPlaying = false; - }, + }; - getLoop: function () { + Audio.prototype.getLoop = function getLoop () { if ( this.hasPlaybackControl === false ) { @@ -39916,9 +40575,9 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this.loop; - }, + }; - setLoop: function ( value ) { + Audio.prototype.setLoop = function setLoop ( value ) { if ( this.hasPlaybackControl === false ) { @@ -39937,104 +40596,106 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { return this; - }, + }; - getVolume: function () { + Audio.prototype.getVolume = function getVolume () { return this.gain.gain.value; - }, + }; - setVolume: function ( value ) { + Audio.prototype.setVolume = function setVolume ( value ) { this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); return this; - } + }; -} ); + return Audio; +}(Object3D)); /** * @author mrdoob / http://mrdoob.com/ */ -function PositionalAudio( listener ) { - - Audio.call( this, listener ); +var PositionalAudio = (function (Audio$$1) { + function PositionalAudio( listener ) { - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); + Audio$$1.call( this, listener ); -} + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); -PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + } - constructor: PositionalAudio, + if ( Audio$$1 ) PositionalAudio.__proto__ = Audio$$1; + PositionalAudio.prototype = Object.create( Audio$$1 && Audio$$1.prototype ); + PositionalAudio.prototype.constructor = PositionalAudio; - getOutput: function () { + PositionalAudio.prototype.getOutput = function getOutput () { return this.panner; - }, + }; - getRefDistance: function () { + PositionalAudio.prototype.getRefDistance = function getRefDistance () { return this.panner.refDistance; - }, + }; - setRefDistance: function ( value ) { + PositionalAudio.prototype.setRefDistance = function setRefDistance ( value ) { this.panner.refDistance = value; return this; - }, + }; - getRolloffFactor: function () { + PositionalAudio.prototype.getRolloffFactor = function getRolloffFactor () { return this.panner.rolloffFactor; - }, + }; - setRolloffFactor: function ( value ) { + PositionalAudio.prototype.setRolloffFactor = function setRolloffFactor ( value ) { this.panner.rolloffFactor = value; return this; - }, + }; - getDistanceModel: function () { + PositionalAudio.prototype.getDistanceModel = function getDistanceModel () { return this.panner.distanceModel; - }, + }; - setDistanceModel: function ( value ) { + PositionalAudio.prototype.setDistanceModel = function setDistanceModel ( value ) { this.panner.distanceModel = value; return this; - }, + }; - getMaxDistance: function () { + PositionalAudio.prototype.getMaxDistance = function getMaxDistance () { return this.panner.maxDistance; - }, + }; - setMaxDistance: function ( value ) { + PositionalAudio.prototype.setMaxDistance = function setMaxDistance ( value ) { this.panner.maxDistance = value; return this; - }, + }; - setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + PositionalAudio.prototype.setDirectionalCone = function setDirectionalCone ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { this.panner.coneInnerAngle = coneInnerAngle; this.panner.coneOuterAngle = coneOuterAngle; @@ -40042,40 +40703,40 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { return this; - }, - - updateMatrixWorld: ( function () { + }; - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); + return PositionalAudio; +}(Audio)); - var orientation = new Vector3(); +PositionalAudio.prototype.updateMatrixWorld = ( function () { - return function updateMatrixWorld( force ) { + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); - Object3D.prototype.updateMatrixWorld.call( this, force ); + var orientation = new Vector3(); - var panner = this.panner; - this.matrixWorld.decompose( position, quaternion, scale ); + return function updateMatrixWorld( force ) { - orientation.set( 0, 0, 1 ).applyQuaternion( quaternion ); + Object3D.prototype.updateMatrixWorld.call( this, force ); - panner.setPosition( position.x, position.y, position.z ); - panner.setOrientation( orientation.x, orientation.y, orientation.z ); + var panner = this.panner; + this.matrixWorld.decompose( position, quaternion, scale ); - }; + orientation.set( 0, 0, 1 ).applyQuaternion( quaternion ); - } )() + panner.setPosition( position.x, position.y, position.z ); + panner.setOrientation( orientation.x, orientation.y, orientation.z ); + }; -} ); +} )(); /** * @author mrdoob / http://mrdoob.com/ */ -function AudioAnalyser( audio, fftSize ) { +var AudioAnalyser = function AudioAnalyser( audio, fftSize ) { this.analyser = audio.context.createAnalyser(); this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; @@ -40084,33 +40745,29 @@ function AudioAnalyser( audio, fftSize ) { audio.getOutput().connect( this.analyser ); -} - -Object.assign( AudioAnalyser.prototype, { - - getFrequencyData: function () { - - this.analyser.getByteFrequencyData( this.data ); +}; - return this.data; +AudioAnalyser.prototype.getFrequencyData = function getFrequencyData () { - }, + this.analyser.getByteFrequencyData( this.data ); - getAverageFrequency: function () { + return this.data; - var value = 0, data = this.getFrequencyData(); +}; - for ( var i = 0; i < data.length; i ++ ) { +AudioAnalyser.prototype.getAverageFrequency = function getAverageFrequency () { - value += data[ i ]; + var value = 0, data = this.getFrequencyData(); - } + for ( var i = 0; i < data.length; i ++ ) { - return value / data.length; + value += data[ i ]; } -} ); + return value / data.length; + +}; /** * @@ -40122,7 +40779,7 @@ Object.assign( AudioAnalyser.prototype, { * @author tschw */ -function PropertyMixer( binding, typeName, valueSize ) { +var PropertyMixer = function PropertyMixer( binding, typeName, valueSize ) { this.binding = binding; this.valueSize = valueSize; @@ -40166,156 +40823,151 @@ function PropertyMixer( binding, typeName, valueSize ) { this.useCount = 0; this.referenceCount = 0; -} - -Object.assign( PropertyMixer.prototype, { - - // accumulate data in the 'incoming' region into 'accu' - 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 +// accumulate data in the 'incoming' region into 'accu' +PropertyMixer.prototype.accumulate = function accumulate ( accuIndex, weight ) { - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place - currentWeight = this.cumulativeWeight; + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, - if ( currentWeight === 0 ) { + currentWeight = this.cumulativeWeight; - // accuN := incoming * weight + if ( currentWeight === 0 ) { - for ( var i = 0; i !== stride; ++ i ) { + // accuN := incoming * weight - buffer[ offset + i ] = buffer[ i ]; + for ( var i = 0; i !== stride; ++ i ) { - } + buffer[ offset + i ] = buffer[ i ]; - currentWeight = weight; + } - } else { + currentWeight = weight; - // accuN := accuN + incoming * weight + } else { - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); + // accuN := accuN + incoming * weight - } + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); - this.cumulativeWeight = currentWeight; + } - }, + this.cumulativeWeight = currentWeight; - // apply the state of 'accu' to the binding when accus differ - apply: function ( accuIndex ) { +}; - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, +// apply the state of 'accu' to the binding when accus differ +PropertyMixer.prototype.apply = function apply ( accuIndex ) { - weight = this.cumulativeWeight, + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, - binding = this.binding; + weight = this.cumulativeWeight, - this.cumulativeWeight = 0; + binding = this.binding; - if ( weight < 1 ) { + this.cumulativeWeight = 0; - // accuN := accuN + original * ( 1 - cumulativeWeight ) + if ( weight < 1 ) { - var originalValueOffset = stride * 3; + // accuN := accuN + original * ( 1 - cumulativeWeight ) - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); + var originalValueOffset = stride * 3; - } + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + } - if ( buffer[ i ] !== buffer[ i + stride ] ) { + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { - // value has changed -> update scene graph + if ( buffer[ i ] !== buffer[ i + stride ] ) { - binding.setValue( buffer, offset ); - break; + // 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, +// remember the state of the bound property and copy it to both accus +PropertyMixer.prototype.saveOriginalState = function saveOriginalState () { - originalValueOffset = stride * 3; + var binding = this.binding; - binding.getValue( buffer, originalValueOffset ); + var buffer = this.buffer, + stride = this.valueSize, - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + originalValueOffset = stride * 3; - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + binding.getValue( buffer, originalValueOffset ); - } + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { - this.cumulativeWeight = 0; + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - }, + } - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function () { + this.cumulativeWeight = 0; - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); +}; - }, +// apply the state previously taken via 'saveOriginalState' to the binding +PropertyMixer.prototype.restoreOriginalState = function restoreOriginalState () { + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); - // mix functions +}; - _select: function ( buffer, dstOffset, srcOffset, t, stride ) { +// mix functions - if ( t >= 0.5 ) { +PropertyMixer.prototype._select = function _select ( buffer, dstOffset, srcOffset, t, stride ) { - for ( var i = 0; i !== stride; ++ i ) { + if ( t >= 0.5 ) { - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + 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 ); +PropertyMixer.prototype._slerp = function _slerp ( buffer, dstOffset, srcOffset, t ) { - }, + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { +}; - var s = 1 - t; +PropertyMixer.prototype._lerp = function _lerp ( buffer, dstOffset, srcOffset, t, stride ) { - for ( var i = 0; i !== stride; ++ i ) { + var s = 1 - t; - var j = dstOffset + i; + for ( var i = 0; i !== stride; ++ i ) { - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + var j = dstOffset + i; - } + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; } -} ); +}; /** * @@ -40330,72 +40982,68 @@ Object.assign( PropertyMixer.prototype, { // Characters [].:/ are reserved for track binding syntax. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -function Composite( targetGroup, path, optionalParsedPath ) { +var Composite = 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 ) { +Composite.prototype.getValue = function getValue ( array, offset ) { - this.bind(); // bind all binding + this.bind(); // bind all binding - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); + // and only call .getValue on the first + if ( binding !== undefined ) { binding.getValue( array, offset ); } - }, +}; - setValue: function ( array, offset ) { +Composite.prototype.setValue = function setValue ( array, offset ) { - var bindings = this._bindings; + var bindings = this._bindings; - for ( var i = this._targetGroup.nCachedObjects_, + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - bindings[ i ].setValue( array, offset ); + bindings[ i ].setValue( array, offset ); - } + } - }, +}; - bind: function () { +Composite.prototype.bind = function bind () { - var bindings = this._bindings; + var bindings = this._bindings; - for ( var i = this._targetGroup.nCachedObjects_, + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - bindings[ i ].bind(); + bindings[ i ].bind(); - } + } - }, +}; - unbind: function () { +Composite.prototype.unbind = function unbind () { - var bindings = this._bindings; + var bindings = this._bindings; - for ( var i = this._targetGroup.nCachedObjects_, + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - bindings[ i ].unbind(); - - } + bindings[ i ].unbind(); } -} ); +}; -function PropertyBinding( rootNode, path, parsedPath ) { +var PropertyBinding = function PropertyBinding( rootNode, path, parsedPath ) { this.path = path; this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); @@ -40404,643 +41052,626 @@ function PropertyBinding( rootNode, path, parsedPath ) { this.rootNode = rootNode; -} +}; -Object.assign( PropertyBinding, { +// prototype, continued - Composite: Composite, +// these are used to "bind" a nonexistent property +PropertyBinding.prototype._getValue_unavailable = function _getValue_unavailable () {}; - create: function ( root, path, parsedPath ) { +PropertyBinding.prototype._setValue_unavailable = function _setValue_unavailable () {}; - if ( ! ( root && root.isAnimationObjectGroup ) ) { +PropertyBinding.prototype.getValue = function getValue ( targetArray, offset ) { - return new PropertyBinding( root, path, parsedPath ); + this.bind(); + this.getValue( targetArray, offset ); - } else { + // 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. - return new PropertyBinding.Composite( root, path, parsedPath ); - - } +}; - }, +PropertyBinding.prototype.setValue = function setValue ( sourceArray, offset ) { - /** - * 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 () { + this.bind(); + this.setValue( sourceArray, offset ); - var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); +}; - return function sanitizeNodeName( name ) { +// create getter / setter pair for a property in the scene graph +PropertyBinding.prototype.bind = function bind () { - return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); + var targetObject = this.node, + parsedPath = this.parsedPath, - }; + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; - }() ), + if ( ! targetObject ) { - parseTrackName: function () { + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; - // 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( '\\.', '' ) + ']'; + this.node = targetObject; - // 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 ); + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; - // 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 ); + // ensure there is a value node + if ( ! targetObject ) { - // Property and accessor. May not contain reserved characters. Accessor may - // contain any non-bracket characters. - var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; - var trackRe = new RegExp( '' - + '^' - + directoryRe - + nodeRe - + objectRe - + propertyRe - + '$' - ); + } - var supportedObjectNames = [ 'material', 'materials', 'bones' ]; + if ( objectName ) { - return function parseTrackName( trackName ) { + var objectIndex = parsedPath.objectIndex; - var matches = trackRe.exec( trackName ); + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { - if ( ! matches ) { + case 'materials': - throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + if ( ! targetObject.material ) { - } + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; - 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 ( ! targetObject.material.materials ) { - if ( lastDot !== undefined && lastDot !== - 1 ) { + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; - var objectName = results.nodeName.substring( lastDot + 1 ); + } - // Object names must be checked against a whitelist. 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 ) { + targetObject = targetObject.material.materials; - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; + break; - } + case 'bones': - } + if ( ! targetObject.skeleton ) { - if ( results.propertyName === null || results.propertyName.length === 0 ) { + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + } - } + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. - return results; + targetObject = targetObject.skeleton.bones; - }; + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { - }(), + if ( targetObject[ i ].name === objectIndex ) { - findNode: function ( root, nodeName ) { + objectIndex = i; + break; - if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + } - return root; + } - } + break; - // search into skeleton bones. - if ( root.skeleton ) { + default: - var bone = root.skeleton.getBoneByName( nodeName ); + if ( targetObject[ objectName ] === undefined ) { - if ( bone !== undefined ) { + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; - return bone; + } - } + targetObject = targetObject[ objectName ]; } - // search into node subtree. - if ( root.children ) { - var searchNodeSubtree = function ( children ) { + if ( objectIndex !== undefined ) { - for ( var i = 0; i < children.length; i ++ ) { + if ( targetObject[ objectIndex ] === undefined ) { - var childNode = children[ i ]; + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + } - return childNode; + targetObject = targetObject[ objectIndex ]; - } + } - var result = searchNodeSubtree( childNode.children ); + } - if ( result ) return result; + // resolve property + var nodeProperty = targetObject[ propertyName ]; - } + if ( nodeProperty === undefined ) { - return null; + var nodeName = parsedPath.nodeName; - }; + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; - var subTreeNode = searchNodeSubtree( root.children ); + } - if ( subTreeNode ) { + // determine versioning scheme + var versioning = this.Versioning.None; - return subTreeNode; + if ( targetObject.needsUpdate !== undefined ) { // material - } + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; - } + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - return null; + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; } -} ); - -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 - }, + // determine how the property gets bound + var bindingType = this.BindingType.Direct; - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, + if ( propertyIndex !== undefined ) { - GetterByBindingType: [ + // access a sub element of the property array (only primitives are supported right now) - function getValue_direct( buffer, offset ) { + if ( propertyName === "morphTargetInfluences" ) { - buffer[ offset ] = this.node[ this.propertyName ]; + // 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 ) { - function getValue_array( buffer, offset ) { + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; - var source = this.resolvedProperty; + } - for ( var i = 0, n = source.length; i !== n; ++ i ) { + if ( targetObject.geometry.isBufferGeometry ) { - buffer[ offset ++ ] = source[ i ]; + if ( ! targetObject.geometry.morphAttributes ) { - } + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; - }, + } - function getValue_arrayElement( buffer, offset ) { + for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { - }, + propertyIndex = i; + break; - function getValue_toArray( buffer, offset ) { + } - this.resolvedProperty.toArray( buffer, offset ); + } - } - ], + } else { - SetterByBindingTypeAndVersioning: [ + if ( ! targetObject.geometry.morphTargets ) { - [ - // Direct + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); + return; - function setValue_direct( buffer, offset ) { + } - this.targetObject[ this.propertyName ] = buffer[ offset ]; + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { - }, + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { - function setValue_direct_setNeedsUpdate( buffer, offset ) { + propertyIndex = i; + break; - 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; + } - } + bindingType = this.BindingType.ArrayElement; - ], [ + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; - // EntireArray + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - function setValue_array( buffer, offset ) { + // must use copy for Object3D.Euler/Quaternion - var dest = this.resolvedProperty; + bindingType = this.BindingType.HasFromToArray; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + this.resolvedProperty = nodeProperty; - dest[ i ] = buffer[ offset ++ ]; + } else if ( Array.isArray( nodeProperty ) ) { - } + bindingType = this.BindingType.EntireArray; - }, + this.resolvedProperty = nodeProperty; - function setValue_array_setNeedsUpdate( buffer, offset ) { + } else { - var dest = this.resolvedProperty; + this.propertyName = propertyName; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + } - dest[ i ] = buffer[ offset ++ ]; + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - } +}; - this.targetObject.needsUpdate = true; +PropertyBinding.prototype.unbind = function unbind () { - }, + this.node = null; - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + // 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; - var dest = this.resolvedProperty; +}; - for ( var i = 0, n = dest.length; i !== n; ++ i ) { +PropertyBinding.create = function create ( root, path, parsedPath ) { - dest[ i ] = buffer[ offset ++ ]; + if ( ! ( root && root.isAnimationObjectGroup ) ) { - } + return new PropertyBinding( root, path, parsedPath ); - this.targetObject.matrixWorldNeedsUpdate = true; + } else { - } + return new PropertyBinding.Composite( root, path, parsedPath ); - ], [ + } - // ArrayElement +}; - function setValue_arrayElement( buffer, offset ) { +PropertyBinding.findNode = function findNode ( root, nodeName ) { - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { - }, + return root; - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + } - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + // search into skeleton bones. + if ( root.skeleton ) { - }, + var bone = root.skeleton.getBoneByName( nodeName ); - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + if ( bone !== undefined ) { - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + return bone; - } + } - ], [ + } - // HasToFromArray + // search into node subtree. + if ( root.children ) { - function setValue_fromArray( buffer, offset ) { + var searchNodeSubtree = function ( children ) { - this.resolvedProperty.fromArray( buffer, offset ); + for ( var i = 0; i < children.length; i ++ ) { - }, + var childNode = children[ i ]; - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; + return childNode; - }, + } - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + var result = searchNodeSubtree( childNode.children ); - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; + if ( result ) { return result; } } - ] + return null; - ], + }; - getValue: function getValue_unbound( targetArray, offset ) { + var subTreeNode = searchNodeSubtree( root.children ); - this.bind(); - this.getValue( targetArray, offset ); + if ( subTreeNode ) { - // 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. + return subTreeNode; - }, + } - setValue: function getValue_unbound( sourceArray, offset ) { + } - this.bind(); - this.setValue( sourceArray, offset ); + return null; - }, +}; - // create getter / setter pair for a property in the scene graph - bind: function () { +PropertyBinding.Composite = Composite; - var targetObject = this.node, - parsedPath = this.parsedPath, +PropertyBinding.sanitizeNodeName = function () { - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; + var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); - if ( ! targetObject ) { + return function sanitizeNodeName( name ) { - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); - this.node = targetObject; + }; - } +}(); - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; +PropertyBinding.parseTrackName = function () { - // ensure there is a value node - if ( ! targetObject ) { + // 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( '\\.', '' ) + ']'; - console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; + // 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 ); - if ( objectName ) { + // 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 ); - var objectIndex = parsedPath.objectIndex; + // Property and accessor. May not contain reserved characters. Accessor may + // contain any non-bracket characters. + var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { + var trackRe = new RegExp( '' + + '^' + + directoryRe + + nodeRe + + objectRe + + propertyRe + + '$' + ); - case 'materials': + var supportedObjectNames = [ 'material', 'materials', 'bones' ]; - if ( ! targetObject.material ) { + return function parseTrackName( trackName ) { - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; + var matches = trackRe.exec( trackName ); - } + if ( ! matches ) { - if ( ! targetObject.material.materials ) { + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; + } - } + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; - targetObject = targetObject.material.materials; + var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - break; + if ( lastDot !== undefined && lastDot !== - 1 ) { - case 'bones': + var objectName = results.nodeName.substring( lastDot + 1 ); - if ( ! targetObject.skeleton ) { + // Object names must be checked against a whitelist. 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 ) { - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; - } + } - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. + } - targetObject = targetObject.skeleton.bones; + if ( results.propertyName === null || results.propertyName.length === 0 ) { - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - if ( targetObject[ i ].name === objectIndex ) { + } - objectIndex = i; - break; + return results; - } + }; - } +}(); - break; +PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 +}; - default: +PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 +}; - if ( targetObject[ objectName ] === undefined ) { +PropertyBinding.prototype.GetterByBindingType = [ - console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; + function getValue_direct( buffer, offset ) { - } + buffer[ offset ] = this.node[ this.propertyName ]; - targetObject = targetObject[ objectName ]; + }, - } + function getValue_array( buffer, offset ) { + var source = this.resolvedProperty; - if ( objectIndex !== undefined ) { + for ( var i = 0, n = source.length; i !== n; ++ i ) { - if ( targetObject[ objectIndex ] === undefined ) { + buffer[ offset ++ ] = source[ i ]; - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; + } - } + }, - targetObject = targetObject[ objectIndex ]; + function getValue_arrayElement( buffer, offset ) { - } + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - } + }, - // resolve property - var nodeProperty = targetObject[ propertyName ]; + function getValue_toArray( buffer, offset ) { - if ( nodeProperty === undefined ) { + this.resolvedProperty.toArray( buffer, offset ); - var nodeName = parsedPath.nodeName; + } - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; +]; - } +PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ - // determine versioning scheme - var versioning = this.Versioning.None; + [ + // Direct - if ( targetObject.needsUpdate !== undefined ) { // material + function setValue_direct( buffer, offset ) { - versioning = this.Versioning.NeedsUpdate; - this.targetObject = targetObject; + this.targetObject[ this.propertyName ] = buffer[ offset ]; - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + }, - versioning = this.Versioning.MatrixWorldNeedsUpdate; - this.targetObject = targetObject; + function setValue_direct_setNeedsUpdate( buffer, offset ) { - } + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - // determine how the property gets bound - var bindingType = this.BindingType.Direct; + }, - if ( propertyIndex !== undefined ) { + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - // access a sub element of the property array (only primitives are supported right now) + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - 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 ) { + // EntireArray - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; + function setValue_array( buffer, offset ) { - } + var dest = this.resolvedProperty; - if ( targetObject.geometry.isBufferGeometry ) { + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - if ( ! targetObject.geometry.morphAttributes ) { + dest[ i ] = buffer[ offset ++ ]; - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; + } - } + }, - for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + function setValue_array_setNeedsUpdate( buffer, offset ) { - if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + var dest = this.resolvedProperty; - propertyIndex = i; - break; + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - } + dest[ i ] = buffer[ offset ++ ]; - } + } + this.targetObject.needsUpdate = true; - } else { + }, - if ( ! targetObject.geometry.morphTargets ) { + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); - return; + var dest = this.resolvedProperty; - } + for ( var i = 0, n = dest.length; i !== n; ++ i ) { - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + dest[ i ] = buffer[ offset ++ ]; - if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + } - propertyIndex = i; - break; + this.targetObject.matrixWorldNeedsUpdate = true; - } + } - } + ], [ - } + // ArrayElement - } + function setValue_arrayElement( buffer, offset ) { - bindingType = this.BindingType.ArrayElement; + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; + }, - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - // must use copy for Object3D.Euler/Quaternion + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - bindingType = this.BindingType.HasFromToArray; + }, - this.resolvedProperty = nodeProperty; + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - } else if ( Array.isArray( nodeProperty ) ) { + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - bindingType = this.BindingType.EntireArray; + } - this.resolvedProperty = nodeProperty; + ], [ - } else { + // HasToFromArray - this.propertyName = propertyName; + function setValue_fromArray( buffer, offset ) { - } + this.resolvedProperty.fromArray( buffer, offset ); - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + }, - }, + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - unbind: function () { + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; - 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; + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - } + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; -} ); + } -//!\ 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, +]; -} ); +PropertyBinding.prototype._getValue_unbound = PropertyBinding.prototype.getValue; + +PropertyBinding.prototype._setValue_unbound = PropertyBinding.prototype.setValue; /** * @@ -41073,29 +41704,31 @@ Object.assign( PropertyBinding.prototype, { * @author tschw */ -function AnimationObjectGroup() { +var AnimationObjectGroup = function AnimationObjectGroup() { + var arguments$1 = arguments; + this.uuid = _Math.generateUUID(); // cached objects followed by the active ones this._objects = Array.prototype.slice.call( arguments ); - this.nCachedObjects_ = 0; // threshold + this.nCachedObjects_ = 0; // threshold // note: read by PropertyBinding.Composite var indices = {}; - this._indicesByUUID = indices; // for bookkeeping + this._indicesByUUID = indices; // for bookkeeping for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - indices[ arguments[ i ].uuid ] = i; + indices[ arguments$1[ 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 + 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; @@ -41121,302 +41754,304 @@ function AnimationObjectGroup() { }; -} +}; -Object.assign( AnimationObjectGroup.prototype, { +AnimationObjectGroup.prototype.add = function add () { + var arguments$1 = arguments; - isAnimationObjectGroup: true, - add: function () { + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length, + knownObject = undefined; - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length, - knownObject = undefined; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + var object = arguments$1[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + if ( index === undefined ) { - if ( index === undefined ) { + // unknown object -> add it to the ACTIVE region - // unknown object -> add it to the ACTIVE region + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); + // accounting is done, now do the same for all bindings - // accounting is done, now do the same for all bindings + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); - bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + } - } + } else if ( index < nCachedObjects ) { - } else if ( index < nCachedObjects ) { + knownObject = objects[ index ]; - knownObject = objects[ index ]; + // move existing object to the ACTIVE region - // move existing object to the ACTIVE region + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; + // accounting is done, now do the same for all bindings - // accounting is done, now do the same for all bindings + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = lastCached; + bindingsForPath[ index ] = lastCached; - if ( binding === undefined ) { + if ( binding === undefined ) { - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - } + } - bindingsForPath[ firstActiveIndex ] = binding; + bindingsForPath[ firstActiveIndex ] = binding; - } + } - } else if ( objects[ index ] !== knownObject ) { + } 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.' ); + 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 + } // else the object is already where we want it to be - } // for arguments + } // for arguments - this.nCachedObjects_ = nCachedObjects; + this.nCachedObjects_ = nCachedObjects; - }, +}; - remove: function () { +AnimationObjectGroup.prototype.remove = function remove () { + var arguments$1 = arguments; - var objects = this._objects, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - if ( index !== undefined && index >= nCachedObjects ) { + var object = arguments$1[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - // move existing object into the CACHED region + if ( index !== undefined && index >= nCachedObjects ) { - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; + // move existing object into the CACHED region - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; - // accounting is done, now do the same for all bindings + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + // accounting is done, now do the same for all bindings - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; - } + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; } - } // for arguments + } - this.nCachedObjects_ = nCachedObjects; + } // for arguments - }, + this.nCachedObjects_ = nCachedObjects; - // remove & forget - uncache: function () { +}; - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; +// remove & forget +AnimationObjectGroup.prototype.uncache = function uncache () { + var arguments$1 = arguments; - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; - if ( index !== undefined ) { + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - delete indicesByUUID[ uuid ]; + var object = arguments$1[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; - if ( index < nCachedObjects ) { + if ( index !== undefined ) { - // object is cached, shrink the CACHED region + delete indicesByUUID[ uuid ]; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + if ( index < nCachedObjects ) { - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + // object is cached, shrink the CACHED region - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - // accounting is done, now do the same for all bindings + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; + // accounting is done, now do the same for all bindings - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - } + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; - } else { + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); - // object is active, just swap with the last and pop + } - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + } else { - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); + // object is active, just swap with the last and pop - // accounting is done, now do the same for all bindings + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); - var bindingsForPath = bindings[ j ]; + // accounting is done, now do the same for all bindings - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); + for ( var j = 0, m = nBindings; j !== m; ++ j ) { - } + var bindingsForPath = bindings[ j ]; - } // cached or active + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); - } // if object is known + } - } // for arguments + } // cached or active - this.nCachedObjects_ = nCachedObjects; + } // if object is known - }, + } // for arguments - // Internal interface used by befriended PropertyBinding.Composite: + this.nCachedObjects_ = nCachedObjects; - subscribe_: function ( path, parsedPath ) { +}; - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group +// Internal interface used by befriended PropertyBinding.Composite: - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; +AnimationObjectGroup.prototype.subscribe_ = function subscribe_ ( path, parsedPath ) { - if ( index !== undefined ) return bindings[ index ]; + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; - index = bindings.length; + if ( index !== undefined ) { return bindings[ index ]; } - indicesByPath[ path ] = index; + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); + index = bindings.length; - for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + indicesByPath[ path ] = index; - var object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); - } + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { - return bindingsForPath; + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); - }, + } - unsubscribe_: function ( path ) { + return bindingsForPath; - // 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 ]; +AnimationObjectGroup.prototype.unsubscribe_ = function unsubscribe_ ( path ) { - if ( index !== undefined ) { + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; - indicesByPath[ lastBindingsPath ] = index; + if ( index !== undefined ) { - bindings[ index ] = lastBindings; - bindings.pop(); + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); + indicesByPath[ lastBindingsPath ] = index; - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); + bindings[ index ] = lastBindings; + bindings.pop(); - } + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); } -} ); +}; + +AnimationObjectGroup.prototype.isAnimationObjectGroup = true; /** * @@ -41429,7 +42064,7 @@ Object.assign( AnimationObjectGroup.prototype, { * */ -function AnimationAction( mixer, clip, localRoot ) { +var AnimationAction = function AnimationAction( mixer, clip, localRoot ) { this._mixer = mixer; this._clip = clip; @@ -41454,13 +42089,13 @@ function AnimationAction( mixer, clip, localRoot ) { this._interpolantSettings = interpolantSettings; - this._interpolants = interpolants; // bound by the mixer + 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._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager this._timeScaleInterpolant = null; this._weightInterpolant = null; @@ -41482,352 +42117,348 @@ function AnimationAction( mixer, clip, localRoot ) { this.weight = 1; this._effectiveWeight = 1; - this.repetitions = Infinity; // no. of repetitions when looping + this.repetitions = Infinity; // no. of repetitions when looping - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight - this.clampWhenFinished = false; // keep feeding the last frame? + 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 + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true; // clips for start, loop and end -} - -Object.assign( AnimationAction.prototype, { +}; - // State & Scheduling +// State & Scheduling - play: function () { +AnimationAction.prototype.play = function play () { - this._mixer._activateAction( this ); + this._mixer._activateAction( this ); - return this; + return this; - }, +}; - stop: function () { +AnimationAction.prototype.stop = function stop () { - this._mixer._deactivateAction( this ); + this._mixer._deactivateAction( this ); - return this.reset(); + return this.reset(); - }, +}; - reset: function () { +AnimationAction.prototype.reset = function reset () { - this.paused = false; - this.enabled = true; + this.paused = false; + this.enabled = true; - this.time = 0; // restart clip - this._loopCount = - 1; // forget previous loops - this._startTime = null; // forget scheduling + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling - return this.stopFading().stopWarping(); + return this.stopFading().stopWarping(); - }, +}; - isRunning: function () { +AnimationAction.prototype.isRunning = function isRunning () { - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); - }, +}; - // return true when play has been called - isScheduled: function () { +// return true when play has been called +AnimationAction.prototype.isScheduled = function isScheduled () { - return this._mixer._isActiveAction( this ); + return this._mixer._isActiveAction( this ); - }, +}; - startAt: function ( time ) { +AnimationAction.prototype.startAt = function startAt ( time ) { - this._startTime = time; + this._startTime = time; - return this; + return this; - }, +}; - setLoop: function ( mode, repetitions ) { +AnimationAction.prototype.setLoop = function setLoop ( mode, repetitions ) { - this.loop = mode; - this.repetitions = repetitions; + this.loop = mode; + this.repetitions = repetitions; - return this; + return this; - }, +}; - // Weight +// Weight - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight: function ( weight ) { +// 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; + this.weight = weight; - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; - return this.stopFading(); + return this.stopFading(); - }, +}; - // return the weight considering fading and .enabled - getEffectiveWeight: function () { +// return the weight considering fading and .enabled +AnimationAction.prototype.getEffectiveWeight = function getEffectiveWeight () { - return this._effectiveWeight; + return this._effectiveWeight; - }, +}; - fadeIn: function ( duration ) { +AnimationAction.prototype.fadeIn = function fadeIn ( duration ) { - return this._scheduleFading( duration, 0, 1 ); + return this._scheduleFading( duration, 0, 1 ); - }, +}; - fadeOut: function ( duration ) { +AnimationAction.prototype.fadeOut = function fadeOut ( duration ) { - return this._scheduleFading( duration, 1, 0 ); + return this._scheduleFading( duration, 1, 0 ); - }, +}; - crossFadeFrom: function ( fadeOutAction, duration, warp ) { +AnimationAction.prototype.crossFadeFrom = function crossFadeFrom ( fadeOutAction, duration, warp ) { - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); - if ( warp ) { + if ( warp ) { - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); - } + } - return this; + return this; - }, +}; - crossFadeTo: function ( fadeInAction, duration, warp ) { +AnimationAction.prototype.crossFadeTo = function crossFadeTo ( fadeInAction, duration, warp ) { - return fadeInAction.crossFadeFrom( this, duration, warp ); + return fadeInAction.crossFadeFrom( this, duration, warp ); - }, +}; - stopFading: function () { +AnimationAction.prototype.stopFading = function stopFading () { - var weightInterpolant = this._weightInterpolant; + var weightInterpolant = this._weightInterpolant; - if ( weightInterpolant !== null ) { + if ( weightInterpolant !== null ) { - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); - } + } - return this; + return this; - }, +}; - // Time Scale Control +// 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 - setEffectiveTimeScale: function ( timeScale ) { +// 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; + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; - return this.stopWarping(); + return this.stopWarping(); - }, +}; - // return the time scale considering warping and .paused - getEffectiveTimeScale: function () { +// return the time scale considering warping and .paused +AnimationAction.prototype.getEffectiveTimeScale = function getEffectiveTimeScale () { - return this._effectiveTimeScale; + return this._effectiveTimeScale; - }, +}; - setDuration: function ( duration ) { +AnimationAction.prototype.setDuration = function setDuration ( duration ) { - this.timeScale = this._clip.duration / duration; + this.timeScale = this._clip.duration / duration; - return this.stopWarping(); + return this.stopWarping(); - }, +}; - syncWith: function ( action ) { +AnimationAction.prototype.syncWith = function syncWith ( action ) { - this.time = action.time; - this.timeScale = action.timeScale; + this.time = action.time; + this.timeScale = action.timeScale; - return this.stopWarping(); + return this.stopWarping(); - }, +}; - halt: function ( duration ) { +AnimationAction.prototype.halt = function halt ( duration ) { - return this.warp( this._effectiveTimeScale, 0, duration ); + return this.warp( this._effectiveTimeScale, 0, duration ); - }, +}; - warp: function ( startTimeScale, endTimeScale, duration ) { +AnimationAction.prototype.warp = function warp ( startTimeScale, endTimeScale, duration ) { - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, - timeScale = this.timeScale; + timeScale = this.timeScale; - if ( interpolant === null ) { + if ( interpolant === null ) { - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; - } + } - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - times[ 0 ] = now; - times[ 1 ] = now + duration; + times[ 0 ] = now; + times[ 1 ] = now + duration; - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; - return this; + return this; - }, +}; - stopWarping: function () { +AnimationAction.prototype.stopWarping = function stopWarping () { - var timeScaleInterpolant = this._timeScaleInterpolant; + var timeScaleInterpolant = this._timeScaleInterpolant; - if ( timeScaleInterpolant !== null ) { + if ( timeScaleInterpolant !== null ) { - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - } + } - return this; + return this; - }, +}; - // Object Accessors +// Object Accessors - getMixer: function () { +AnimationAction.prototype.getMixer = function getMixer () { - return this._mixer; + return this._mixer; - }, +}; - getClip: function () { +AnimationAction.prototype.getClip = function getClip () { - return this._clip; + return this._clip; - }, +}; - getRoot: function () { +AnimationAction.prototype.getRoot = function getRoot () { - return this._localRoot || this._mixer._root; + return this._localRoot || this._mixer._root; - }, +}; - // Interna +// Interna - _update: function ( time, deltaTime, timeDirection, accuIndex ) { +AnimationAction.prototype._update = function _update ( time, deltaTime, timeDirection, accuIndex ) { - // called by the mixer + // called by the mixer - if ( ! this.enabled ) { + if ( ! this.enabled ) { - // call ._updateWeight() to update ._effectiveWeight + // call ._updateWeight() to update ._effectiveWeight - this._updateWeight( time ); - return; + this._updateWeight( time ); + return; - } + } - var startTime = this._startTime; + var startTime = this._startTime; - if ( startTime !== null ) { + if ( startTime !== null ) { - // check for scheduled start of action + // check for scheduled start of action - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { - return; // yet to come / don't decide when delta = 0 + return; // yet to come / don't decide when delta = 0 - } - - // start + } - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; + // start - } + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; - // apply time scale and advance time + } - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); + // apply time scale and advance time - // note: _updateTime may disable the action resulting in - // an effective weight of 0 + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); - var weight = this._updateWeight( time ); + // note: _updateTime may disable the action resulting in + // an effective weight of 0 - if ( weight > 0 ) { + var weight = this._updateWeight( time ); - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; + if ( weight > 0 ) { - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { - } + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); } - }, + } - _updateWeight: function ( time ) { +}; - var weight = 0; +AnimationAction.prototype._updateWeight = function _updateWeight ( time ) { - if ( this.enabled ) { + var weight = 0; - weight = this.weight; - var interpolant = this._weightInterpolant; + if ( this.enabled ) { - if ( interpolant !== null ) { + weight = this.weight; + var interpolant = this._weightInterpolant; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + if ( interpolant !== null ) { - weight *= interpolantValue; + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - if ( time > interpolant.parameterPositions[ 1 ] ) { + weight *= interpolantValue; - this.stopFading(); + if ( time > interpolant.parameterPositions[ 1 ] ) { - if ( interpolantValue === 0 ) { + this.stopFading(); - // faded out, disable - this.enabled = false; + if ( interpolantValue === 0 ) { - } + // faded out, disable + this.enabled = false; } @@ -41835,42 +42466,42 @@ Object.assign( AnimationAction.prototype, { } - this._effectiveWeight = weight; - return weight; + } - }, + this._effectiveWeight = weight; + return weight; - _updateTimeScale: function ( time ) { +}; - var timeScale = 0; +AnimationAction.prototype._updateTimeScale = function _updateTimeScale ( time ) { - if ( ! this.paused ) { + var timeScale = 0; - timeScale = this.timeScale; + if ( ! this.paused ) { - var interpolant = this._timeScaleInterpolant; + timeScale = this.timeScale; - if ( interpolant !== null ) { + var interpolant = this._timeScaleInterpolant; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + if ( interpolant !== null ) { - timeScale *= interpolantValue; + var interpolantValue = interpolant.evaluate( time )[ 0 ]; - if ( time > interpolant.parameterPositions[ 1 ] ) { + timeScale *= interpolantValue; - this.stopWarping(); + if ( time > interpolant.parameterPositions[ 1 ] ) { - if ( timeScale === 0 ) { + this.stopWarping(); - // motion has halted, pause - this.paused = true; + if ( timeScale === 0 ) { - } else { + // motion has halted, pause + this.paused = true; - // warp done - apply final time scale - this.timeScale = timeScale; + } else { - } + // warp done - apply final time scale + this.timeScale = timeScale; } @@ -41878,213 +42509,213 @@ Object.assign( AnimationAction.prototype, { } - this._effectiveTimeScale = timeScale; - return timeScale; + } - }, + this._effectiveTimeScale = timeScale; + return timeScale; - _updateTime: function ( deltaTime ) { +}; - var time = this.time + deltaTime; - var duration = this._clip.duration; - var loop = this.loop; - var loopCount = this._loopCount; +AnimationAction.prototype._updateTime = function _updateTime ( deltaTime ) { - var pingPong = ( loop === LoopPingPong ); + var time = this.time + deltaTime; + var duration = this._clip.duration; + var loop = this.loop; + var loopCount = this._loopCount; - if ( deltaTime === 0 ) { + var pingPong = ( loop === LoopPingPong ); - if ( loopCount === - 1 ) return time; + if ( deltaTime === 0 ) { - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + if ( loopCount === - 1 ) { return time; } - } + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; - if ( loop === LoopOnce ) { + } - if ( loopCount === - 1 ) { + if ( loop === LoopOnce ) { - // just started + if ( loopCount === - 1 ) { - this._loopCount = 0; - this._setEndings( true, true, false ); + // just started - } + this._loopCount = 0; + this._setEndings( true, true, false ); - handle_stop: { + } - if ( time >= duration ) { + handle_stop: { - time = duration; + if ( time >= duration ) { - } else if ( time < 0 ) { + time = duration; - time = 0; + } else if ( time < 0 ) { - } else break handle_stop; + time = 0; - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + } else { break handle_stop; } - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); + if ( this.clampWhenFinished ) { this.paused = true; } + else { this.enabled = false; } - } + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); - } else { // repetitive Repeat or PingPong + } - if ( loopCount === - 1 ) { + } else { // repetitive Repeat or PingPong - // just started + if ( loopCount === - 1 ) { - if ( deltaTime >= 0 ) { + // just started - loopCount = 0; + if ( deltaTime >= 0 ) { - this._setEndings( true, this.repetitions === 0, pingPong ); + loopCount = 0; - } else { + this._setEndings( true, this.repetitions === 0, pingPong ); - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 + } else { - this._setEndings( this.repetitions === 0, true, pingPong ); + // 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 + if ( time >= duration || time < 0 ) { - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; + // wrap around - loopCount += Math.abs( loopDelta ); + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; - var pending = this.repetitions - loopCount; + loopCount += Math.abs( loopDelta ); - if ( pending <= 0 ) { + var pending = this.repetitions - loopCount; - // have to stop (switch state, clamp time, fire event) + if ( pending <= 0 ) { - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + // have to stop (switch state, clamp time, fire event) - time = deltaTime > 0 ? duration : 0; + if ( this.clampWhenFinished ) { this.paused = true; } + else { this.enabled = false; } - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); + time = deltaTime > 0 ? duration : 0; - } else { + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); - // keep running + } else { - if ( pending === 1 ) { + // keep running - // entering the last round + if ( pending === 1 ) { - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); + // entering the last round - } else { + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); - this._setEndings( false, false, pingPong ); + } else { - } + this._setEndings( false, false, pingPong ); - this._loopCount = loopCount; + } - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); + this._loopCount = loopCount; - } + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); } - if ( pingPong && ( loopCount & 1 ) === 1 ) { + } - // invert time for the "pong round" + if ( pingPong && ( loopCount & 1 ) === 1 ) { - this.time = time; - return duration - time; + // invert time for the "pong round" - } + this.time = time; + return duration - time; } - this.time = time; - return time; + } - }, + this.time = time; + return time; - _setEndings: function ( atStart, atEnd, pingPong ) { +}; - var settings = this._interpolantSettings; +AnimationAction.prototype._setEndings = function _setEndings ( atStart, atEnd, pingPong ) { - if ( pingPong ) { + var settings = this._interpolantSettings; - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; + if ( pingPong ) { - } else { + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; - // assuming for LoopOnce atStart == atEnd == true + } else { - if ( atStart ) { + // assuming for LoopOnce atStart == atEnd == true - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + if ( atStart ) { - } else { + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - settings.endingStart = WrapAroundEnding; + } else { - } + settings.endingStart = WrapAroundEnding; - if ( atEnd ) { + } - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + if ( atEnd ) { - } else { + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - settings.endingEnd = WrapAroundEnding; + } else { - } + settings.endingEnd = WrapAroundEnding; } - }, + } - _scheduleFading: function ( duration, weightNow, weightThen ) { +}; - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; +AnimationAction.prototype._scheduleFading = function _scheduleFading ( duration, weightNow, weightThen ) { - if ( interpolant === null ) { + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; + 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; + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; - return this; + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration;values[ 1 ] = weightThen; - } + return this; -} ); +}; /** * @@ -42096,23 +42727,28 @@ Object.assign( AnimationAction.prototype, { * @author tschw */ -function AnimationMixer( root ) { +var AnimationMixer = (function (EventDispatcher$$1) { + function AnimationMixer( root ) { - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; + EventDispatcher$$1.call(this); - this.time = 0; + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; - this.timeScale = 1.0; + this.time = 0; -} + this.timeScale = 1.0; + + } -AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + if ( EventDispatcher$$1 ) AnimationMixer.__proto__ = EventDispatcher$$1; + AnimationMixer.prototype = Object.create( EventDispatcher$$1 && EventDispatcher$$1.prototype ); + AnimationMixer.prototype.constructor = AnimationMixer; - constructor: AnimationMixer, + AnimationMixer.prototype._bindAction = function _bindAction ( action, prototypeAction ) { + var this$1 = this; - _bindAction: function ( action, prototypeAction ) { var root = action._localRoot || this._root, tracks = action._clip.tracks, @@ -42151,7 +42787,7 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy if ( binding._cacheIndex === null ) { ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + this$1._addInactiveBinding( binding, rootUuid, trackName ); } @@ -42167,7 +42803,7 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy track.ValueTypeName, track.getValueSize() ); ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + this$1._addInactiveBinding( binding, rootUuid, trackName ); bindings[ i ] = binding; @@ -42177,9 +42813,11 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, + }; + + AnimationMixer.prototype._activateAction = function _activateAction ( action ) { + var this$1 = this; - _activateAction: function ( action ) { if ( ! this._isActiveAction( action ) ) { @@ -42208,7 +42846,7 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy if ( binding.useCount ++ === 0 ) { - this._lendBinding( binding ); + this$1._lendBinding( binding ); binding.saveOriginalState(); } @@ -42219,9 +42857,11 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, + }; + + AnimationMixer.prototype._deactivateAction = function _deactivateAction ( action ) { + var this$1 = this; - _deactivateAction: function ( action ) { if ( this._isActiveAction( action ) ) { @@ -42235,7 +42875,7 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy if ( -- binding.useCount === 0 ) { binding.restoreOriginalState(); - this._takeBackBinding( binding ); + this$1._takeBackBinding( binding ); } @@ -42245,11 +42885,11 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, + }; // Memory manager - _initMemoryManager: function () { + AnimationMixer.prototype._initMemoryManager = function _initMemoryManager () { this._actions = []; // 'nActiveActions' followed by inactive ones this._nActiveActions = 0; @@ -42314,18 +42954,18 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy }; - }, + }; // Memory management for AnimationAction objects - _isActiveAction: function ( action ) { + AnimationMixer.prototype._isActiveAction = function _isActiveAction ( action ) { var index = action._cacheIndex; return index !== null && index < this._nActiveActions; - }, + }; - _addInactiveAction: function ( action, clipUuid, rootUuid ) { + AnimationMixer.prototype._addInactiveAction = function _addInactiveAction ( action, clipUuid, rootUuid ) { var actions = this._actions, actionsByClip = this._actionsByClip, @@ -42358,9 +42998,9 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy actionsForClip.actionByRoot[ rootUuid ] = action; - }, + }; - _removeInactiveAction: function ( action ) { + AnimationMixer.prototype._removeInactiveAction = function _removeInactiveAction ( action ) { var actions = this._actions, lastInactiveAction = actions[ actions.length - 1 ], @@ -42403,9 +43043,11 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy this._removeInactiveBindingsForAction( action ); - }, + }; + + AnimationMixer.prototype._removeInactiveBindingsForAction = function _removeInactiveBindingsForAction ( action ) { + var this$1 = this; - _removeInactiveBindingsForAction: function ( action ) { var bindings = action._propertyBindings; for ( var i = 0, n = bindings.length; i !== n; ++ i ) { @@ -42414,15 +43056,15 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy if ( -- binding.referenceCount === 0 ) { - this._removeInactiveBinding( binding ); + this$1._removeInactiveBinding( binding ); } } - }, + }; - _lendAction: function ( action ) { + AnimationMixer.prototype._lendAction = function _lendAction ( action ) { // [ active actions | inactive actions ] // [ active actions >| inactive actions ] @@ -42443,9 +43085,9 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy firstInactiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = firstInactiveAction; - }, + }; - _takeBackAction: function ( action ) { + AnimationMixer.prototype._takeBackAction = function _takeBackAction ( action ) { // [ active actions | inactive actions ] // [ active actions |< inactive actions ] @@ -42466,11 +43108,11 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy lastActiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = lastActiveAction; - }, + }; // Memory management for PropertyMixer objects - _addInactiveBinding: function ( binding, rootUuid, trackName ) { + AnimationMixer.prototype._addInactiveBinding = function _addInactiveBinding ( binding, rootUuid, trackName ) { var bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ], @@ -42489,9 +43131,9 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy binding._cacheIndex = bindings.length; bindings.push( binding ); - }, + }; - _removeInactiveBinding: function ( binding ) { + AnimationMixer.prototype._removeInactiveBinding = function _removeInactiveBinding ( binding ) { var bindings = this._bindings, propBinding = binding.binding, @@ -42511,15 +43153,15 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy remove_empty_map: { - for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars + for ( var _ in bindingByName ) { break remove_empty_map; } // eslint-disable-line no-unused-vars delete bindingsByRoot[ rootUuid ]; } - }, + }; - _lendBinding: function ( binding ) { + AnimationMixer.prototype._lendBinding = function _lendBinding ( binding ) { var bindings = this._bindings, prevIndex = binding._cacheIndex, @@ -42534,9 +43176,9 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy firstInactiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = firstInactiveBinding; - }, + }; - _takeBackBinding: function ( binding ) { + AnimationMixer.prototype._takeBackBinding = function _takeBackBinding ( binding ) { var bindings = this._bindings, prevIndex = binding._cacheIndex, @@ -42551,12 +43193,11 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy lastActiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = lastActiveBinding; - }, - + }; // Memory management of Interpolants for weight and time scale - _lendControlInterpolant: function () { + AnimationMixer.prototype._lendControlInterpolant = function _lendControlInterpolant () { var interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants ++, @@ -42575,9 +43216,9 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy return interpolant; - }, + }; - _takeBackControlInterpolant: function ( interpolant ) { + AnimationMixer.prototype._takeBackControlInterpolant = function _takeBackControlInterpolant ( interpolant ) { var interpolants = this._controlInterpolants, prevIndex = interpolant.__cacheIndex, @@ -42592,14 +43233,12 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy 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 ) { + AnimationMixer.prototype.clipAction = function clipAction ( clip, optionalRoot ) { var root = optionalRoot || this._root, rootUuid = root.uuid, @@ -42629,12 +43268,12 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy // also, take the clip from the prototype action if ( clipObject === null ) - clipObject = prototypeAction._clip; + { clipObject = prototypeAction._clip; } } // clip must be known when specified via string - if ( clipObject === null ) return null; + if ( clipObject === null ) { return null; } // allocate all resources required to run it var newAction = new AnimationAction( this, clipObject, optionalRoot ); @@ -42646,10 +43285,10 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy return newAction; - }, + }; // get an existing action - existingAction: function ( clip, optionalRoot ) { + AnimationMixer.prototype.existingAction = function existingAction ( clip, optionalRoot ) { var root = optionalRoot || this._root, rootUuid = root.uuid, @@ -42669,10 +43308,10 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy return null; - }, + }; // deactivates all previously scheduled actions - stopAllAction: function () { + AnimationMixer.prototype.stopAllAction = function stopAllAction () { var actions = this._actions, nActions = this._nActiveActions, @@ -42696,10 +43335,10 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; // advance the time and update apply the animation - update: function ( deltaTime ) { + AnimationMixer.prototype.update = function update ( deltaTime ) { deltaTime *= this.timeScale; @@ -42734,17 +43373,19 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy return this; - }, + }; // return this mixer's root target object - getRoot: function () { + AnimationMixer.prototype.getRoot = function getRoot () { return this._root; - }, + }; // free all resources specific to a particular clip - uncacheClip: function ( clip ) { + AnimationMixer.prototype.uncacheClip = function uncacheClip ( clip ) { + var this$1 = this; + var actions = this._actions, clipUuid = clip.uuid, @@ -42763,7 +43404,7 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy var action = actionsToRemove[ i ]; - this._deactivateAction( action ); + this$1._deactivateAction( action ); var cacheIndex = action._cacheIndex, lastInactiveAction = actions[ actions.length - 1 ]; @@ -42775,7 +43416,7 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy actions[ cacheIndex ] = lastInactiveAction; actions.pop(); - this._removeInactiveBindingsForAction( action ); + this$1._removeInactiveBindingsForAction( action ); } @@ -42783,10 +43424,12 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy } - }, + }; // free all resources specific to a particular root target object - uncacheRoot: function ( root ) { + AnimationMixer.prototype.uncacheRoot = function uncacheRoot ( root ) { + var this$1 = this; + var rootUuid = root.uuid, actionsByClip = this._actionsByClip; @@ -42798,8 +43441,8 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy if ( action !== undefined ) { - this._deactivateAction( action ); - this._removeInactiveAction( action ); + this$1._deactivateAction( action ); + this$1._removeInactiveAction( action ); } @@ -42814,16 +43457,16 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy var binding = bindingByName[ trackName ]; binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); + this$1._removeInactiveBinding( binding ); } } - }, + }; // remove a targeted clip from the cache - uncacheAction: function ( clip, optionalRoot ) { + AnimationMixer.prototype.uncacheAction = function uncacheAction ( clip, optionalRoot ) { var action = this.existingAction( clip, optionalRoot ); @@ -42834,15 +43477,18 @@ AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototy } - } + }; -} ); + return AnimationMixer; +}(EventDispatcher)); + +AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 ); /** * @author mrdoob / http://mrdoob.com/ */ -function Uniform( value ) { +var Uniform = function Uniform( value ) { if ( typeof value === 'string' ) { @@ -42853,7 +43499,7 @@ function Uniform( value ) { this.value = value; -} +}; Uniform.prototype.clone = function () { @@ -42865,98 +43511,104 @@ Uniform.prototype.clone = function () { * @author benaadams / https://twitter.com/ben_a_adams */ -function InstancedBufferGeometry() { +var InstancedBufferGeometry = (function (BufferGeometry$$1) { + function InstancedBufferGeometry() { - BufferGeometry.call( this ); + BufferGeometry$$1.call(this); - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; -} - -InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { - - constructor: InstancedBufferGeometry, + } - isInstancedBufferGeometry: true, + if ( BufferGeometry$$1 ) InstancedBufferGeometry.__proto__ = BufferGeometry$$1; + InstancedBufferGeometry.prototype = Object.create( BufferGeometry$$1 && BufferGeometry$$1.prototype ); + InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry; - copy: function ( source ) { + InstancedBufferGeometry.prototype.copy = function copy ( source ) { - BufferGeometry.prototype.copy.call( this, source ); + BufferGeometry$$1.prototype.copy.call( this, source ); this.maxInstancedCount = source.maxInstancedCount; return this; - }, + }; - clone: function () { + InstancedBufferGeometry.prototype.clone = function clone () { return new this.constructor().copy( this ); - } + }; -} ); + return InstancedBufferGeometry; +}(BufferGeometry)); + +InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true; /** * @author benaadams / https://twitter.com/ben_a_adams */ -function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - - InterleavedBuffer.call( this, array, stride ); +var InstancedInterleavedBuffer = (function (InterleavedBuffer$$1) { + function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - this.meshPerAttribute = meshPerAttribute || 1; - -} + InterleavedBuffer$$1.call( this, array, stride ); -InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + this.meshPerAttribute = meshPerAttribute || 1; - constructor: InstancedInterleavedBuffer, + } - isInstancedInterleavedBuffer: true, + if ( InterleavedBuffer$$1 ) InstancedInterleavedBuffer.__proto__ = InterleavedBuffer$$1; + InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer$$1 && InterleavedBuffer$$1.prototype ); + InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer; - copy: function ( source ) { + InstancedInterleavedBuffer.prototype.copy = function copy ( source ) { - InterleavedBuffer.prototype.copy.call( this, source ); + InterleavedBuffer$$1.prototype.copy.call( this, source ); this.meshPerAttribute = source.meshPerAttribute; return this; - } + }; -} ); + return InstancedInterleavedBuffer; +}(InterleavedBuffer)); + +InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; /** * @author benaadams / https://twitter.com/ben_a_adams */ -function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - - BufferAttribute.call( this, array, itemSize ); +var InstancedBufferAttribute = (function (BufferAttribute$$1) { + function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - this.meshPerAttribute = meshPerAttribute || 1; - -} + BufferAttribute$$1.call( this, array, itemSize ); -InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + this.meshPerAttribute = meshPerAttribute || 1; - constructor: InstancedBufferAttribute, + } - isInstancedBufferAttribute: true, + if ( BufferAttribute$$1 ) InstancedBufferAttribute.__proto__ = BufferAttribute$$1; + InstancedBufferAttribute.prototype = Object.create( BufferAttribute$$1 && BufferAttribute$$1.prototype ); + InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute; - copy: function ( source ) { + InstancedBufferAttribute.prototype.copy = function copy ( source ) { - BufferAttribute.prototype.copy.call( this, source ); + BufferAttribute$$1.prototype.copy.call( this, source ); this.meshPerAttribute = source.meshPerAttribute; return this; - } + }; -} ); + return InstancedBufferAttribute; +}(BufferAttribute)); + +InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; /** * @author mrdoob / http://mrdoob.com/ @@ -42964,7 +43616,7 @@ InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribu * @author stephomi / http://stephaneginier.com/ */ -function Raycaster( origin, direction, near, far ) { +var Raycaster = function Raycaster( origin, direction, near, far ) { this.ray = new Ray( origin, direction ); // direction is assumed to be normalized (for accurate distance calculations) @@ -42991,108 +43643,106 @@ function Raycaster( origin, direction, near, far ) { } } ); -} +}; -function ascSort( a, b ) { +Raycaster.prototype.set = function set ( origin, direction ) { - return a.distance - b.distance; + // direction is assumed to be normalized (for accurate distance calculations) -} + this.ray.set( origin, direction ); -function intersectObject( object, raycaster, intersects, recursive ) { +}; - if ( object.visible === false ) return; +Raycaster.prototype.setFromCamera = function setFromCamera ( coords, camera ) { - object.raycast( raycaster, intersects ); + if ( ( camera && camera.isPerspectiveCamera ) ) { - if ( recursive === true ) { + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - var children = object.children; + } else if ( ( camera && camera.isOrthographicCamera ) ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + 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 ); - intersectObject( children[ i ], raycaster, intersects, true ); + } else { - } + console.error( 'THREE.Raycaster: Unsupported camera type.' ); } -} +}; -Object.assign( Raycaster.prototype, { +Raycaster.prototype.intersectObject = function intersectObject$1 ( object, recursive, optionalTarget ) { - linePrecision: 1, + var intersects = optionalTarget || []; - set: function ( origin, direction ) { + intersectObject( object, this, intersects, recursive ); - // direction is assumed to be normalized (for accurate distance calculations) + intersects.sort( ascSort ); - this.ray.set( origin, direction ); + return intersects; - }, +}; - setFromCamera: function ( coords, camera ) { +Raycaster.prototype.intersectObjects = function intersectObjects ( objects, recursive, optionalTarget ) { + var this$1 = this; - 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(); + var intersects = optionalTarget || []; - } else if ( ( camera && camera.isOrthographicCamera ) ) { + if ( Array.isArray( objects ) === false ) { - 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 ); + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; - } else { + } - console.error( 'THREE.Raycaster: Unsupported camera type.' ); + for ( var i = 0, l = objects.length; i < l; i ++ ) { - } + intersectObject( objects[ i ], this$1, intersects, recursive ); - }, + } - intersectObject: function ( object, recursive, optionalTarget ) { + intersects.sort( ascSort ); - var intersects = optionalTarget || []; + return intersects; - intersectObject( object, this, intersects, recursive ); +}; - intersects.sort( ascSort ); +Raycaster.prototype.linePrecision = 1; - return intersects; +function ascSort( a, b ) { - }, + return a.distance - b.distance; + +} - intersectObjects: function ( objects, recursive, optionalTarget ) { +function intersectObject( object, raycaster, intersects, recursive ) { - var intersects = optionalTarget || []; + if ( object.visible === false ) { return; } - if ( Array.isArray( objects ) === false ) { + object.raycast( raycaster, intersects ); - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; + if ( recursive === true ) { - } + var children = object.children; - for ( var i = 0, l = objects.length; i < l; i ++ ) { + for ( var i = 0, l = children.length; i < l; i ++ ) { - intersectObject( objects[ i ], this, intersects, recursive ); + intersectObject( children[ i ], raycaster, intersects, true ); } - intersects.sort( ascSort ); - - return intersects; - } -} ); +} /** * @author alteredq / http://alteredqualia.com/ */ -function Clock( autoStart ) { +var Clock = function Clock( autoStart ) { this.autoStart = ( autoStart !== undefined ) ? autoStart : true; @@ -43102,62 +43752,58 @@ function Clock( autoStart ) { this.running = false; -} - -Object.assign( Clock.prototype, { - - start: function () { - - this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 +}; - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; +Clock.prototype.start = function start () { - }, + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 - stop: function () { + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; - this.getElapsedTime(); - this.running = false; - this.autoStart = false; +}; - }, +Clock.prototype.stop = function stop () { - getElapsedTime: function () { + this.getElapsedTime(); + this.running = false; + this.autoStart = false; - this.getDelta(); - return this.elapsedTime; +}; - }, +Clock.prototype.getElapsedTime = function getElapsedTime () { - getDelta: function () { + this.getDelta(); + return this.elapsedTime; - var diff = 0; +}; - if ( this.autoStart && ! this.running ) { +Clock.prototype.getDelta = function getDelta () { - this.start(); - return 0; + var diff = 0; - } + if ( this.autoStart && ! this.running ) { - if ( this.running ) { + this.start(); + return 0; - var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); + } - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; + if ( this.running ) { - this.elapsedTime += diff; + var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); - } + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; - return diff; + this.elapsedTime += diff; } -} ); + return diff; + +}; /** * @author bhouston / http://clara.io @@ -43169,7 +43815,7 @@ Object.assign( Clock.prototype, { * The equator starts at positive z. */ -function Spherical( radius, phi, theta ) { +var Spherical = function Spherical( radius, phi, theta ) { this.radius = ( radius !== undefined ) ? radius : 1.0; this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole @@ -43177,67 +43823,63 @@ function Spherical( radius, phi, theta ) { return this; -} - -Object.assign( Spherical.prototype, { - - set: function ( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; +}; - return this; +Spherical.prototype.set = function set ( radius, phi, theta ) { - }, + this.radius = radius; + this.phi = phi; + this.theta = theta; - clone: function () { + return this; - return new this.constructor().copy( this ); +}; - }, +Spherical.prototype.clone = function clone () { - copy: function ( other ) { + return new this.constructor().copy( this ); - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; +}; - return this; +Spherical.prototype.copy = function copy ( other ) { - }, + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function () { + return this; - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); +}; - 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 ) ); - setFromVector3: function ( vec3 ) { + return this; - this.radius = vec3.length(); +}; - if ( this.radius === 0 ) { +Spherical.prototype.setFromVector3 = function setFromVector3 ( vec3 ) { - this.theta = 0; - this.phi = 0; + this.radius = vec3.length(); - } else { + if ( this.radius === 0 ) { - this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis - this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + this.theta = 0; + this.phi = 0; - } + } else { - return this; + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle } -} ); + return this; + +}; /** * @author Mugen87 / https://github.com/Mugen87 @@ -43246,7 +43888,7 @@ Object.assign( Spherical.prototype, { * */ -function Cylindrical( radius, theta, y ) { +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 @@ -43254,450 +43896,448 @@ function Cylindrical( radius, theta, y ) { return this; -} - -Object.assign( Cylindrical.prototype, { - - set: function ( radius, theta, y ) { +}; - this.radius = radius; - this.theta = theta; - this.y = y; +Cylindrical.prototype.set = function set ( radius, theta, y ) { - return this; + this.radius = radius; + this.theta = theta; + this.y = y; - }, + return this; - clone: function () { +}; - return new this.constructor().copy( this ); +Cylindrical.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( other ) { +}; - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; +Cylindrical.prototype.copy = function copy ( other ) { - return this; + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; - }, + return this; - setFromVector3: function ( vec3 ) { +}; - this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); - this.theta = Math.atan2( vec3.x, vec3.z ); - this.y = vec3.y; +Cylindrical.prototype.setFromVector3 = function setFromVector3 ( vec3 ) { - return this; + this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); + this.theta = Math.atan2( vec3.x, vec3.z ); + this.y = vec3.y; - } + return this; -} ); +}; /** * @author bhouston / http://clara.io */ -function Box2( min, max ) { +var Box2 = function Box2( min, max ) { this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); -} +}; -Object.assign( Box2.prototype, { +Box2.prototype.set = function set ( min, max ) { - set: function ( min, max ) { + this.min.copy( min ); + this.max.copy( max ); - this.min.copy( min ); - this.max.copy( max ); + return this; - return this; +}; - }, +Box2.prototype.setFromPoints = function setFromPoints ( points ) { + var this$1 = this; - setFromPoints: function ( points ) { - this.makeEmpty(); + this.makeEmpty(); - for ( var i = 0, il = points.length; i < il; i ++ ) { + for ( var i = 0, il = points.length; i < il; i ++ ) { - this.expandByPoint( points[ i ] ); + this$1.expandByPoint( points[ i ] ); - } + } - return this; + return this; - }, +}; - setFromCenterAndSize: function () { +Box2.prototype.clone = function clone () { - var v1 = new Vector2(); + return new this.constructor().copy( this ); - return function setFromCenterAndSize( center, size ) { +}; - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); +Box2.prototype.copy = function copy ( box ) { - return this; + this.min.copy( box.min ); + this.max.copy( box.max ); - }; + return this; - }(), +}; - clone: function () { +Box2.prototype.makeEmpty = function makeEmpty () { - return new this.constructor().copy( this ); + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; - }, + return this; - copy: function ( box ) { +}; - this.min.copy( box.min ); - this.max.copy( box.max ); +Box2.prototype.isEmpty = function isEmpty () { - return this; + // 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 ); - makeEmpty: function () { +}; - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; +Box2.prototype.getCenter = function getCenter ( target ) { - return this; + if ( target === undefined ) { - }, + console.warn( 'THREE.Box2: .getCenter() target is now required' ); + target = new Vector2(); - isEmpty: function () { + } - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); +}; - }, +Box2.prototype.getSize = function getSize ( target ) { - getCenter: function ( target ) { + if ( target === undefined ) { - if ( target === undefined ) { + console.warn( 'THREE.Box2: .getSize() target is now required' ); + target = new Vector2(); - console.warn( 'THREE.Box2: .getCenter() target is now required' ); - target = new Vector2(); + } - } + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); - return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); +}; - }, +Box2.prototype.expandByPoint = function expandByPoint ( point ) { - getSize: function ( target ) { + this.min.min( point ); + this.max.max( point ); - if ( target === undefined ) { + return this; - console.warn( 'THREE.Box2: .getSize() target is now required' ); - target = new Vector2(); +}; - } +Box2.prototype.expandByVector = function expandByVector ( vector ) { - return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + this.min.sub( vector ); + this.max.add( vector ); - }, + return this; - expandByPoint: function ( point ) { +}; - this.min.min( point ); - this.max.max( point ); +Box2.prototype.expandByScalar = function expandByScalar ( scalar ) { - return this; + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - }, + return this; - expandByVector: function ( vector ) { +}; - this.min.sub( vector ); - this.max.add( vector ); +Box2.prototype.containsPoint = function containsPoint ( point ) { - return this; + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; - }, +}; - expandByScalar: function ( scalar ) { +Box2.prototype.containsBox = function containsBox ( box ) { - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + 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; - return this; +}; - }, +Box2.prototype.getParameter = function getParameter ( point, target ) { - containsPoint: function ( point ) { + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ? false : true; + if ( target === undefined ) { - }, + console.warn( 'THREE.Box2: .getParameter() target is now required' ); + target = new Vector2(); - containsBox: function ( box ) { + } - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y; + 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 ) + ); - }, +}; - getParameter: function ( point, target ) { +Box2.prototype.intersectsBox = function intersectsBox ( box ) { - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + // using 4 splitting planes to rule out intersections - if ( target === undefined ) { + 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; - console.warn( 'THREE.Box2: .getParameter() target is now required' ); - target = new Vector2(); +}; - } +Box2.prototype.clampPoint = function clampPoint ( point, target ) { - 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 ) - ); + if ( target === undefined ) { - }, + console.warn( 'THREE.Box2: .clampPoint() target is now required' ); + target = new Vector2(); - intersectsBox: function ( box ) { + } - // using 4 splitting planes to rule out intersections + return target.copy( point ).clamp( this.min, this.max ); - 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.intersect = function intersect ( box ) { - clampPoint: function ( point, target ) { + this.min.max( box.min ); + this.max.min( box.max ); - if ( target === undefined ) { + return this; - console.warn( 'THREE.Box2: .clampPoint() target is now required' ); - target = new Vector2(); +}; - } +Box2.prototype.union = function union ( box ) { - return target.copy( point ).clamp( this.min, this.max ); + this.min.min( box.min ); + this.max.max( box.max ); - }, + return this; - distanceToPoint: function () { +}; - var v1 = new Vector2(); +Box2.prototype.translate = function translate ( offset ) { - return function distanceToPoint( point ) { + this.min.add( offset ); + this.max.add( offset ); - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + return this; - }; +}; - }(), +Box2.prototype.equals = function equals ( box ) { - intersect: function ( box ) { + return box.min.equals( this.min ) && box.max.equals( this.max ); - this.min.max( box.min ); - this.max.min( box.max ); +}; - return this; +Box2.prototype.setFromCenterAndSize = function () { - }, + var v1 = new Vector2(); - union: function ( box ) { + return function setFromCenterAndSize( center, size ) { - this.min.min( box.min ); - this.max.max( box.max ); + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); return this; - }, - - translate: function ( offset ) { + }; - this.min.add( offset ); - this.max.add( offset ); +}(); - return this; +Box2.prototype.distanceToPoint = function () { - }, + var v1 = new Vector2(); - equals: function ( box ) { + return function distanceToPoint( point ) { - return box.min.equals( this.min ) && box.max.equals( this.max ); + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); - } + }; -} ); +}(); /** * @author bhouston / http://clara.io */ -function Line3( start, end ) { +var Line3 = function Line3( start, end ) { this.start = ( start !== undefined ) ? start : new Vector3(); this.end = ( end !== undefined ) ? end : new Vector3(); -} - -Object.assign( Line3.prototype, { - - set: function ( start, end ) { +}; - this.start.copy( start ); - this.end.copy( end ); +Line3.prototype.set = function set ( start, end ) { - return this; + this.start.copy( start ); + this.end.copy( end ); - }, + return this; - clone: function () { +}; - return new this.constructor().copy( this ); +Line3.prototype.clone = function clone () { - }, + return new this.constructor().copy( this ); - copy: function ( line ) { +}; - this.start.copy( line.start ); - this.end.copy( line.end ); +Line3.prototype.copy = function copy ( line ) { - return this; + this.start.copy( line.start ); + this.end.copy( line.end ); - }, + return this; - getCenter: function ( target ) { +}; - if ( target === undefined ) { +Line3.prototype.getCenter = function getCenter ( target ) { - console.warn( 'THREE.Line3: .getCenter() target is now required' ); - target = new Vector3(); + 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 ); + } - }, + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); - delta: function ( target ) { +}; - if ( target === undefined ) { +Line3.prototype.delta = function delta ( target ) { - console.warn( 'THREE.Line3: .delta() target is now required' ); - target = new Vector3(); + if ( target === undefined ) { - } + console.warn( 'THREE.Line3: .delta() target is now required' ); + target = new Vector3(); - return target.subVectors( this.end, this.start ); + } - }, + return target.subVectors( this.end, this.start ); - distanceSq: function () { +}; - return this.start.distanceToSquared( this.end ); +Line3.prototype.distanceSq = function distanceSq () { - }, + return this.start.distanceToSquared( this.end ); - distance: function () { +}; - return this.start.distanceTo( this.end ); +Line3.prototype.distance = function distance () { - }, + return this.start.distanceTo( this.end ); - at: function ( t, target ) { +}; - if ( target === undefined ) { +Line3.prototype.at = function at ( t, target ) { - console.warn( 'THREE.Line3: .at() target is now required' ); - target = new Vector3(); + if ( target === undefined ) { - } + console.warn( 'THREE.Line3: .at() target is now required' ); + target = new Vector3(); - return this.delta( target ).multiplyScalar( t ).add( this.start ); + } - }, + return this.delta( target ).multiplyScalar( t ).add( this.start ); - closestPointToPointParameter: function () { +}; - var startP = new Vector3(); - var startEnd = new Vector3(); +Line3.prototype.closestPointToPoint = function closestPointToPoint ( point, clampToLine, target ) { - return function closestPointToPointParameter( point, clampToLine ) { + var t = this.closestPointToPointParameter( point, clampToLine ); - startP.subVectors( point, this.start ); - startEnd.subVectors( this.end, this.start ); + if ( target === undefined ) { - var startEnd2 = startEnd.dot( startEnd ); - var startEnd_startP = startEnd.dot( startP ); + console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); + target = new Vector3(); - var t = startEnd_startP / startEnd2; + } - if ( clampToLine ) { + return this.delta( target ).multiplyScalar( t ).add( this.start ); - t = _Math.clamp( t, 0, 1 ); +}; - } +Line3.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) { - return t; + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); - }; + return this; - }(), +}; - closestPointToPoint: function ( point, clampToLine, target ) { +Line3.prototype.equals = function equals ( line ) { - var t = this.closestPointToPointParameter( point, clampToLine ); + return line.start.equals( this.start ) && line.end.equals( this.end ); - if ( target === undefined ) { +}; - console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); - target = new Vector3(); +Line3.prototype.closestPointToPointParameter = function () { - } + var startP = new Vector3(); + var startEnd = new Vector3(); - return this.delta( target ).multiplyScalar( t ).add( this.start ); + return function closestPointToPointParameter( point, clampToLine ) { - }, + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); - applyMatrix4: function ( matrix ) { + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); + var t = startEnd_startP / startEnd2; - return this; + if ( clampToLine ) { - }, + t = _Math.clamp( t, 0, 1 ); - equals: function ( line ) { + } - return line.start.equals( this.start ) && line.end.equals( this.end ); + return t; - } + }; -} ); +}(); /** * @author alteredq / http://alteredqualia.com/ */ -function ImmediateRenderObject( material ) { +var ImmediateRenderObject = (function (Object3D$$1) { + function ImmediateRenderObject( material ) { - Object3D.call( this ); + Object3D$$1.call(this); + + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + + } + + if ( Object3D$$1 ) ImmediateRenderObject.__proto__ = Object3D$$1; + ImmediateRenderObject.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + + return ImmediateRenderObject; +}(Object3D)); - this.material = material; - this.render = function ( /* renderCallback */ ) {}; -} -ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); -ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; ImmediateRenderObject.prototype.isImmediateRenderObject = true; @@ -43706,52 +44346,60 @@ ImmediateRenderObject.prototype.isImmediateRenderObject = true; * @author WestLangley / http://github.com/WestLangley */ -function VertexNormalsHelper( object, size, hex, linewidth ) { +var VertexNormalsHelper = (function (LineSegments$$1) { + function VertexNormalsHelper( object, size, hex, linewidth ) { - this.object = object; + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; - this.size = ( size !== undefined ) ? size : 1; + // + + var nNormals = 0; - var color = ( hex !== undefined ) ? hex : 0xff0000; + if ( objGeometry && objGeometry.isGeometry ) { - var width = ( linewidth !== undefined ) ? linewidth : 1; + nNormals = objGeometry.faces.length * 3; - // + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; - var nNormals = 0; + } - var objGeometry = this.object.geometry; + // - if ( objGeometry && objGeometry.isGeometry ) { + var geometry = new BufferGeometry(); - nNormals = objGeometry.faces.length * 3; + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - } else if ( objGeometry && objGeometry.isBufferGeometry ) { + geometry.addAttribute( 'position', positions ); - nNormals = objGeometry.attributes.normal.count; + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - } + this.object = object; - // + this.size = ( size !== undefined ) ? size : 1; - var geometry = new BufferGeometry(); + var objGeometry = this.object.geometry; - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + // - geometry.addAttribute( 'position', positions ); + this.matrixAutoUpdate = false; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + this.update(); - // + } - this.matrixAutoUpdate = false; + if ( LineSegments$$1 ) VertexNormalsHelper.__proto__ = LineSegments$$1; + VertexNormalsHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + + return VertexNormalsHelper; +}(LineSegments)); - this.update(); -} -VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); -VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; VertexNormalsHelper.prototype.update = ( function () { @@ -43760,6 +44408,8 @@ VertexNormalsHelper.prototype.update = ( function () { var normalMatrix = new Matrix3(); return function update() { + var this$1 = this; + var keys = [ 'a', 'b', 'c' ]; @@ -43795,7 +44445,7 @@ VertexNormalsHelper.prototype.update = ( function () { v1.copy( vertex ).applyMatrix4( matrixWorld ); - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this$1.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); @@ -43825,7 +44475,7 @@ VertexNormalsHelper.prototype.update = ( function () { v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); - v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this$1.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); @@ -43851,53 +44501,61 @@ VertexNormalsHelper.prototype.update = ( function () { * @author WestLangley / http://github.com/WestLangley */ -function SpotLightHelper( light, color ) { +var SpotLightHelper = (function (Object3D$$1) { + function SpotLightHelper( light, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - var geometry = new BufferGeometry(); + var geometry = new BufferGeometry(); - var positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; - for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - var p1 = ( i / l ) * Math.PI * 2; - var p2 = ( j / l ) * Math.PI * 2; + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); - } + } - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - var material = new LineBasicMaterial( { fog: false } ); + var material = new LineBasicMaterial( { fog: false } ); - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + if ( Object3D$$1 ) SpotLightHelper.__proto__ = Object3D$$1; + SpotLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + SpotLightHelper.prototype.constructor = SpotLightHelper; + + return SpotLightHelper; +}(Object3D)); - this.update(); -} -SpotLightHelper.prototype = Object.create( Object3D.prototype ); -SpotLightHelper.prototype.constructor = SpotLightHelper; SpotLightHelper.prototype.dispose = function () { @@ -43967,50 +44625,58 @@ function getBoneList( object ) { } -function SkeletonHelper( object ) { +var SkeletonHelper = (function (LineSegments$$1) { + function SkeletonHelper( object ) { - var bones = getBoneList( object ); + var bones = getBoneList( object ); - var geometry = new BufferGeometry(); + var geometry = new BufferGeometry(); - var vertices = []; - var colors = []; + var vertices = []; + var colors = []; - var color1 = new Color( 0, 0, 1 ); - var color2 = new Color( 0, 1, 0 ); + var color1 = new Color( 0, 0, 1 ); + var color2 = new Color( 0, 1, 0 ); - for ( var i = 0; i < bones.length; i ++ ) { + for ( var i = 0; i < bones.length; i ++ ) { - var bone = bones[ i ]; + var bone = bones[ i ]; - if ( bone.parent && bone.parent.isBone ) { + 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 ); + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } } - } + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + LineSegments$$1.call( this, geometry, material ); - var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + this.root = object; + this.bones = bones; - LineSegments.call( this, geometry, material ); + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; - this.root = object; - this.bones = bones; + } + + if ( LineSegments$$1 ) SkeletonHelper.__proto__ = LineSegments$$1; + SkeletonHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + SkeletonHelper.prototype.constructor = SkeletonHelper; + + return SkeletonHelper; +}(LineSegments)); - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; -} -SkeletonHelper.prototype = Object.create( LineSegments.prototype ); -SkeletonHelper.prototype.constructor = SkeletonHelper; SkeletonHelper.prototype.updateMatrixWorld = function () { @@ -44061,50 +44727,58 @@ SkeletonHelper.prototype.updateMatrixWorld = function () { * @author mrdoob / http://mrdoob.com/ */ -function PointLightHelper( light, sphereSize, color ) { +var PointLightHelper = (function (Mesh$$1) { + function PointLightHelper( light, sphereSize, color ) { - this.light = light; - this.light.updateMatrixWorld(); + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - this.color = color; + Mesh$$1.call( this, geometry, material ); - var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + this.light = light; + this.light.updateMatrixWorld(); - Mesh.call( this, geometry, material ); + this.color = color; - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; - this.update(); + this.update(); - /* - var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - var d = light.distance; + var d = light.distance; - if ( d === 0.0 ) { + if ( d === 0.0 ) { - this.lightDistance.visible = false; + this.lightDistance.visible = false; - } else { + } else { - this.lightDistance.scale.set( d, d, d ); + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ } - this.add( this.lightDistance ); - */ + if ( Mesh$$1 ) PointLightHelper.__proto__ = Mesh$$1; + PointLightHelper.prototype = Object.create( Mesh$$1 && Mesh$$1.prototype ); + PointLightHelper.prototype.constructor = PointLightHelper; + + return PointLightHelper; +}(Mesh)); + -} -PointLightHelper.prototype = Object.create( Mesh.prototype ); -PointLightHelper.prototype.constructor = PointLightHelper; PointLightHelper.prototype.dispose = function () { @@ -44148,34 +44822,42 @@ PointLightHelper.prototype.update = function () { * @author WestLangley / http://github.com/WestLangley */ -function RectAreaLightHelper( light, color ) { +var RectAreaLightHelper = (function (Object3D$$1) { + function RectAreaLightHelper( light, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - var material = new LineBasicMaterial( { fog: false } ); + var material = new LineBasicMaterial( { fog: false } ); - var geometry = new BufferGeometry(); + var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); - this.line = new Line( geometry, material ); - this.add( this.line ); + this.line = new Line( geometry, material ); + this.add( this.line ); - this.update(); + this.update(); + + } + + if ( Object3D$$1 ) RectAreaLightHelper.__proto__ = Object3D$$1; + RectAreaLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + + return RectAreaLightHelper; +}(Object3D)); + -} -RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); -RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; RectAreaLightHelper.prototype.dispose = function () { @@ -44222,37 +44904,45 @@ RectAreaLightHelper.prototype.update = function () { * @author Mugen87 / https://github.com/Mugen87 */ -function HemisphereLightHelper( light, size, color ) { +var HemisphereLightHelper = (function (Object3D$$1) { + function HemisphereLightHelper( light, size, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - var geometry = new OctahedronBufferGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); - this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - if ( this.color === undefined ) this.material.vertexColors = VertexColors; + this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + if ( this.color === undefined ) { this.material.vertexColors = VertexColors; } - var position = geometry.getAttribute( 'position' ); - var colors = new Float32Array( position.count * 3 ); + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); - geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); + geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); - this.add( new Mesh( geometry, this.material ) ); + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + if ( Object3D$$1 ) HemisphereLightHelper.__proto__ = Object3D$$1; + HemisphereLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + + return HemisphereLightHelper; +}(Object3D)); - this.update(); -} -HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); -HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; HemisphereLightHelper.prototype.dispose = function () { @@ -44305,45 +44995,50 @@ HemisphereLightHelper.prototype.update = function () { * @author mrdoob / http://mrdoob.com/ */ -function GridHelper( size, divisions, color1, color2 ) { +var GridHelper = (function (LineSegments$$1) { + 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 ); + 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 center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; - var vertices = [], colors = []; + var vertices = [], colors = []; - for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + 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 ); + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); - var color = i === center ? color1 : color2; + 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; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; - } + } - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - LineSegments.call( this, geometry, material ); + LineSegments$$1.call( this, geometry, material ); -} + } -GridHelper.prototype = Object.create( LineSegments.prototype ); -GridHelper.prototype.constructor = GridHelper; + if ( LineSegments$$1 ) GridHelper.__proto__ = LineSegments$$1; + GridHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + GridHelper.prototype.constructor = GridHelper; + + return GridHelper; +}(LineSegments)); /** * @author mrdoob / http://mrdoob.com/ @@ -44351,139 +45046,152 @@ GridHelper.prototype.constructor = GridHelper; * @author Hectate / http://www.github.com/Hectate */ -function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { +var PolarGridHelper = (function (LineSegments$$1) { + 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 ); + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - var vertices = []; - var colors = []; + var vertices = []; + var colors = []; - var x, z; - var v, i, j, r, color; + var x, z; + var v, i, j, r, color; - // create the radials + // create the radials - for ( i = 0; i <= radials; i ++ ) { + for ( i = 0; i <= radials; i ++ ) { - v = ( i / radials ) * ( Math.PI * 2 ); + v = ( i / radials ) * ( Math.PI * 2 ); - x = Math.sin( v ) * radius; - z = Math.cos( v ) * radius; + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); - color = ( i & 1 ) ? color1 : color2; + color = ( i & 1 ) ? color1 : color2; - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); - } + } - // create the circles + // create the circles - for ( i = 0; i <= circles; i ++ ) { + for ( i = 0; i <= circles; i ++ ) { - color = ( i & 1 ) ? color1 : color2; + color = ( i & 1 ) ? color1 : color2; - r = radius - ( radius / circles * i ); + r = radius - ( radius / circles * i ); - for ( j = 0; j < divisions; j ++ ) { + for ( j = 0; j < divisions; j ++ ) { - // first vertex + // first vertex - v = ( j / divisions ) * ( Math.PI * 2 ); + v = ( j / divisions ) * ( Math.PI * 2 ); - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); - // second vertex + // second vertex - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } } - } + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + LineSegments$$1.call( this, geometry, material ); - LineSegments.call( this, geometry, material ); + } -} + if ( LineSegments$$1 ) PolarGridHelper.__proto__ = LineSegments$$1; + PolarGridHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + PolarGridHelper.prototype.constructor = PolarGridHelper; -PolarGridHelper.prototype = Object.create( LineSegments.prototype ); -PolarGridHelper.prototype.constructor = PolarGridHelper; + return PolarGridHelper; +}(LineSegments)); /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ -function FaceNormalsHelper( object, size, hex, linewidth ) { +var FaceNormalsHelper = (function (LineSegments$$1) { + function FaceNormalsHelper( object, size, hex, linewidth ) { - // FaceNormalsHelper only supports THREE.Geometry + var color = ( hex !== undefined ) ? hex : 0xffff00; - this.object = object; + var width = ( linewidth !== undefined ) ? linewidth : 1; - this.size = ( size !== undefined ) ? size : 1; + // - var color = ( hex !== undefined ) ? hex : 0xffff00; + var nNormals = 0; - var width = ( linewidth !== undefined ) ? linewidth : 1; + if ( objGeometry && objGeometry.isGeometry ) { - // + nNormals = objGeometry.faces.length; - var nNormals = 0; + } else { - var objGeometry = this.object.geometry; + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); - if ( objGeometry && objGeometry.isGeometry ) { + } - nNormals = objGeometry.faces.length; + // - } else { + var geometry = new BufferGeometry(); - console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - } + geometry.addAttribute( 'position', positions ); - // + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - var geometry = new BufferGeometry(); + // FaceNormalsHelper only supports THREE.Geometry - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + this.object = object; - geometry.addAttribute( 'position', positions ); + this.size = ( size !== undefined ) ? size : 1; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + var objGeometry = this.object.geometry; - // + // + + this.matrixAutoUpdate = false; + this.update(); + + } + + if ( LineSegments$$1 ) FaceNormalsHelper.__proto__ = LineSegments$$1; + FaceNormalsHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + + return FaceNormalsHelper; +}(LineSegments)); - this.matrixAutoUpdate = false; - this.update(); -} -FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); -FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; FaceNormalsHelper.prototype.update = ( function () { @@ -44492,6 +45200,8 @@ FaceNormalsHelper.prototype.update = ( function () { var normalMatrix = new Matrix3(); return function update() { + var this$1 = this; + this.object.updateMatrixWorld( true ); @@ -44523,7 +45233,7 @@ FaceNormalsHelper.prototype.update = ( function () { .divideScalar( 3 ) .applyMatrix4( matrixWorld ); - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this$1.size ).add( v1 ); position.setXYZ( idx, v1.x, v1.y, v1.z ); @@ -44547,46 +45257,54 @@ FaceNormalsHelper.prototype.update = ( function () { * @author WestLangley / http://github.com/WestLangley */ -function DirectionalLightHelper( light, size, color ) { +var DirectionalLightHelper = (function (Object3D$$1) { + function DirectionalLightHelper( light, size, color ) { - Object3D.call( this ); + Object3D$$1.call(this); - this.light = light; - this.light.updateMatrixWorld(); + this.light = light; + this.light.updateMatrixWorld(); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; - this.color = color; + this.color = color; - if ( size === undefined ) size = 1; + if ( size === undefined ) { size = 1; } - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); - var material = new LineBasicMaterial( { fog: false } ); + var material = new LineBasicMaterial( { fog: false } ); - this.lightPlane = new Line( geometry, material ); - this.add( this.lightPlane ); + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); - geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - this.targetLine = new Line( geometry, material ); - this.add( this.targetLine ); + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + if ( Object3D$$1 ) DirectionalLightHelper.__proto__ = Object3D$$1; + DirectionalLightHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + + return DirectionalLightHelper; +}(Object3D)); - this.update(); -} -DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); -DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; DirectionalLightHelper.prototype.dispose = function () { @@ -44640,112 +45358,120 @@ DirectionalLightHelper.prototype.update = function () { * http://evanw.github.com/lightgl.js/tests/shadowmap.html */ -function CameraHelper( camera ) { +var CameraHelper = (function (LineSegments$$1) { + function CameraHelper( camera ) { - var geometry = new BufferGeometry(); - var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + + var vertices = []; + var colors = []; - var vertices = []; - var colors = []; + var pointMap = {}; - var pointMap = {}; + // colors - // 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 ); - 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 - // near + addLine( 'n1', 'n2', colorFrustum ); + addLine( 'n2', 'n4', colorFrustum ); + addLine( 'n4', 'n3', colorFrustum ); + addLine( 'n3', 'n1', colorFrustum ); - addLine( 'n1', 'n2', colorFrustum ); - addLine( 'n2', 'n4', colorFrustum ); - addLine( 'n4', 'n3', colorFrustum ); - addLine( 'n3', 'n1', colorFrustum ); + // far - // far + addLine( 'f1', 'f2', colorFrustum ); + addLine( 'f2', 'f4', colorFrustum ); + addLine( 'f4', 'f3', colorFrustum ); + addLine( 'f3', 'f1', colorFrustum ); - addLine( 'f1', 'f2', colorFrustum ); - addLine( 'f2', 'f4', colorFrustum ); - addLine( 'f4', 'f3', colorFrustum ); - addLine( 'f3', 'f1', colorFrustum ); + // sides - // sides + addLine( 'n1', 'f1', colorFrustum ); + addLine( 'n2', 'f2', colorFrustum ); + addLine( 'n3', 'f3', colorFrustum ); + addLine( 'n4', 'f4', colorFrustum ); - addLine( 'n1', 'f1', colorFrustum ); - addLine( 'n2', 'f2', colorFrustum ); - addLine( 'n3', 'f3', colorFrustum ); - addLine( 'n4', 'f4', colorFrustum ); + // cone - // cone + addLine( 'p', 'n1', colorCone ); + addLine( 'p', 'n2', colorCone ); + addLine( 'p', 'n3', colorCone ); + addLine( 'p', 'n4', colorCone ); - addLine( 'p', 'n1', colorCone ); - addLine( 'p', 'n2', colorCone ); - addLine( 'p', 'n3', colorCone ); - addLine( 'p', 'n4', colorCone ); + // up - // up + addLine( 'u1', 'u2', colorUp ); + addLine( 'u2', 'u3', colorUp ); + addLine( 'u3', 'u1', colorUp ); - addLine( 'u1', 'u2', colorUp ); - addLine( 'u2', 'u3', colorUp ); - addLine( 'u3', 'u1', colorUp ); + // target - // target + addLine( 'c', 't', colorTarget ); + addLine( 'p', 'c', colorCross ); - addLine( 'c', 't', colorTarget ); - addLine( 'p', 'c', colorCross ); + // cross - // cross + addLine( 'cn1', 'cn2', colorCross ); + addLine( 'cn3', 'cn4', colorCross ); - addLine( 'cn1', 'cn2', colorCross ); - addLine( 'cn3', 'cn4', colorCross ); + addLine( 'cf1', 'cf2', colorCross ); + addLine( 'cf3', 'cf4', colorCross ); - addLine( 'cf1', 'cf2', colorCross ); - addLine( 'cf3', 'cf4', colorCross ); + function addLine( a, b, color ) { - function addLine( a, b, color ) { + addPoint( a, color ); + addPoint( b, color ); - addPoint( a, color ); - addPoint( b, color ); + } - } + function addPoint( id, color ) { - function addPoint( id, color ) { + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); - vertices.push( 0, 0, 0 ); - colors.push( color.r, color.g, color.b ); + if ( pointMap[ id ] === undefined ) { - if ( pointMap[ id ] === undefined ) { + pointMap[ id ] = []; - pointMap[ id ] = []; + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); } - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - } + LineSegments$$1.call( this, geometry, material ); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); } - LineSegments.call( this, geometry, material ); + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + this.pointMap = pointMap; - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; + this.update(); - this.pointMap = pointMap; + } + + if ( LineSegments$$1 ) CameraHelper.__proto__ = LineSegments$$1; + CameraHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + CameraHelper.prototype.constructor = CameraHelper; + + return CameraHelper; +}(LineSegments)); - this.update(); -} -CameraHelper.prototype = Object.create( LineSegments.prototype ); -CameraHelper.prototype.constructor = CameraHelper; CameraHelper.prototype.update = function () { @@ -44834,29 +45560,37 @@ CameraHelper.prototype.update = function () { * @author Mugen87 / http://github.com/Mugen87 */ -function BoxHelper( object, color ) { +var BoxHelper = (function (LineSegments$$1) { + function BoxHelper( object, color ) { - this.object = object; + if ( color === undefined ) { color = 0xffff00; } - if ( color === undefined ) color = 0xffff00; + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); - var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - var positions = new Float32Array( 8 * 3 ); + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); - var geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + this.object = object; - this.matrixAutoUpdate = false; + this.matrixAutoUpdate = false; + + this.update(); + + } + + if ( LineSegments$$1 ) BoxHelper.__proto__ = LineSegments$$1; + BoxHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + BoxHelper.prototype.constructor = BoxHelper; + + return BoxHelper; +}(LineSegments)); - this.update(); -} -BoxHelper.prototype = Object.create( LineSegments.prototype ); -BoxHelper.prototype.constructor = BoxHelper; BoxHelper.prototype.update = ( function () { @@ -44876,7 +45610,7 @@ BoxHelper.prototype.update = ( function () { } - if ( box.isEmpty() ) return; + if ( box.isEmpty() ) { return; } var min = box.min; var max = box.max; @@ -44930,38 +45664,46 @@ BoxHelper.prototype.setFromObject = function ( object ) { * @author WestLangley / http://github.com/WestLangley */ -function Box3Helper( box, hex ) { +var Box3Helper = (function (LineSegments$$1) { + function Box3Helper( box, hex ) { - this.type = 'Box3Helper'; + var color = ( hex !== undefined ) ? hex : 0xffff00; - this.box = box; + 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 color = ( hex !== undefined ) ? hex : 0xffff00; + 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 ]; - 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 geometry = new BufferGeometry(); - 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 ]; + geometry.setIndex( new BufferAttribute( indices, 1 ) ); - var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); + LineSegments$$1.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + this.type = 'Box3Helper'; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + this.box = box; + + this.geometry.computeBoundingSphere(); + + } + + if ( LineSegments$$1 ) Box3Helper.__proto__ = LineSegments$$1; + Box3Helper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + Box3Helper.prototype.constructor = Box3Helper; + + return Box3Helper; +}(LineSegments)); - this.geometry.computeBoundingSphere(); -} -Box3Helper.prototype = Object.create( LineSegments.prototype ); -Box3Helper.prototype.constructor = Box3Helper; Box3Helper.prototype.updateMatrixWorld = function ( force ) { var box = this.box; - if ( box.isEmpty() ) return; + if ( box.isEmpty() ) { return; } box.getCenter( this.position ); @@ -44977,44 +45719,52 @@ Box3Helper.prototype.updateMatrixWorld = function ( force ) { * @author WestLangley / http://github.com/WestLangley */ -function PlaneHelper( plane, size, hex ) { +var PlaneHelper = (function (Line$$1) { + function PlaneHelper( plane, size, hex ) { - this.type = 'PlaneHelper'; + var color = ( hex !== undefined ) ? hex : 0xffff00; - this.plane = plane; + 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 ]; - this.size = ( size === undefined ) ? 1 : size; + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); - var color = ( hex !== undefined ) ? hex : 0xffff00; + Line$$1.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ]; + this.type = 'PlaneHelper'; - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); + this.plane = plane; - Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + this.size = ( size === undefined ) ? 1 : size; - // + // - var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; + var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; - var geometry2 = new BufferGeometry(); - geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); + var geometry2 = new BufferGeometry(); + geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); + + } + + if ( Line$$1 ) PlaneHelper.__proto__ = Line$$1; + PlaneHelper.prototype = Object.create( Line$$1 && Line$$1.prototype ); + PlaneHelper.prototype.constructor = PlaneHelper; + + return PlaneHelper; +}(Line)); - this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); -} -PlaneHelper.prototype = Object.create( Line.prototype ); -PlaneHelper.prototype.constructor = PlaneHelper; PlaneHelper.prototype.updateMatrixWorld = function ( force ) { var scale = - this.plane.constant; - if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter + if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); @@ -45044,44 +45794,52 @@ PlaneHelper.prototype.updateMatrixWorld = function ( force ) { var lineGeometry, coneGeometry; -function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { +var ArrowHelper = (function (Object3D$$1) { + function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + Object3D$$1.call(this); - // dir is assumed to be normalized + if ( color === undefined ) { color = 0xffff00; } + if ( length === undefined ) { length = 1; } + if ( headLength === undefined ) { headLength = 0.2 * length; } + if ( headWidth === undefined ) { headWidth = 0.2 * headLength; } - Object3D.call( this ); + if ( lineGeometry === undefined ) { - if ( color === undefined ) color = 0xffff00; - if ( length === undefined ) length = 1; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - if ( lineGeometry === undefined ) { + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); - lineGeometry = new BufferGeometry(); - lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + } - coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - coneGeometry.translate( 0, - 0.5, 0 ); + this.position.copy( origin ); - } + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); - this.position.copy( origin ); + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); - this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); - this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); + } + + if ( Object3D$$1 ) ArrowHelper.__proto__ = Object3D$$1; + ArrowHelper.prototype = Object.create( Object3D$$1 && Object3D$$1.prototype ); + ArrowHelper.prototype.constructor = ArrowHelper; + + return ArrowHelper; +}(Object3D)); - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); -} -ArrowHelper.prototype = Object.create( Object3D.prototype ); -ArrowHelper.prototype.constructor = ArrowHelper; ArrowHelper.prototype.setDirection = ( function () { @@ -45116,8 +45874,8 @@ ArrowHelper.prototype.setDirection = ( function () { ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + if ( headLength === undefined ) { headLength = 0.2 * length; } + if ( headWidth === undefined ) { headWidth = 0.2 * headLength; } this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); this.line.updateMatrix(); @@ -45140,60 +45898,65 @@ ArrowHelper.prototype.setColor = function ( color ) { * @author mrdoob / http://mrdoob.com/ */ -function AxesHelper( size ) { +var AxesHelper = (function (LineSegments$$1) { + function AxesHelper( size ) { - size = size || 1; + size = size || 1; - var vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; + 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 colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - LineSegments.call( this, geometry, material ); + LineSegments$$1.call( this, geometry, material ); -} + } -AxesHelper.prototype = Object.create( LineSegments.prototype ); -AxesHelper.prototype.constructor = AxesHelper; + if ( LineSegments$$1 ) AxesHelper.__proto__ = LineSegments$$1; + AxesHelper.prototype = Object.create( LineSegments$$1 && LineSegments$$1.prototype ); + AxesHelper.prototype.constructor = AxesHelper; + + return AxesHelper; +}(LineSegments)); /** * @author mrdoob / http://mrdoob.com/ */ -function Face4( a, b, c, d, normal, color, materialIndex ) { +var Face4 = function Face4( a, b, c, d, normal, color, materialIndex ) { console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); return new Face3( a, b, c, normal, color, materialIndex ); -} +}; var LineStrip = 0; var LinePieces = 1; -function MeshFaceMaterial( materials ) { +var MeshFaceMaterial = function MeshFaceMaterial( materials ) { console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); return materials; -} +}; -function MultiMaterial( materials ) { +var MultiMaterial = function MultiMaterial( materials ) { - if ( materials === undefined ) materials = []; + if ( materials === undefined ) { materials = []; } console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); materials.isMultiMaterial = true; @@ -45205,128 +45968,128 @@ function MultiMaterial( materials ) { }; return materials; -} +}; -function PointCloud( geometry, material ) { +var PointCloud = function PointCloud( geometry, material ) { console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); return new Points( geometry, material ); -} +}; -function Particle( material ) { +var Particle = function Particle( material ) { console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); return new Sprite( material ); -} +}; -function ParticleSystem( geometry, material ) { +var ParticleSystem = function ParticleSystem( geometry, material ) { console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); return new Points( geometry, material ); -} +}; -function PointCloudMaterial( parameters ) { +var PointCloudMaterial = function PointCloudMaterial( parameters ) { console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters ); -} +}; -function ParticleBasicMaterial( parameters ) { +var ParticleBasicMaterial = function ParticleBasicMaterial( parameters ) { console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters ); -} +}; -function ParticleSystemMaterial( parameters ) { +var ParticleSystemMaterial = function ParticleSystemMaterial( parameters ) { console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters ); -} +}; -function Vertex( x, y, z ) { +var Vertex = 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 ) { +var DynamicBufferAttribute = function DynamicBufferAttribute( array, itemSize ) { console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); return new BufferAttribute( array, itemSize ).setDynamic( true ); -} +}; -function Int8Attribute( array, itemSize ) { +var Int8Attribute = 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 ) { +var Uint8Attribute = 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 ) { +var Uint8ClampedAttribute = 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 ) { +var Int16Attribute = 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 ) { +var Uint16Attribute = 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 ) { +var Int32Attribute = 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 ) { +var Uint32Attribute = 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 ) { +var Float32Attribute = 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 ) { +var Float64Attribute = function Float64Attribute( array, itemSize ) { console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); return new Float64BufferAttribute( array, itemSize ); -} +}; // @@ -45344,144 +46107,112 @@ Curve.create = function ( construct, getPoint ) { // -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 ClosedSplineCurve3 = (function (CatmullRomCurve3$$1) { + function ClosedSplineCurve3( points ) { - var geometry = new Geometry(); + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - for ( var i = 0, l = points.length; i < l; i ++ ) { + CatmullRomCurve3$$1.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; - var point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + } - } + if ( CatmullRomCurve3$$1 ) ClosedSplineCurve3.__proto__ = CatmullRomCurve3$$1; + ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3$$1 && CatmullRomCurve3$$1.prototype ); + ClosedSplineCurve3.prototype.constructor = ClosedSplineCurve3; - return geometry; + return ClosedSplineCurve3; +}(CatmullRomCurve3)); - } -} ); // -Object.assign( Path.prototype, { +var SplineCurve3 = (function (CatmullRomCurve3$$1) { + function SplineCurve3( points ) { - fromPoints: function ( points ) { + console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); - this.setFromPoints( points ); + CatmullRomCurve3$$1.call( this, points ); + this.type = 'catmullrom'; } -} ); - -// - -function ClosedSplineCurve3( points ) { + if ( CatmullRomCurve3$$1 ) SplineCurve3.__proto__ = CatmullRomCurve3$$1; + SplineCurve3.prototype = Object.create( CatmullRomCurve3$$1 && CatmullRomCurve3$$1.prototype ); + SplineCurve3.prototype.constructor = SplineCurve3; - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + return SplineCurve3; +}(CatmullRomCurve3)); - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; -} - -ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); // -function SplineCurve3( points ) { +var Spline = (function (CatmullRomCurve3$$1) { + function Spline( points ) { - console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); + console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - -} + CatmullRomCurve3$$1.call( this, points ); + this.type = 'catmullrom'; -SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); - -// - -function Spline( points ) { + } - console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); + if ( CatmullRomCurve3$$1 ) Spline.__proto__ = CatmullRomCurve3$$1; + Spline.prototype = Object.create( CatmullRomCurve3$$1 && CatmullRomCurve3$$1.prototype ); + Spline.prototype.constructor = Spline; - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; + Spline.prototype.initFromArray = function initFromArray ( /* a */ ) { -} + console.error( 'THREE.Spline: .initFromArray() has been removed.' ); -Spline.prototype = Object.create( CatmullRomCurve3.prototype ); + }; -Object.assign( Spline.prototype, { + Spline.prototype.getControlPointsArray = function getControlPointsArray ( /* optionalTarget */ ) { - initFromArray: function ( /* a */ ) { + console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); - console.error( 'THREE.Spline: .initFromArray() has been removed.' ); + }; - }, - getControlPointsArray: function ( /* optionalTarget */ ) { + Spline.prototype.reparametrizeByArcLength = function reparametrizeByArcLength ( /* samplingCoef */ ) { - console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); + console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); - }, - reparametrizeByArcLength: function ( /* samplingCoef */ ) { + }; - console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); + return Spline; +}(CatmullRomCurve3)); - } -} ); // -function AxisHelper( size ) { +var AxisHelper = function AxisHelper( size ) { console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); return new AxesHelper( size ); -} +}; -function BoundingBoxHelper( object, color ) { +var BoundingBoxHelper = 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 ) { +var EdgesHelper = 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 () { @@ -45495,104 +46226,31 @@ SkeletonHelper.prototype.update = function () { }; -function WireframeHelper( object, hex ) { +var WireframeHelper = 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 ); - - } - -} ); - -function XHRLoader( manager ) { +var XHRLoader = function XHRLoader( manager ) { console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); return new FileLoader( manager ); -} +}; -function BinaryTextureLoader( manager ) { +var BinaryTextureLoader = function BinaryTextureLoader( manager ) { console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); return new DataTextureLoader( manager ); -} +}; // -Object.assign( Box2.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } -} ); - -Object.assign( Box3.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - isIntersectionSphere: function ( sphere ) { - - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } -} ); - Line3.prototype.center = function ( optionalTarget ) { console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); @@ -45600,176 +46258,6 @@ Line3.prototype.center = function ( optionalTarget ) { }; -Object.assign( _Math, { - - 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 _Math.floorPowerOfTwo( value ); - - }, - - nextPowerOfTwo: function ( value ) { - - console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); - return _Math.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.' ); - - }, - applyToBuffer: function ( buffer /*, offset, length */ ) { - - console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); - - } - -} ); - -Object.assign( Matrix4.prototype, { - - extractPosition: function ( m ) { - - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); - - }, - flattenToArrayOffset: function ( array, offset ) { - - console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); - - }, - getPosition: function () { - - var v1; - - return function getPosition() { - - if ( v1 === undefined ) v1 = new Vector3(); - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return v1.setFromMatrixColumn( this, 3 ); - - }; - - }(), - setRotationFromQuaternion: function ( q ) { - - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); - - }, - 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.' ); - - }, - applyToBuffer: function ( buffer /*, offset, length */ ) { - - console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - - }, - makeFrustum: function ( left, right, bottom, top, near, far ) { - - console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); - return this.makePerspective( left, right, top, bottom, near, far ); - - } - -} ); - Plane.prototype.isIntersectionLine = function ( line ) { console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); @@ -45784,245 +46272,8 @@ Quaternion.prototype.multiplyVector3 = function ( vector ) { }; -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.' ); - - } - -} ); - -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.' ); - - } - -} ); - Object.defineProperties( Object3D.prototype, { eulerOrder: { @@ -46106,7 +46357,7 @@ 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; + if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; } this.setFocalLength( focalLength ); }; @@ -46237,44 +46488,6 @@ Object.defineProperties( BufferAttribute.prototype, { } ); -Object.assign( BufferGeometry.prototype, { - - addIndex: function ( index ) { - - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); - - }, - addDrawCall: function ( start, count, indexOffset ) { - - if ( indexOffset !== undefined ) { - - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); - - }, - clearDrawCalls: function () { - - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); - - }, - computeTangents: function () { - - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - - }, - computeOffsets: function () { - - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - - } - -} ); - Object.defineProperties( BufferGeometry.prototype, { drawcalls: { @@ -46298,28 +46511,6 @@ Object.defineProperties( BufferGeometry.prototype, { // -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.defineProperties( Uniform.prototype, { @@ -46422,125 +46613,6 @@ Object.defineProperties( ShaderMaterial.prototype, { // -Object.assign( WebGLRenderer.prototype, { - - 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.' ); - - } - -} ); - Object.defineProperties( WebGLRenderer.prototype, { shadowMapEnabled: { @@ -46863,7 +46935,7 @@ ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) { var texture = loader.load( url, onLoad, undefined, onError ); - if ( mapping ) texture.mapping = mapping; + if ( mapping ) { texture.mapping = mapping; } return texture; @@ -46878,7 +46950,7 @@ ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) { var texture = loader.load( urls, onLoad, undefined, onError ); - if ( mapping ) texture.mapping = mapping; + if ( mapping ) { texture.mapping = mapping; } return texture; @@ -46898,7 +46970,7 @@ ImageUtils.loadCompressedTextureCube = function () { // -function Projector() { +var Projector = function Projector() { console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); @@ -46922,11 +46994,11 @@ function Projector() { }; -} +}; // -function CanvasRenderer() { +var CanvasRenderer = function CanvasRenderer() { console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); @@ -46936,7 +47008,7 @@ function CanvasRenderer() { this.setClearColor = function () {}; this.setSize = function () {}; -} +}; // @@ -46964,10 +47036,10 @@ var SceneUtils = { // -function LensFlare() { +var LensFlare = function LensFlare() { console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' ); -} +}; export { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, ImageBitmapLoader, FontLoader, FileLoader, Loader, LoaderUtils, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, Box3Helper, PlaneHelper, ArrowHelper, AxesHelper, Shape, Path, ShapePath, Font, CurvePath, Curve, ImageUtils, ShapeUtils, WebGLUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, TextBufferGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, ExtrudeBufferGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, ArcCurve, CatmullRomCurve3, CubicBezierCurve, CubicBezierCurve3, EllipseCurve, LineCurve, LineCurve3, QuadraticBezierCurve, QuadraticBezierCurve3, SplineCurve, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, TangentSpaceNormalMap, ObjectSpaceNormalMap, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, MultiMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, AxisHelper, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, Projector, CanvasRenderer, SceneUtils, LensFlare }; diff --git a/src.original/Three.Legacy.js b/src.original/Three.Legacy.js new file mode 100644 index 00000000000000..d9e5f7d29ee08b --- /dev/null +++ b/src.original/Three.Legacy.js @@ -0,0 +1,1877 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Audio } from './audio/Audio.js'; +import { AudioAnalyser } from './audio/AudioAnalyser.js'; +import { PerspectiveCamera } from './cameras/PerspectiveCamera.js'; +import { FlatShading } from './constants.js'; +import { + Float64BufferAttribute, + Float32BufferAttribute, + Uint32BufferAttribute, + Int32BufferAttribute, + Uint16BufferAttribute, + Int16BufferAttribute, + Uint8ClampedBufferAttribute, + Uint8BufferAttribute, + Int8BufferAttribute, + BufferAttribute +} from './core/BufferAttribute.js'; +import { BufferGeometry } from './core/BufferGeometry.js'; +import { Face3 } from './core/Face3.js'; +import { Geometry } from './core/Geometry.js'; +import { Object3D } from './core/Object3D.js'; +import { Uniform } from './core/Uniform.js'; +import { Curve } from './extras/core/Curve.js'; +import { CurvePath } from './extras/core/CurvePath.js'; +import { Path } from './extras/core/Path.js'; +import { CatmullRomCurve3 } from './extras/curves/CatmullRomCurve3.js'; +import { AxesHelper } from './helpers/AxesHelper.js'; +import { BoxHelper } from './helpers/BoxHelper.js'; +import { GridHelper } from './helpers/GridHelper.js'; +import { SkeletonHelper } from './helpers/SkeletonHelper.js'; +import { BoxGeometry } from './geometries/BoxGeometry.js'; +import { EdgesGeometry } from './geometries/EdgesGeometry.js'; +import { ExtrudeGeometry } from './geometries/ExtrudeGeometry.js'; +import { ExtrudeBufferGeometry } from './geometries/ExtrudeGeometry.js'; +import { ShapeGeometry } from './geometries/ShapeGeometry.js'; +import { WireframeGeometry } from './geometries/WireframeGeometry.js'; +import { Light } from './lights/Light.js'; +import { Loader } from './loaders/Loader.js'; +import { LoaderUtils } from './loaders/LoaderUtils.js'; +import { FileLoader } from './loaders/FileLoader.js'; +import { AudioLoader } from './loaders/AudioLoader.js'; +import { CubeTextureLoader } from './loaders/CubeTextureLoader.js'; +import { DataTextureLoader } from './loaders/DataTextureLoader.js'; +import { TextureLoader } from './loaders/TextureLoader.js'; +import { Material } from './materials/Material.js'; +import { LineBasicMaterial } from './materials/LineBasicMaterial.js'; +import { MeshPhongMaterial } from './materials/MeshPhongMaterial.js'; +import { PointsMaterial } from './materials/PointsMaterial.js'; +import { ShaderMaterial } from './materials/ShaderMaterial.js'; +import { Box2 } from './math/Box2.js'; +import { Box3 } from './math/Box3.js'; +import { Color } from './math/Color.js'; +import { Line3 } from './math/Line3.js'; +import { _Math } from './math/Math.js'; +import { Matrix3 } from './math/Matrix3.js'; +import { Matrix4 } from './math/Matrix4.js'; +import { Plane } from './math/Plane.js'; +import { Quaternion } from './math/Quaternion.js'; +import { Ray } from './math/Ray.js'; +import { Triangle } from './math/Triangle.js'; +import { Vector2 } from './math/Vector2.js'; +import { Vector3 } from './math/Vector3.js'; +import { Vector4 } from './math/Vector4.js'; +import { LineSegments } from './objects/LineSegments.js'; +import { LOD } from './objects/LOD.js'; +import { Points } from './objects/Points.js'; +import { Sprite } from './objects/Sprite.js'; +import { Skeleton } from './objects/Skeleton.js'; +import { WebGLRenderer } from './renderers/WebGLRenderer.js'; +import { WebGLRenderTarget } from './renderers/WebGLRenderTarget.js'; +import { WebGLShadowMap } from './renderers/webgl/WebGLShadowMap.js'; +import { WebVRManager } from './renderers/webvr/WebVRManager.js'; +import { ImageUtils } from './extras/ImageUtils.js'; +import { Shape } from './extras/core/Shape.js'; +import { CubeCamera } from './cameras/CubeCamera.js'; + +export { BoxGeometry as CubeGeometry }; + +export 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 ); + +} + +export var LineStrip = 0; + +export var LinePieces = 1; + +export function MeshFaceMaterial( materials ) { + + console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); + return materials; + +} + +export 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; + +} + +export function PointCloud( geometry, material ) { + + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + +} + +export function Particle( material ) { + + console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); + return new Sprite( material ); + +} + +export function ParticleSystem( geometry, material ) { + + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new Points( geometry, material ); + +} + +export function PointCloudMaterial( parameters ) { + + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + +} + +export function ParticleBasicMaterial( parameters ) { + + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + +} + +export function ParticleSystemMaterial( parameters ) { + + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new PointsMaterial( parameters ); + +} + +export function Vertex( x, y, z ) { + + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new Vector3( x, y, z ); + +} + +// + +export function DynamicBufferAttribute( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new BufferAttribute( array, itemSize ).setDynamic( true ); + +} + +export function Int8Attribute( array, itemSize ) { + + console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); + return new Int8BufferAttribute( array, itemSize ); + +} + +export function Uint8Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); + return new Uint8BufferAttribute( array, itemSize ); + +} + +export function Uint8ClampedAttribute( array, itemSize ) { + + console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); + return new Uint8ClampedBufferAttribute( array, itemSize ); + +} + +export function Int16Attribute( array, itemSize ) { + + console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); + return new Int16BufferAttribute( array, itemSize ); + +} + +export function Uint16Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); + return new Uint16BufferAttribute( array, itemSize ); + +} + +export function Int32Attribute( array, itemSize ) { + + console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); + return new Int32BufferAttribute( array, itemSize ); + +} + +export function Uint32Attribute( array, itemSize ) { + + console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); + return new Uint32BufferAttribute( array, itemSize ); + +} + +export function Float32Attribute( array, itemSize ) { + + console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); + return new Float32BufferAttribute( array, itemSize ); + +} + +export 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().' ); + this.setFromPoints( points ); + + } + +} ); + +// + +export 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 ); + +// + +export 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 ); + +// + +export 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.' ); + + } + +} ); + +// + +export function AxisHelper( size ) { + + console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); + return new AxesHelper( size ); + +} + +export function BoundingBoxHelper( object, color ) { + + console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); + return new BoxHelper( object, color ); + +} + +export 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.' ); + +}; + +export 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 ); + + } + +} ); + +export function XHRLoader( manager ) { + + console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); + return new FileLoader( manager ); + +} + +export function BinaryTextureLoader( manager ) { + + console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); + return new DataTextureLoader( manager ); + +} + +// + +Object.assign( Box2.prototype, { + + center: function ( optionalTarget ) { + + console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }, + empty: function () { + + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + + }, + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + size: function ( optionalTarget ) { + + console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + + } +} ); + +Object.assign( Box3.prototype, { + + center: function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + + }, + empty: function () { + + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + + }, + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + isIntersectionSphere: function ( sphere ) { + + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + + }, + size: function ( optionalTarget ) { + + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); + + } +} ); + +Line3.prototype.center = function ( optionalTarget ) { + + console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); + +}; + +Object.assign( _Math, { + + 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 _Math.floorPowerOfTwo( value ); + + }, + + nextPowerOfTwo: function ( value ) { + + console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); + return _Math.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.' ); + + }, + applyToBuffer: function ( buffer /*, offset, length */ ) { + + console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); + + }, + applyToVector3Array: function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + + } + +} ); + +Object.assign( Matrix4.prototype, { + + extractPosition: function ( m ) { + + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + + }, + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); + + }, + getPosition: function () { + + var v1; + + return function getPosition() { + + if ( v1 === undefined ) v1 = new Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return v1.setFromMatrixColumn( this, 3 ); + + }; + + }(), + setRotationFromQuaternion: function ( q ) { + + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + + }, + 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.' ); + + }, + applyToBuffer: function ( buffer /*, offset, length */ ) { + + console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); + return this.applyToBufferAttribute( buffer ); + + }, + applyToVector3Array: function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); + + }, + makeFrustum: function ( left, right, bottom, top, near, far ) { + + console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); + return this.makePerspective( left, right, top, bottom, near, far ); + + } + +} ); + +Plane.prototype.isIntersectionLine = function ( line ) { + + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + +}; + +Quaternion.prototype.multiplyVector3 = function ( vector ) { + + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + +}; + +Object.assign( Ray.prototype, { + + isIntersectionBox: function ( box ) { + + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + + }, + isIntersectionPlane: function ( plane ) { + + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + + }, + isIntersectionSphere: function ( sphere ) { + + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + + } + +} ); + +Object.assign( 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.' ); + + } + +} ); + +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.' ); + + } + +} ); + +Object.defineProperties( Object3D.prototype, { + + eulerOrder: { + get: function () { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + + }, + set: function ( value ) { + + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + + } + }, + useQuaternion: { + get: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + }, + set: function () { + + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + } + } + +} ); + +Object.defineProperties( LOD.prototype, { + + objects: { + get: function () { + + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + + } + } + +} ); + +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.' ); + + } + +} ); + +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; + + } + }, + copyIndicesArray: function ( /* indices */ ) { + + console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); + + } + +} ); + +Object.assign( BufferGeometry.prototype, { + + addIndex: function ( index ) { + + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + + }, + addDrawCall: function ( start, count, indexOffset ) { + + if ( indexOffset !== undefined ) { + + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + + }, + clearDrawCalls: function () { + + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + + }, + computeTangents: function () { + + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + + }, + computeOffsets: function () { + + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + + } + +} ); + +Object.defineProperties( BufferGeometry.prototype, { + + drawcalls: { + get: function () { + + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + + } + }, + offsets: { + get: function () { + + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + + } + } + +} ); + +// + +Object.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.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.' ); + + } + }, + 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 ); + + } + } + +} ); + +Object.defineProperties( MeshPhongMaterial.prototype, { + + metal: { + get: function () { + + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; + + }, + set: function () { + + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + + } + } + +} ); + +Object.defineProperties( ShaderMaterial.prototype, { + + derivatives: { + get: function () { + + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + + }, + set: function ( value ) { + + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + + } + } + +} ); + +// + +Object.assign( WebGLRenderer.prototype, { + + 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.' ); + + } + +} ); + +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.' ); + + } + } +} ); + +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.' ); + + } + } + +} ); + +// + +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( WebVRManager.prototype, { + + standing: { + set: function ( /* value */ ) { + + console.warn( 'THREE.WebVRManager: .standing has been removed.' ); + + } + } + +} ); + +// + +Audio.prototype.load = function ( file ) { + + console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { + + scope.setBuffer( buffer ); + + } ); + return this; + +}; + +AudioAnalyser.prototype.getData = function () { + + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); + +}; + +// + +CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { + + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); + +}; + +// + +export 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.' ); + +}; + +// + +export function Projector() { + + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function () { + + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + +} + +// + +export function CanvasRenderer() { + + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + +} + +// + +export var SceneUtils = { + + createMultiMaterialObject: function ( /* geometry, materials */ ) { + + console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); + + }, + + detach: function ( /* child, parent, scene */ ) { + + console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); + + }, + + attach: function ( /* child, scene, parent */ ) { + + console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); + + } + +}; + +// + +export function LensFlare() { + + console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' ); + +} diff --git a/src.original/Three.js b/src.original/Three.js new file mode 100644 index 00000000000000..4f38ef146fc6f8 --- /dev/null +++ b/src.original/Three.js @@ -0,0 +1,152 @@ +import './polyfills.js'; + +export { WebGLRenderTargetCube } from './renderers/WebGLRenderTargetCube.js'; +export { WebGLRenderTarget } from './renderers/WebGLRenderTarget.js'; +export { WebGLRenderer } from './renderers/WebGLRenderer.js'; +// export { WebGL2Renderer } from './renderers/WebGL2Renderer.js'; +export { ShaderLib } from './renderers/shaders/ShaderLib.js'; +export { UniformsLib } from './renderers/shaders/UniformsLib.js'; +export { UniformsUtils } from './renderers/shaders/UniformsUtils.js'; +export { ShaderChunk } from './renderers/shaders/ShaderChunk.js'; +export { FogExp2 } from './scenes/FogExp2.js'; +export { Fog } from './scenes/Fog.js'; +export { Scene } from './scenes/Scene.js'; +export { Sprite } from './objects/Sprite.js'; +export { LOD } from './objects/LOD.js'; +export { SkinnedMesh } from './objects/SkinnedMesh.js'; +export { Skeleton } from './objects/Skeleton.js'; +export { Bone } from './objects/Bone.js'; +export { Mesh } from './objects/Mesh.js'; +export { LineSegments } from './objects/LineSegments.js'; +export { LineLoop } from './objects/LineLoop.js'; +export { Line } from './objects/Line.js'; +export { Points } from './objects/Points.js'; +export { Group } from './objects/Group.js'; +export { VideoTexture } from './textures/VideoTexture.js'; +export { DataTexture } from './textures/DataTexture.js'; +export { CompressedTexture } from './textures/CompressedTexture.js'; +export { CubeTexture } from './textures/CubeTexture.js'; +export { CanvasTexture } from './textures/CanvasTexture.js'; +export { DepthTexture } from './textures/DepthTexture.js'; +export { Texture } from './textures/Texture.js'; +export * from './geometries/Geometries.js'; +export * from './materials/Materials.js'; +export { CompressedTextureLoader } from './loaders/CompressedTextureLoader.js'; +export { DataTextureLoader } from './loaders/DataTextureLoader.js'; +export { CubeTextureLoader } from './loaders/CubeTextureLoader.js'; +export { TextureLoader } from './loaders/TextureLoader.js'; +export { ObjectLoader } from './loaders/ObjectLoader.js'; +export { MaterialLoader } from './loaders/MaterialLoader.js'; +export { BufferGeometryLoader } from './loaders/BufferGeometryLoader.js'; +export { DefaultLoadingManager, LoadingManager } from './loaders/LoadingManager.js'; +export { JSONLoader } from './loaders/JSONLoader.js'; +export { ImageLoader } from './loaders/ImageLoader.js'; +export { ImageBitmapLoader } from './loaders/ImageBitmapLoader.js'; +export { FontLoader } from './loaders/FontLoader.js'; +export { FileLoader } from './loaders/FileLoader.js'; +export { Loader } from './loaders/Loader.js'; +export { LoaderUtils } from './loaders/LoaderUtils.js'; +export { Cache } from './loaders/Cache.js'; +export { AudioLoader } from './loaders/AudioLoader.js'; +export { SpotLightShadow } from './lights/SpotLightShadow.js'; +export { SpotLight } from './lights/SpotLight.js'; +export { PointLight } from './lights/PointLight.js'; +export { RectAreaLight } from './lights/RectAreaLight.js'; +export { HemisphereLight } from './lights/HemisphereLight.js'; +export { DirectionalLightShadow } from './lights/DirectionalLightShadow.js'; +export { DirectionalLight } from './lights/DirectionalLight.js'; +export { AmbientLight } from './lights/AmbientLight.js'; +export { LightShadow } from './lights/LightShadow.js'; +export { Light } from './lights/Light.js'; +export { StereoCamera } from './cameras/StereoCamera.js'; +export { PerspectiveCamera } from './cameras/PerspectiveCamera.js'; +export { OrthographicCamera } from './cameras/OrthographicCamera.js'; +export { CubeCamera } from './cameras/CubeCamera.js'; +export { ArrayCamera } from './cameras/ArrayCamera.js'; +export { Camera } from './cameras/Camera.js'; +export { AudioListener } from './audio/AudioListener.js'; +export { PositionalAudio } from './audio/PositionalAudio.js'; +export { AudioContext } from './audio/AudioContext.js'; +export { AudioAnalyser } from './audio/AudioAnalyser.js'; +export { Audio } from './audio/Audio.js'; +export { VectorKeyframeTrack } from './animation/tracks/VectorKeyframeTrack.js'; +export { StringKeyframeTrack } from './animation/tracks/StringKeyframeTrack.js'; +export { QuaternionKeyframeTrack } from './animation/tracks/QuaternionKeyframeTrack.js'; +export { NumberKeyframeTrack } from './animation/tracks/NumberKeyframeTrack.js'; +export { ColorKeyframeTrack } from './animation/tracks/ColorKeyframeTrack.js'; +export { BooleanKeyframeTrack } from './animation/tracks/BooleanKeyframeTrack.js'; +export { PropertyMixer } from './animation/PropertyMixer.js'; +export { PropertyBinding } from './animation/PropertyBinding.js'; +export { KeyframeTrack } from './animation/KeyframeTrack.js'; +export { AnimationUtils } from './animation/AnimationUtils.js'; +export { AnimationObjectGroup } from './animation/AnimationObjectGroup.js'; +export { AnimationMixer } from './animation/AnimationMixer.js'; +export { AnimationClip } from './animation/AnimationClip.js'; +export { Uniform } from './core/Uniform.js'; +export { InstancedBufferGeometry } from './core/InstancedBufferGeometry.js'; +export { BufferGeometry } from './core/BufferGeometry.js'; +export { Geometry } from './core/Geometry.js'; +export { InterleavedBufferAttribute } from './core/InterleavedBufferAttribute.js'; +export { InstancedInterleavedBuffer } from './core/InstancedInterleavedBuffer.js'; +export { InterleavedBuffer } from './core/InterleavedBuffer.js'; +export { InstancedBufferAttribute } from './core/InstancedBufferAttribute.js'; +export * from './core/BufferAttribute.js'; +export { Face3 } from './core/Face3.js'; +export { Object3D } from './core/Object3D.js'; +export { Raycaster } from './core/Raycaster.js'; +export { Layers } from './core/Layers.js'; +export { EventDispatcher } from './core/EventDispatcher.js'; +export { Clock } from './core/Clock.js'; +export { QuaternionLinearInterpolant } from './math/interpolants/QuaternionLinearInterpolant.js'; +export { LinearInterpolant } from './math/interpolants/LinearInterpolant.js'; +export { DiscreteInterpolant } from './math/interpolants/DiscreteInterpolant.js'; +export { CubicInterpolant } from './math/interpolants/CubicInterpolant.js'; +export { Interpolant } from './math/Interpolant.js'; +export { Triangle } from './math/Triangle.js'; +export { _Math as Math } from './math/Math.js'; +export { Spherical } from './math/Spherical.js'; +export { Cylindrical } from './math/Cylindrical.js'; +export { Plane } from './math/Plane.js'; +export { Frustum } from './math/Frustum.js'; +export { Sphere } from './math/Sphere.js'; +export { Ray } from './math/Ray.js'; +export { Matrix4 } from './math/Matrix4.js'; +export { Matrix3 } from './math/Matrix3.js'; +export { Box3 } from './math/Box3.js'; +export { Box2 } from './math/Box2.js'; +export { Line3 } from './math/Line3.js'; +export { Euler } from './math/Euler.js'; +export { Vector4 } from './math/Vector4.js'; +export { Vector3 } from './math/Vector3.js'; +export { Vector2 } from './math/Vector2.js'; +export { Quaternion } from './math/Quaternion.js'; +export { Color } from './math/Color.js'; +export { ImmediateRenderObject } from './extras/objects/ImmediateRenderObject.js'; +export { VertexNormalsHelper } from './helpers/VertexNormalsHelper.js'; +export { SpotLightHelper } from './helpers/SpotLightHelper.js'; +export { SkeletonHelper } from './helpers/SkeletonHelper.js'; +export { PointLightHelper } from './helpers/PointLightHelper.js'; +export { RectAreaLightHelper } from './helpers/RectAreaLightHelper.js'; +export { HemisphereLightHelper } from './helpers/HemisphereLightHelper.js'; +export { GridHelper } from './helpers/GridHelper.js'; +export { PolarGridHelper } from './helpers/PolarGridHelper.js'; +export { FaceNormalsHelper } from './helpers/FaceNormalsHelper.js'; +export { DirectionalLightHelper } from './helpers/DirectionalLightHelper.js'; +export { CameraHelper } from './helpers/CameraHelper.js'; +export { BoxHelper } from './helpers/BoxHelper.js'; +export { Box3Helper } from './helpers/Box3Helper.js'; +export { PlaneHelper } from './helpers/PlaneHelper.js'; +export { ArrowHelper } from './helpers/ArrowHelper.js'; +export { AxesHelper } from './helpers/AxesHelper.js'; +export * from './extras/curves/Curves.js'; +export { Shape } from './extras/core/Shape.js'; +export { Path } from './extras/core/Path.js'; +export { ShapePath } from './extras/core/ShapePath.js'; +export { Font } from './extras/core/Font.js'; +export { CurvePath } from './extras/core/CurvePath.js'; +export { Curve } from './extras/core/Curve.js'; +export { ImageUtils } from './extras/ImageUtils.js'; +export { ShapeUtils } from './extras/ShapeUtils.js'; +export { WebGLUtils } from './renderers/webgl/WebGLUtils.js'; +export * from './constants.js'; +export * from './Three.Legacy.js'; diff --git a/src.original/animation/AnimationAction.js b/src.original/animation/AnimationAction.js new file mode 100644 index 00000000000000..25fa11737a95a5 --- /dev/null +++ b/src.original/animation/AnimationAction.js @@ -0,0 +1,672 @@ +import { WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, LoopPingPong, LoopOnce, LoopRepeat } from '../constants.js'; + +/** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ + +function AnimationAction( mixer, clip, localRoot ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; + + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + var interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( var i = 0; i !== nTracks; ++ i ) { + + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // 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 + +} + +Object.assign( AnimationAction.prototype, { + + // State & Scheduling + + play: function () { + + this._mixer._activateAction( this ); + + return this; + + }, + + stop: function () { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + }, + + reset: function () { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1; // forget previous loops + this._startTime = null; // forget scheduling + + return this.stopFading().stopWarping(); + + }, + + isRunning: function () { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + }, + + // return true when play has been called + isScheduled: function () { + + return this._mixer._isActiveAction( this ); + + }, + + startAt: function ( time ) { + + this._startTime = time; + + return this; + + }, + + setLoop: function ( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + }, + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight: function ( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + }, + + // return the weight considering fading and .enabled + getEffectiveWeight: function () { + + return this._effectiveWeight; + + }, + + fadeIn: function ( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + }, + + fadeOut: function ( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + }, + + crossFadeFrom: function ( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + }, + + crossFadeTo: function ( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + }, + + stopFading: function () { + + var weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + }, + + // Time Scale Control + + // set the 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 + setEffectiveTimeScale: function ( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + }, + + // return the time scale considering warping and .paused + getEffectiveTimeScale: function () { + + return this._effectiveTimeScale; + + }, + + setDuration: function ( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + }, + + syncWith: function ( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + }, + + halt: function ( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + }, + + warp: function ( startTimeScale, endTimeScale, duration ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, + + timeScale = this.timeScale; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + }, + + stopWarping: function () { + + var timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + }, + + // Object Accessors + + getMixer: function () { + + return this._mixer; + + }, + + getClip: function () { + + return this._clip; + + }, + + getRoot: function () { + + return this._localRoot || this._mixer._root; + + }, + + // Interna + + _update: function ( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + 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; + + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + }, + + _updateWeight: function ( time ) { + + var weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + var interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + }, + + _updateTimeScale: function ( time ) { + + var timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + var interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + }, + + _updateTime: function ( deltaTime ) { + + var time = this.time + deltaTime; + var duration = this._clip.duration; + var loop = this.loop; + 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 break handle_stop; + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + var pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + this.time = time; + return duration - time; + + } + + } + + this.time = time; + return time; + + }, + + _setEndings: function ( atStart, atEnd, pingPong ) { + + var settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + }, + + _scheduleFading: function ( duration, weightNow, weightThen ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; + + return this; + + } + +} ); + + +export { AnimationAction }; diff --git a/src.original/animation/AnimationClip.js b/src.original/animation/AnimationClip.js new file mode 100644 index 00000000000000..810bc4b614e2a8 --- /dev/null +++ b/src.original/animation/AnimationClip.js @@ -0,0 +1,453 @@ +import { AnimationUtils } from './AnimationUtils.js'; +import { KeyframeTrack } from './KeyframeTrack.js'; +import { BooleanKeyframeTrack } from './tracks/BooleanKeyframeTrack.js'; +import { ColorKeyframeTrack } from './tracks/ColorKeyframeTrack.js'; +import { NumberKeyframeTrack } from './tracks/NumberKeyframeTrack.js'; +import { QuaternionKeyframeTrack } from './tracks/QuaternionKeyframeTrack.js'; +import { StringKeyframeTrack } from './tracks/StringKeyframeTrack.js'; +import { VectorKeyframeTrack } from './tracks/VectorKeyframeTrack.js'; +import { _Math } from '../math/Math.js'; + +/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +function AnimationClip( name, duration, tracks ) { + + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : - 1; + + this.uuid = _Math.generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + +} + +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 ); + + }, + + toJSON: function ( clip ) { + + var tracks = [], + clipTracks = clip.tracks; + + var json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid + + }; + + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + + var numMorphTargets = morphTargetSequence.length; + var tracks = []; + + for ( var i = 0; i < numMorphTargets; i ++ ) { + + var times = []; + var values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + var order = AnimationUtils.getKeyframeOrder( times ); + times = AnimationUtils.sortedArray( times, 1, order ); + values = AnimationUtils.sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new AnimationClip( name, - 1, tracks ); + + }, + + findByName: function ( objectOrClipArray, name ) { + + var clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + + var animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var name = parts[ 1 ]; + + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + var clips = []; + + for ( var name in animationToMorphTargets ) { + + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function ( animation, bones ) { + + if ( ! animation ) { + + console.error( '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'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; + + var hierarchyTracks = animation.hierarchy || []; + + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + + var animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + var morphTargetNames = {}; + + for ( var k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( var morphTargetName in morphTargetNames ) { + + var times = []; + var values = []; + + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + var animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + + // ...assume skeletal animation + + var boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + var clip = new AnimationClip( clipName, duration, tracks ); + + return clip; + + } + +} ); + +Object.assign( AnimationClip.prototype, { + + resetDuration: function () { + + var tracks = this.tracks, duration = 0; + + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + + var track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + 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; + + } + +} ); + + +export { AnimationClip }; diff --git a/src.original/animation/AnimationMixer.js b/src.original/animation/AnimationMixer.js new file mode 100644 index 00000000000000..76d03ac6bfd0c4 --- /dev/null +++ b/src.original/animation/AnimationMixer.js @@ -0,0 +1,761 @@ +import { AnimationAction } from './AnimationAction.js'; +import { EventDispatcher } from '../core/EventDispatcher.js'; +import { LinearInterpolant } from '../math/interpolants/LinearInterpolant.js'; +import { PropertyBinding } from './PropertyBinding.js'; +import { PropertyMixer } from './PropertyMixer.js'; +import { AnimationClip } from './AnimationClip.js'; + +/** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function AnimationMixer( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + +} + +AnimationMixer.prototype = 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, + bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( var i = 0; i !== nTracks; ++ i ) { + + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + }, + + _activateAction: function ( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + var rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + var bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + }, + + _deactivateAction: function ( action ) { + + if ( this._isActiveAction( action ) ) { + + var bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + }, + + // Memory manager + + _initMemoryManager: function () { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + var scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + }, + + // Memory management for AnimationAction objects + + _isActiveAction: function ( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function ( action, clipUuid, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + var knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + }, + + _removeInactiveAction: function ( action ) { + + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + var clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( 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, + bindingByName = bindingsByRoot[ rootUuid ], + + bindings = this._bindings; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + }, + + _removeInactiveBinding: function ( binding ) { + + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + remove_empty_map: { + + for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars + + delete bindingsByRoot[ rootUuid ]; + + } + + }, + + _lendBinding: function ( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + }, + + _takeBackBinding: function ( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + }, + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant: function () { + + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + }, + + _takeBackControlInterpolant: function ( interpolant ) { + + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + }, + + _controlInterpolantsResultBuffer: new Float32Array( 1 ), + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject !== null ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; + + if ( actionsForClip !== undefined ) { + + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + var newAction = new AnimationAction( this, clipObject, optionalRoot ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + }, + + // get an existing action + existingAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + }, + + // deactivates all previously scheduled actions + stopAllAction: function () { + + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; + + this._nActiveActions = 0; + this._nActiveBindings = 0; + + for ( var i = 0; i !== nActions; ++ i ) { + + actions[ i ].reset(); + + } + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].useCount = 0; + + } + + return this; + + }, + + // advance the time and update apply the animation + update: function ( deltaTime ) { + + deltaTime *= this.timeScale; + + var actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( var i = 0; i !== nActions; ++ i ) { + + var action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + var bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + }, + + // return this mixer's root target object + getRoot: function () { + + return this._root; + + }, + + // free all resources specific to a particular clip + uncacheClip: function ( clip ) { + + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + var actionsToRemove = actionsForClip.knownActions; + + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + var action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + }, + + // free all resources specific to a particular root target object + uncacheRoot: function ( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipUuid in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( var trackName in bindingByName ) { + + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + }, + + // remove a targeted clip from the cache + uncacheAction: function ( clip, optionalRoot ) { + + var action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} ); + + +export { AnimationMixer }; diff --git a/src.original/animation/AnimationObjectGroup.js b/src.original/animation/AnimationObjectGroup.js new file mode 100644 index 00000000000000..5ede85964b77ca --- /dev/null +++ b/src.original/animation/AnimationObjectGroup.js @@ -0,0 +1,381 @@ +import { PropertyBinding } from './PropertyBinding.js'; +import { _Math } from '../math/Math.js'; + +/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + +function AnimationObjectGroup() { + + this.uuid = _Math.generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + var scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + +} + +Object.assign( AnimationObjectGroup.prototype, { + + isAnimationObjectGroup: true, + + add: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length, + knownObject = undefined; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + 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 = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( '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, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // remove & forget + uncache: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_: function ( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + }, + + unsubscribe_: function ( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +} ); + + +export { AnimationObjectGroup }; diff --git a/src.original/animation/AnimationUtils.js b/src.original/animation/AnimationUtils.js new file mode 100644 index 00000000000000..07b6892d71af7a --- /dev/null +++ b/src.original/animation/AnimationUtils.js @@ -0,0 +1,166 @@ +/** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +var AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function ( array, from, to ) { + + if ( AnimationUtils.isTypedArray( array ) ) { + + // 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 ); + + } + + } + +}; + + +export { AnimationUtils }; diff --git a/src.original/animation/KeyframeTrack.js b/src.original/animation/KeyframeTrack.js new file mode 100644 index 00000000000000..06b4bde3c9fd3c --- /dev/null +++ b/src.original/animation/KeyframeTrack.js @@ -0,0 +1,454 @@ +import { + InterpolateLinear, + InterpolateSmooth, + InterpolateDiscrete +} from '../constants.js'; +import { CubicInterpolant } from '../math/interpolants/CubicInterpolant.js'; +import { LinearInterpolant } from '../math/interpolants/LinearInterpolant.js'; +import { DiscreteInterpolant } from '../math/interpolants/DiscreteInterpolant.js'; +import { AnimationUtils } from './AnimationUtils.js'; + +/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function KeyframeTrack( name, times, values, interpolation ) { + + 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, + 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 = 0, n = values.length; i !== n; ++ i ) { + + var value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + }, + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize: function () { + + var times = this.times, + values = this.values, + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + writeIndex = 1, + lastIndex = times.length - 1; + + for ( var i = 1; i < lastIndex; ++ i ) { + + var keep = false; + + var time = times[ i ]; + var timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( var j = 0; j !== stride; ++ j ) { + + var value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + var readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } + + return this; + + } + +} ); + +export { KeyframeTrack }; diff --git a/src.original/animation/PropertyBinding.js b/src.original/animation/PropertyBinding.js new file mode 100644 index 00000000000000..9cbb73911e11f2 --- /dev/null +++ b/src.original/animation/PropertyBinding.js @@ -0,0 +1,726 @@ +/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +// Characters [].:/ are reserved for track binding syntax. +var RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; + +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 () { + + var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); + + return function sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); + + }; + + }() ), + + parseTrackName: function () { + + // 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' ]; + + return function parseTrackName( 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 a whitelist. 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 === "root" || 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, + parsedPath = this.parsedPath, + + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( '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; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; + + } + + // determine how the property gets bound + var bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === "morphTargetInfluences" ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( '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; + + } + + for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + + if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + + } else { + + if ( ! targetObject.geometry.morphTargets ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( 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, + +} ); + +export { PropertyBinding }; diff --git a/src.original/animation/PropertyMixer.js b/src.original/animation/PropertyMixer.js new file mode 100644 index 00000000000000..a4c0bbf57f785c --- /dev/null +++ b/src.original/animation/PropertyMixer.js @@ -0,0 +1,209 @@ +import { Quaternion } from '../math/Quaternion.js'; + +/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function PropertyMixer( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + var bufferType = Float64Array, + mixFunction; + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + break; + + case 'string': + case 'bool': + bufferType = Array; + mixFunction = this._select; + break; + + default: + mixFunction = this._lerp; + + } + + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + + this._mixBufferRegion = mixFunction; + + this.cumulativeWeight = 0; + + this.useCount = 0; + this.referenceCount = 0; + +} + +Object.assign( PropertyMixer.prototype, { + + // accumulate data in the 'incoming' region into 'accu' + accumulate: function ( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu' to the binding when accus differ + apply: function ( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + }, + + // remember the state of the bound property and copy it to both accus + saveOriginalState: function () { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function () { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function ( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + }, + + _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { + + var s = 1 - t; + + for ( var i = 0; i !== stride; ++ i ) { + + var j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + +} ); + + +export { PropertyMixer }; diff --git a/src.original/animation/tracks/BooleanKeyframeTrack.js b/src.original/animation/tracks/BooleanKeyframeTrack.js new file mode 100644 index 00000000000000..bec2d2dd81e1f8 --- /dev/null +++ b/src.original/animation/tracks/BooleanKeyframeTrack.js @@ -0,0 +1,38 @@ +import { InterpolateDiscrete } from '../../constants.js'; +import { KeyframeTrack } from '../KeyframeTrack.js'; + +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function BooleanKeyframeTrack( name, times, values ) { + + 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 )". + +} ); + +export { BooleanKeyframeTrack }; diff --git a/src.original/animation/tracks/ColorKeyframeTrack.js b/src.original/animation/tracks/ColorKeyframeTrack.js new file mode 100644 index 00000000000000..c409645b9f6f7f --- /dev/null +++ b/src.original/animation/tracks/ColorKeyframeTrack.js @@ -0,0 +1,34 @@ +import { KeyframeTrack } from '../KeyframeTrack.js'; + +/** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function ColorKeyframeTrack( name, times, values, interpolation ) { + + 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. + +} ); + +export { ColorKeyframeTrack }; diff --git a/src.original/animation/tracks/NumberKeyframeTrack.js b/src.original/animation/tracks/NumberKeyframeTrack.js new file mode 100644 index 00000000000000..f717221998c890 --- /dev/null +++ b/src.original/animation/tracks/NumberKeyframeTrack.js @@ -0,0 +1,30 @@ +import { KeyframeTrack } from '../KeyframeTrack.js'; + +/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function NumberKeyframeTrack( name, times, values, interpolation ) { + + 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 + +} ); + +export { NumberKeyframeTrack }; diff --git a/src.original/animation/tracks/QuaternionKeyframeTrack.js b/src.original/animation/tracks/QuaternionKeyframeTrack.js new file mode 100644 index 00000000000000..95949598d6ea5e --- /dev/null +++ b/src.original/animation/tracks/QuaternionKeyframeTrack.js @@ -0,0 +1,40 @@ +import { InterpolateLinear } from '../../constants.js'; +import { KeyframeTrack } from '../KeyframeTrack.js'; +import { QuaternionLinearInterpolant } from '../../math/interpolants/QuaternionLinearInterpolant.js'; + +/** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function QuaternionKeyframeTrack( name, times, values, interpolation ) { + + 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 + +} ); + +export { QuaternionKeyframeTrack }; diff --git a/src.original/animation/tracks/StringKeyframeTrack.js b/src.original/animation/tracks/StringKeyframeTrack.js new file mode 100644 index 00000000000000..5d021d21597871 --- /dev/null +++ b/src.original/animation/tracks/StringKeyframeTrack.js @@ -0,0 +1,35 @@ +import { InterpolateDiscrete } from '../../constants.js'; +import { KeyframeTrack } from '../KeyframeTrack.js'; + +/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function StringKeyframeTrack( name, times, values, interpolation ) { + + 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 + +} ); + +export { StringKeyframeTrack }; diff --git a/src.original/animation/tracks/VectorKeyframeTrack.js b/src.original/animation/tracks/VectorKeyframeTrack.js new file mode 100644 index 00000000000000..cff8c9f0598a7f --- /dev/null +++ b/src.original/animation/tracks/VectorKeyframeTrack.js @@ -0,0 +1,31 @@ +import { KeyframeTrack } from '../KeyframeTrack.js'; + +/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function VectorKeyframeTrack( name, times, values, interpolation ) { + + 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 + +} ); + +export { VectorKeyframeTrack }; diff --git a/src.original/audio/Audio.js b/src.original/audio/Audio.js new file mode 100644 index 00000000000000..9932428307c540 --- /dev/null +++ b/src.original/audio/Audio.js @@ -0,0 +1,319 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +import { Object3D } from '../core/Object3D.js'; + +function Audio( listener ) { + + Object3D.call( this ); + + this.type = 'Audio'; + + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.loop = false; + this.startTime = 0; + this.offset = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; + + this.filters = []; + +} + +Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Audio, + + getOutput: function () { + + return this.gain; + + }, + + setNodeSource: function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + }, + + setMediaElementSource: function ( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + }, + + setBuffer: function ( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + }, + + play: function () { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + var source = this.context.createBufferSource(); + + source.buffer = this.buffer; + source.loop = this.loop; + source.onended = this.onEnded.bind( this ); + source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); + this.startTime = this.context.currentTime; + source.start( this.startTime, this.offset ); + + this.isPlaying = true; + + this.source = source; + + return this.connect(); + + }, + + pause: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + this.source.stop(); + this.source.onended = null; + this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; + this.isPlaying = false; + + } + + return this; + + }, + + stop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.source.onended = null; + this.offset = 0; + this.isPlaying = false; + + return this; + + }, + + connect: function () { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + return this; + + }, + + disconnect: function () { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + return this; + + }, + + getFilters: function () { + + return this.filters; + + }, + + setFilters: function ( value ) { + + if ( ! value ) value = []; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filters = value; + this.connect(); + + } else { + + this.filters = value; + + } + + return this; + + }, + + getFilter: function () { + + return this.getFilters()[ 0 ]; + + }, + + setFilter: function ( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + }, + + setPlaybackRate: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); + + } + + return this; + + }, + + getPlaybackRate: function () { + + return this.playbackRate; + + }, + + onEnded: function () { + + this.isPlaying = false; + + }, + + getLoop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + }, + + setLoop: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + }, + + getVolume: function () { + + return this.gain.gain.value; + + }, + + setVolume: function ( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + +} ); + +export { Audio }; diff --git a/src.original/audio/AudioAnalyser.js b/src.original/audio/AudioAnalyser.js new file mode 100644 index 00000000000000..ce21a4ad146292 --- /dev/null +++ b/src.original/audio/AudioAnalyser.js @@ -0,0 +1,42 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AudioAnalyser( audio, fftSize ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + +} + +Object.assign( AudioAnalyser.prototype, { + + getFrequencyData: function () { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + }, + + getAverageFrequency: function () { + + var value = 0, data = this.getFrequencyData(); + + for ( var i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} ); + +export { AudioAnalyser }; diff --git a/src.original/audio/AudioContext.js b/src.original/audio/AudioContext.js new file mode 100644 index 00000000000000..29def0117faa77 --- /dev/null +++ b/src.original/audio/AudioContext.js @@ -0,0 +1,29 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var context; + +var AudioContext = { + + getContext: function () { + + if ( context === undefined ) { + + context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return context; + + }, + + setContext: function ( value ) { + + context = value; + + } + +}; + +export { AudioContext }; diff --git a/src.original/audio/AudioListener.js b/src.original/audio/AudioListener.js new file mode 100644 index 00000000000000..78173eeb69a10d --- /dev/null +++ b/src.original/audio/AudioListener.js @@ -0,0 +1,135 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Vector3 } from '../math/Vector3.js'; +import { Quaternion } from '../math/Quaternion.js'; +import { Object3D } from '../core/Object3D.js'; +import { AudioContext } from './AudioContext.js'; + +function AudioListener() { + + Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + +} + +AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: AudioListener, + + getInput: function () { + + return this.gain; + + }, + + removeFilter: function ( ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + return this; + + }, + + getFilter: function () { + + return this.filter; + + }, + + setFilter: function ( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + return this; + + }, + + getMasterVolume: function () { + + return this.gain.gain.value; + + }, + + setMasterVolume: function ( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); + + var orientation = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + var up = this.up; + + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + if ( listener.positionX ) { + + listener.positionX.setValueAtTime( position.x, this.context.currentTime ); + listener.positionY.setValueAtTime( position.y, this.context.currentTime ); + listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); + listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); + listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); + listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); + listener.upX.setValueAtTime( up.x, this.context.currentTime ); + listener.upY.setValueAtTime( up.y, this.context.currentTime ); + listener.upZ.setValueAtTime( up.z, this.context.currentTime ); + + } else { + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + + } + + }; + + } )() + +} ); + +export { AudioListener }; diff --git a/src.original/audio/PositionalAudio.js b/src.original/audio/PositionalAudio.js new file mode 100644 index 00000000000000..c37c75fc2a900b --- /dev/null +++ b/src.original/audio/PositionalAudio.js @@ -0,0 +1,122 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Vector3 } from '../math/Vector3.js'; +import { Quaternion } from '../math/Quaternion.js'; +import { Audio } from './Audio.js'; +import { Object3D } from '../core/Object3D.js'; + +function PositionalAudio( listener ) { + + Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + +} + +PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + + constructor: PositionalAudio, + + getOutput: function () { + + return this.panner; + + }, + + getRefDistance: function () { + + return this.panner.refDistance; + + }, + + setRefDistance: function ( value ) { + + this.panner.refDistance = value; + + return this; + + }, + + getRolloffFactor: function () { + + return this.panner.rolloffFactor; + + }, + + setRolloffFactor: function ( value ) { + + this.panner.rolloffFactor = value; + + return this; + + }, + + getDistanceModel: function () { + + return this.panner.distanceModel; + + }, + + setDistanceModel: function ( value ) { + + this.panner.distanceModel = value; + + return this; + + }, + + getMaxDistance: function () { + + return this.panner.maxDistance; + + }, + + setMaxDistance: function ( value ) { + + this.panner.maxDistance = value; + + return this; + + }, + + setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + + return this; + + }, + + updateMatrixWorld: ( function () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + var scale = new Vector3(); + + var orientation = new Vector3(); + + return function updateMatrixWorld( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + var panner = this.panner; + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + panner.setPosition( position.x, position.y, position.z ); + panner.setOrientation( orientation.x, orientation.y, orientation.z ); + + }; + + } )() + + +} ); + +export { PositionalAudio }; diff --git a/src.original/cameras/ArrayCamera.js b/src.original/cameras/ArrayCamera.js new file mode 100644 index 00000000000000..fc98224bf79fd8 --- /dev/null +++ b/src.original/cameras/ArrayCamera.js @@ -0,0 +1,24 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { PerspectiveCamera } from './PerspectiveCamera.js'; + +function ArrayCamera( array ) { + + PerspectiveCamera.call( this ); + + this.cameras = array || []; + +} + +ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + + constructor: ArrayCamera, + + isArrayCamera: true + +} ); + + +export { ArrayCamera }; diff --git a/src.original/cameras/Camera.js b/src.original/cameras/Camera.js new file mode 100644 index 00000000000000..286309b3a616d5 --- /dev/null +++ b/src.original/cameras/Camera.js @@ -0,0 +1,77 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley +*/ + +import { Matrix4 } from '../math/Matrix4.js'; +import { Quaternion } from '../math/Quaternion.js'; +import { Object3D } from '../core/Object3D.js'; +import { Vector3 } from '../math/Vector3.js'; + +function Camera() { + + Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = 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 ); + + return this; + + }, + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.getWorldQuaternion( quaternion ); + + return target.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + updateMatrixWorld: function ( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + this.matrixWorldInverse.getInverse( this.matrixWorld ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +} ); + +export { Camera }; diff --git a/src.original/cameras/CubeCamera.js b/src.original/cameras/CubeCamera.js new file mode 100644 index 00000000000000..46657c7912e995 --- /dev/null +++ b/src.original/cameras/CubeCamera.js @@ -0,0 +1,113 @@ +import { Object3D } from '../core/Object3D.js'; +import { WebGLRenderTargetCube } from '../renderers/WebGLRenderTargetCube.js'; +import { LinearFilter, RGBFormat } from '../constants.js'; +import { Vector3 } from '../math/Vector3.js'; +import { PerspectiveCamera } from './PerspectiveCamera.js'; + +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +function CubeCamera( near, far, cubeResolution ) { + + Object3D.call( this ); + + this.type = 'CubeCamera'; + + var fov = 90, aspect = 1; + + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + + this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; + + this.update = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + renderer.setRenderTarget( null ); + + }; + + this.clear = function ( renderer, color, depth, stencil ) { + + var renderTarget = this.renderTarget; + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.activeCubeFace = i; + renderer.setRenderTarget( renderTarget ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( null ); + + }; + +} + +CubeCamera.prototype = Object.create( Object3D.prototype ); +CubeCamera.prototype.constructor = CubeCamera; + + +export { CubeCamera }; diff --git a/src.original/cameras/OrthographicCamera.js b/src.original/cameras/OrthographicCamera.js new file mode 100755 index 00000000000000..4012188a7491a5 --- /dev/null +++ b/src.original/cameras/OrthographicCamera.js @@ -0,0 +1,145 @@ +import { Camera } from './Camera.js'; +import { Object3D } from '../core/Object3D.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ + +function OrthographicCamera( left, right, top, bottom, near, far ) { + + Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +} + +OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: OrthographicCamera, + + isOrthographicCamera: true, + + copy: function ( source, 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 zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); + var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); + var scaleW = ( this.right - this.left ) / this.view.width; + var scaleH = ( this.top - this.bottom ) / this.view.height; + + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} ); + + +export { OrthographicCamera }; diff --git a/src.original/cameras/PerspectiveCamera.js b/src.original/cameras/PerspectiveCamera.js new file mode 100755 index 00000000000000..68958165a04002 --- /dev/null +++ b/src.original/cameras/PerspectiveCamera.js @@ -0,0 +1,243 @@ +import { Camera } from './Camera.js'; +import { Object3D } from '../core/Object3D.js'; +import { _Math } from '../math/Math.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ + +function PerspectiveCamera( fov, aspect, near, far ) { + + Camera.call( this ); + + this.type = 'PerspectiveCamera'; + + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; + + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; + + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + +} + +PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: PerspectiveCamera, + + isPerspectiveCamera: true, + + copy: function ( source, 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 = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + }, + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { + + var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + }, + + getEffectiveFOV: function () { + + return _Math.RAD2DEG * 2 * Math.atan( + Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + }, + + getFilmWidth: function () { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + }, + + getFilmHeight: function () { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + }, + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + 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, + top = near * Math.tan( + _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; + + if ( 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 ); + + }, + + 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; + + } + +} ); + + +export { PerspectiveCamera }; diff --git a/src.original/cameras/StereoCamera.js b/src.original/cameras/StereoCamera.js new file mode 100644 index 00000000000000..14aebe628a3bd0 --- /dev/null +++ b/src.original/cameras/StereoCamera.js @@ -0,0 +1,98 @@ +import { Matrix4 } from '../math/Matrix4.js'; +import { _Math } from '../math/Math.js'; +import { PerspectiveCamera } from './PerspectiveCamera.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function StereoCamera() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + +} + +Object.assign( StereoCamera.prototype, { + + update: ( function () { + + var instance, focus, fov, aspect, near, far, zoom, eyeSep; + + var eyeRight = new Matrix4(); + var eyeLeft = new Matrix4(); + + return function update( camera ) { + + var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + instance = this; + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + zoom = camera.zoom; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + eyeSep = this.eyeSep / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; + var xmin, xmax; + + // translate xOffset + + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; + + // for left eye + + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( projectionMatrix ); + + // for right eye + + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + + }; + + } )() + +} ); + + +export { StereoCamera }; diff --git a/src.original/constants.js b/src.original/constants.js new file mode 100644 index 00000000000000..c5107b8c0d76f6 --- /dev/null +++ b/src.original/constants.js @@ -0,0 +1,141 @@ +export var REVISION = '96dev'; +export var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; +export var CullFaceNone = 0; +export var CullFaceBack = 1; +export var CullFaceFront = 2; +export var CullFaceFrontBack = 3; +export var FrontFaceDirectionCW = 0; +export var FrontFaceDirectionCCW = 1; +export var BasicShadowMap = 0; +export var PCFShadowMap = 1; +export var PCFSoftShadowMap = 2; +export var FrontSide = 0; +export var BackSide = 1; +export var DoubleSide = 2; +export var FlatShading = 1; +export var SmoothShading = 2; +export var NoColors = 0; +export var FaceColors = 1; +export var VertexColors = 2; +export var NoBlending = 0; +export var NormalBlending = 1; +export var AdditiveBlending = 2; +export var SubtractiveBlending = 3; +export var MultiplyBlending = 4; +export var CustomBlending = 5; +export var AddEquation = 100; +export var SubtractEquation = 101; +export var ReverseSubtractEquation = 102; +export var MinEquation = 103; +export var MaxEquation = 104; +export var ZeroFactor = 200; +export var OneFactor = 201; +export var SrcColorFactor = 202; +export var OneMinusSrcColorFactor = 203; +export var SrcAlphaFactor = 204; +export var OneMinusSrcAlphaFactor = 205; +export var DstAlphaFactor = 206; +export var OneMinusDstAlphaFactor = 207; +export var DstColorFactor = 208; +export var OneMinusDstColorFactor = 209; +export var SrcAlphaSaturateFactor = 210; +export var NeverDepth = 0; +export var AlwaysDepth = 1; +export var LessDepth = 2; +export var LessEqualDepth = 3; +export var EqualDepth = 4; +export var GreaterEqualDepth = 5; +export var GreaterDepth = 6; +export var NotEqualDepth = 7; +export var MultiplyOperation = 0; +export var MixOperation = 1; +export var AddOperation = 2; +export var NoToneMapping = 0; +export var LinearToneMapping = 1; +export var ReinhardToneMapping = 2; +export var Uncharted2ToneMapping = 3; +export var CineonToneMapping = 4; +export var UVMapping = 300; +export var CubeReflectionMapping = 301; +export var CubeRefractionMapping = 302; +export var EquirectangularReflectionMapping = 303; +export var EquirectangularRefractionMapping = 304; +export var SphericalReflectionMapping = 305; +export var CubeUVReflectionMapping = 306; +export var CubeUVRefractionMapping = 307; +export var RepeatWrapping = 1000; +export var ClampToEdgeWrapping = 1001; +export var MirroredRepeatWrapping = 1002; +export var NearestFilter = 1003; +export var NearestMipMapNearestFilter = 1004; +export var NearestMipMapLinearFilter = 1005; +export var LinearFilter = 1006; +export var LinearMipMapNearestFilter = 1007; +export var LinearMipMapLinearFilter = 1008; +export var UnsignedByteType = 1009; +export var ByteType = 1010; +export var ShortType = 1011; +export var UnsignedShortType = 1012; +export var IntType = 1013; +export var UnsignedIntType = 1014; +export var FloatType = 1015; +export var HalfFloatType = 1016; +export var UnsignedShort4444Type = 1017; +export var UnsignedShort5551Type = 1018; +export var UnsignedShort565Type = 1019; +export var UnsignedInt248Type = 1020; +export var AlphaFormat = 1021; +export var RGBFormat = 1022; +export var RGBAFormat = 1023; +export var LuminanceFormat = 1024; +export var LuminanceAlphaFormat = 1025; +export var RGBEFormat = RGBAFormat; +export var DepthFormat = 1026; +export var DepthStencilFormat = 1027; +export var RGB_S3TC_DXT1_Format = 33776; +export var RGBA_S3TC_DXT1_Format = 33777; +export var RGBA_S3TC_DXT3_Format = 33778; +export var RGBA_S3TC_DXT5_Format = 33779; +export var RGB_PVRTC_4BPPV1_Format = 35840; +export var RGB_PVRTC_2BPPV1_Format = 35841; +export var RGBA_PVRTC_4BPPV1_Format = 35842; +export var RGBA_PVRTC_2BPPV1_Format = 35843; +export var RGB_ETC1_Format = 36196; +export var RGBA_ASTC_4x4_Format = 37808; +export var RGBA_ASTC_5x4_Format = 37809; +export var RGBA_ASTC_5x5_Format = 37810; +export var RGBA_ASTC_6x5_Format = 37811; +export var RGBA_ASTC_6x6_Format = 37812; +export var RGBA_ASTC_8x5_Format = 37813; +export var RGBA_ASTC_8x6_Format = 37814; +export var RGBA_ASTC_8x8_Format = 37815; +export var RGBA_ASTC_10x5_Format = 37816; +export var RGBA_ASTC_10x6_Format = 37817; +export var RGBA_ASTC_10x8_Format = 37818; +export var RGBA_ASTC_10x10_Format = 37819; +export var RGBA_ASTC_12x10_Format = 37820; +export var RGBA_ASTC_12x12_Format = 37821; +export var LoopOnce = 2200; +export var LoopRepeat = 2201; +export var LoopPingPong = 2202; +export var InterpolateDiscrete = 2300; +export var InterpolateLinear = 2301; +export var InterpolateSmooth = 2302; +export var ZeroCurvatureEnding = 2400; +export var ZeroSlopeEnding = 2401; +export var WrapAroundEnding = 2402; +export var TrianglesDrawMode = 0; +export var TriangleStripDrawMode = 1; +export var TriangleFanDrawMode = 2; +export var LinearEncoding = 3000; +export var sRGBEncoding = 3001; +export var GammaEncoding = 3007; +export var RGBEEncoding = 3002; +export var LogLuvEncoding = 3003; +export var RGBM7Encoding = 3004; +export var RGBM16Encoding = 3005; +export var RGBDEncoding = 3006; +export var BasicDepthPacking = 3200; +export var RGBADepthPacking = 3201; +export var TangentSpaceNormalMap = 0; +export var ObjectSpaceNormalMap = 1; diff --git a/src.original/core/BufferAttribute.js b/src.original/core/BufferAttribute.js new file mode 100644 index 00000000000000..ec5b7544095e69 --- /dev/null +++ b/src.original/core/BufferAttribute.js @@ -0,0 +1,430 @@ +import { Vector4 } from '../math/Vector4.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function BufferAttribute( array, itemSize, normalized ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +} + +Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +Object.assign( BufferAttribute.prototype, { + + isBufferAttribute: true, + + onUploadCallback: function () {}, + + setArray: function ( array ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.count = array !== undefined ? array.length / this.itemSize : 0; + this.array = array; + + return this; + + }, + + setDynamic: function ( value ) { + + this.dynamic = 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.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + copyArray: function ( array ) { + + this.array.set( array ); + + return this; + + }, + + copyColorsArray: function ( colors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = colors.length; i < l; i ++ ) { + + var color = colors[ i ]; + + if ( color === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); + + } + + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; + + } + + return this; + + }, + + copyVector2sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + + } + + return this; + + }, + + copyVector3sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + + } + + return this; + + }, + + copyVector4sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + getX: function ( index ) { + + return this.array[ index * this.itemSize ]; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + getY: function ( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + getZ: function ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + getW: function ( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + }, + + setW: function ( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + }, + + clone: function () { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + +} ); + +// + +function Int8BufferAttribute( array, itemSize, 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; + +// + +export { + Float64BufferAttribute, + Float32BufferAttribute, + Uint32BufferAttribute, + Int32BufferAttribute, + Uint16BufferAttribute, + Int16BufferAttribute, + Uint8ClampedBufferAttribute, + Uint8BufferAttribute, + Int8BufferAttribute, + BufferAttribute +}; diff --git a/src.original/core/BufferGeometry.js b/src.original/core/BufferGeometry.js new file mode 100644 index 00000000000000..dfcd6b458c0227 --- /dev/null +++ b/src.original/core/BufferGeometry.js @@ -0,0 +1,1144 @@ +import { Vector3 } from '../math/Vector3.js'; +import { Box3 } from '../math/Box3.js'; +import { EventDispatcher } from './EventDispatcher.js'; +import { BufferAttribute, Float32BufferAttribute, Uint16BufferAttribute, Uint32BufferAttribute } from './BufferAttribute.js'; +import { Sphere } from '../math/Sphere.js'; +import { DirectGeometry } from './DirectGeometry.js'; +import { Object3D } from './Object3D.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { Matrix3 } from '../math/Matrix3.js'; +import { _Math } from '../math/Math.js'; +import { arrayMax } from '../utils.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + +function BufferGeometry() { + + Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + 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; + + } + + }, + + addAttribute: function ( name, attribute ) { + + if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + return this.addAttribute( 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; + + } + + this.attributes[ name ] = attribute; + + return this; + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + removeAttribute: function ( name ) { + + delete this.attributes[ name ]; + + return this; + + }, + + addGroup: function ( start, count, materialIndex ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 + + } ); + + }, + + clearGroups: function () { + + this.groups = []; + + }, + + setDrawRange: function ( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + }, + + applyMatrix: function ( matrix ) { + + var position = this.attributes.position; + + if ( position !== undefined ) { + + matrix.applyToBufferAttribute( position ); + position.needsUpdate = true; + + } + + var normal = this.attributes.normal; + + if ( normal !== undefined ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normalMatrix.applyToBufferAttribute( normal ); + normal.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + center: function () { + + var offset = new Vector3(); + + return function center() { + + 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.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + + var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + } else if ( object.isMesh ) { + + if ( geometry && geometry.isGeometry ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + 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.addAttribute( '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; + + } + + var attribute; + + if ( geometry.verticesNeedUpdate === true ) { + + attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + attribute = this.attributes.lineDistance; + + if ( attribute !== undefined ) { + + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; + + } + + geometry.lineDistancesNeedUpdate = false; + + } + + if ( geometry.groupsNeedUpdate ) { + + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; + + geometry.groupsNeedUpdate = false; + + } + + return this; + + }, + + fromGeometry: function ( geometry ) { + + geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + + } + + // groups + + this.groups = geometry.groups; + + // morphs + + for ( var name in geometry.morphTargets ) { + + var array = []; + var morphTargets = geometry.morphTargets[ name ]; + + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + + var morphTarget = morphTargets[ i ]; + + var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); + + array.push( attribute.copyVector3sArray( morphTarget ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + + } + + // + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + return this; + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + var position = this.attributes.position; + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + }, + + computeBoundingSphere: function () { + + var box = new Box3(); + var vector = new Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var position = this.attributes.position; + + if ( position ) { + + var center = this.boundingSphere.center; + + box.setFromBufferAttribute( position ); + box.getCenter( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = position.count; i < il; i ++ ) { + + vector.x = position.getX( i ); + vector.y = position.getY( i ); + vector.z = position.getZ( i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }; + + }(), + + computeFaceNormals: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; + + if ( attributes.position ) { + + var positions = attributes.position.array; + + if ( attributes.normal === undefined ) { + + this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + + } else { + + // reset existing normals to zero + + var array = attributes.normal.array; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + array[ i ] = 0; + + } + + } + + var normals = attributes.normal.array; + + var vA, vB, vC; + var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + var cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + var indices = index.array; + + if ( groups.length === 0 ) { + + this.addGroup( 0, indices.length ); + + } + + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + + var group = groups[ j ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = indices[ i + 2 ] * 3; + + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; + + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; + + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; + + } + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( var i = 0, il = positions.length; i < il; i += 9 ) { + + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; + + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; + + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; + + } + + } + + this.normalizeNormals(); + + attributes.normal.needsUpdate = true; + + } + + }, + + merge: function ( geometry, offset ) { + + if ( ! ( geometry && geometry.isBufferGeometry ) ) { + + 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 attributeSize = attribute2.itemSize; + + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + }, + + normalizeNormals: function () { + + var vector = new Vector3(); + + return function normalizeNormals() { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + vector.x = normals.getX( i ); + vector.y = normals.getY( i ); + vector.z = normals.getZ( i ); + + vector.normalize(); + + normals.setXYZ( i, vector.x, vector.y, vector.z ); + + } + + }; + + }(), + + toNonIndexed: function () { + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; + + } + + var geometry2 = new BufferGeometry(); + + var indices = this.index.array; + var attributes = this.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + + var array = attribute.array; + var itemSize = attribute.itemSize; + + var array2 = new array.constructor( indices.length * itemSize ); + + var index = 0, index2 = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( var j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + + } + + var groups = this.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + 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 ) { + + var array = Array.prototype.slice.call( index.array ); + + data.data.index = { + type: index.array.constructor.name, + array: array + }; + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = Array.prototype.slice.call( attribute.array ); + + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array, + normalized: attribute.normalized + }; + + } + + var groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + var boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new BufferGeometry().copy( this ); + + }, + + copy: function ( source ) { + + var name, i, l; + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // index + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + // attributes + + var attributes = source.attributes; + + for ( name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + // morph attributes + + var morphAttributes = source.morphAttributes; + + for ( name in morphAttributes ) { + + var array = []; + var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone() ); + + } + + this.morphAttributes[ name ] = array; + + } + + // groups + + var groups = source.groups; + + for ( i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + + +export { BufferGeometry }; diff --git a/src.original/core/Clock.js b/src.original/core/Clock.js new file mode 100644 index 00000000000000..a0bc86f0a2ebad --- /dev/null +++ b/src.original/core/Clock.js @@ -0,0 +1,73 @@ +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Clock( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + +} + +Object.assign( Clock.prototype, { + + start: function () { + + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + 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; + + } + +} ); + + +export { Clock }; diff --git a/src.original/core/DirectGeometry.js b/src.original/core/DirectGeometry.js new file mode 100644 index 00000000000000..252f54cb1664ab --- /dev/null +++ b/src.original/core/DirectGeometry.js @@ -0,0 +1,268 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Vector2 } from '../math/Vector2.js'; + +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; + +} + +Object.assign( DirectGeometry.prototype, { + + computeGroups: function ( geometry ) { + + var group; + var groups = []; + var materialIndex = undefined; + + var faces = geometry.faces; + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + // materials + + if ( face.materialIndex !== materialIndex ) { + + materialIndex = face.materialIndex; + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + group = { + start: i * 3, + materialIndex: materialIndex + }; + + } + + } + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + this.groups = groups; + + }, + + fromGeometry: function ( geometry ) { + + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; + + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + + // morphs + + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; + + var morphTargetsPosition; + + if ( morphTargetsLength > 0 ) { + + morphTargetsPosition = []; + + for ( var i = 0; i < morphTargetsLength; i ++ ) { + + morphTargetsPosition[ i ] = []; + + } + + this.morphTargets.position = morphTargetsPosition; + + } + + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; + + var morphTargetsNormal; + + if ( morphNormalsLength > 0 ) { + + morphTargetsNormal = []; + + for ( var i = 0; i < morphNormalsLength; i ++ ) { + + morphTargetsNormal[ i ] = []; + + } + + this.morphTargets.normal = morphTargetsNormal; + + } + + // skins + + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; + + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; + + // + + if ( vertices.length > 0 && faces.length === 0 ) { + + console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); + + } + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + + } else { + + var normal = face.normal; + + this.normals.push( normal, normal, normal ); + + } + + var vertexColors = face.vertexColors; + + if ( vertexColors.length === 3 ) { + + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + + } else { + + var color = face.color; + + this.colors.push( color, color, color ); + + } + + if ( hasFaceVertexUv === true ) { + + var vertexUvs = faceVertexUvs[ 0 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + if ( hasFaceVertexUv2 === true ) { + + var vertexUvs = faceVertexUvs[ 1 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + + this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + // morphs + + for ( var j = 0; j < morphTargetsLength; j ++ ) { + + var morphTarget = morphTargets[ j ].vertices; + + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + + } + + for ( var j = 0; j < morphNormalsLength; j ++ ) { + + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + + } + + // skins + + if ( hasSkinIndices ) { + + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + + } + + if ( hasSkinWeights ) { + + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + + } + + } + + this.computeGroups( geometry ); + + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; + + return this; + + } + +} ); + + +export { DirectGeometry }; diff --git a/src.original/core/EventDispatcher.js b/src.original/core/EventDispatcher.js new file mode 100644 index 00000000000000..de5ca8ecf37697 --- /dev/null +++ b/src.original/core/EventDispatcher.js @@ -0,0 +1,86 @@ +/** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + +function EventDispatcher() {} + +Object.assign( EventDispatcher.prototype, { + + addEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + var listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }, + + hasEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return false; + + var listeners = this._listeners; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + + }, + + removeEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + var index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + }, + + dispatchEvent: function ( event ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + var array = listenerArray.slice( 0 ); + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + +} ); + + +export { EventDispatcher }; diff --git a/src.original/core/Face3.js b/src.original/core/Face3.js new file mode 100644 index 00000000000000..b2d76f6f8f0daf --- /dev/null +++ b/src.original/core/Face3.js @@ -0,0 +1,63 @@ +import { Color } from '../math/Color.js'; +import { Vector3 } from '../math/Vector3.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Face3( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; + + this.color = ( color && color.isColor ) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + +} + +Object.assign( Face3.prototype, { + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.a = source.a; + this.b = source.b; + this.c = source.c; + + this.normal.copy( source.normal ); + this.color.copy( source.color ); + + this.materialIndex = source.materialIndex; + + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + + } + + return this; + + } + +} ); + + +export { Face3 }; diff --git a/src.original/core/Geometry.js b/src.original/core/Geometry.js new file mode 100644 index 00000000000000..4d69c8fdf96bed --- /dev/null +++ b/src.original/core/Geometry.js @@ -0,0 +1,1441 @@ +import { EventDispatcher } from './EventDispatcher.js'; +import { Face3 } from './Face3.js'; +import { Matrix3 } from '../math/Matrix3.js'; +import { Sphere } from '../math/Sphere.js'; +import { Box3 } from '../math/Box3.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Color } from '../math/Color.js'; +import { Object3D } from './Object3D.js'; +import { _Math } from '../math/Math.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://clara.io + */ + +var geometryId = 0; // Geometry uses even numbers as Id + +function Geometry() { + + Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; + +} + +Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Geometry, + + isGeometry: true, + + applyMatrix: function ( matrix ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + + } + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1 = new Matrix4(); + + return function rotateX( angle ) { + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1 = new Matrix4(); + + return function rotateY( angle ) { + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1 = new Matrix4(); + + return function rotateZ( angle ) { + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1 = new Matrix4(); + + return function translate( x, y, z ) { + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1 = new Matrix4(); + + return function scale( x, y, z ) { + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj = new Object3D(); + + return function lookAt( vector ) { + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; + + var positions = attributes.position.array; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; + + for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + + scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + + if ( normals !== undefined ) { + + tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + + } + + if ( colors !== undefined ) { + + scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + + } + + if ( uvs !== undefined ) { + + tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + + } + + if ( uvs2 !== undefined ) { + + tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; + var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + + var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + scope.faces.push( face ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + if ( uvs2 !== undefined ) { + + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + + } + + } + + var groups = geometry.groups; + + if ( groups.length > 0 ) { + + for ( var i = 0; i < groups.length; i ++ ) { + + var group = groups[ i ]; + + var start = group.start; + var count = group.count; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + if ( indices !== undefined ) { + + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + + } else { + + addFace( j, j + 1, j + 2, group.materialIndex ); + + } + + } + + } + + } else { + + if ( indices !== undefined ) { + + for ( var i = 0; i < indices.length; i += 3 ) { + + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } else { + + for ( var i = 0; i < positions.length / 3; i += 3 ) { + + addFace( i, i + 1, i + 2 ); + + } + + } + + } + + this.computeFaceNormals(); + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + return this; + + }, + + center: function () { + + var offset = new Vector3(); + + return function center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( offset ).negate(); + + this.translate( offset.x, offset.y, offset.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.applyMatrix( matrix ); + + return this; + + }, + + computeFaceNormals: function () { + + var cb = new Vector3(), ab = new Vector3(); + + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + + var face = this.faces[ f ]; + + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + cb.normalize(); + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function ( areaWeighted ) { + + if ( areaWeighted === undefined ) areaWeighted = true; + + var v, vl, f, fl, face, vertices; + + vertices = new Array( this.vertices.length ); + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new Vector3(); + + } + + if ( areaWeighted ) { + + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm + + var vA, vB, vC; + var cb = new Vector3(), ab = new Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); + + } + + } else { + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else { + + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeFlatVertexNormals: function () { + + var f, fl, face; + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( face.normal ); + vertexNormals[ 1 ].copy( face.normal ); + vertexNormals[ 2 ].copy( face.normal ); + + } else { + + vertexNormals[ 0 ] = face.normal.clone(); + vertexNormals[ 1 ] = face.normal.clone(); + vertexNormals[ 2 ] = face.normal.clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + faceNormal = new Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + 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, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + uvs1 = this.faceVertexUvs[ 0 ], + uvs2 = geometry.faceVertexUvs[ 0 ], + colors1 = this.colors, + colors2 = geometry.colors; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + + vertices1.push( vertexCopy ); + + } + + // colors + + for ( var i = 0, il = colors2.length; i < il; i ++ ) { + + colors1.push( colors2[ i ].clone() ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); + + if ( normalMatrix !== undefined ) { + + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + + } + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( normalMatrix !== undefined ) { + + normal.applyMatrix3( normalMatrix ).normalize(); + + } + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + if ( uv === undefined ) { + + continue; + + } + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( uv[ j ].clone() ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + mergeMesh: function ( mesh ) { + + if ( ! ( mesh && mesh.isMesh ) ) { + + 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 v, key; + var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i, il, face; + var indices, j, jl; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + } + + + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; + + for ( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + indices = [ face.a, face.b, face.c ]; + + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { + + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + + faceIndicesToRemove.push( i ); + break; + + } + + } + + } + + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + + var idx = faceIndicesToRemove[ i ]; + + this.faces.splice( idx, 1 ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + this.faceVertexUvs[ j ].splice( idx, 1 ); + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + 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 = 0; i < length; i ++ ) { + + var id = faces[ i ]._id; + + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + + } + + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + 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 = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + + var hasMaterial = true; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; + + var faceType = 0; + + faceType = setBit( faceType, 0, 0 ); // isQuad + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); + + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); + + if ( hasFaceVertexUv ) { + + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); + + } + + if ( hasFaceNormal ) { + + faces.push( getNormalIndex( face.normal ) ); + + } + + if ( hasFaceVertexNormal ) { + + var vertexNormals = face.vertexNormals; + + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); + + } + + if ( hasFaceColor ) { + + faces.push( getColorIndex( face.color ) ); + + } + + if ( hasFaceVertexColor ) { + + var vertexColors = face.vertexColors; + + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); + + } + + } + + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + + } + + function getNormalIndex( normal ) { + + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + + if ( normalsHash[ hash ] !== undefined ) { + + return normalsHash[ hash ]; + + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); + + return normalsHash[ hash ]; + + } + + function getColorIndex( color ) { + + var hash = color.r.toString() + color.g.toString() + color.b.toString(); + + if ( colorsHash[ hash ] !== undefined ) { + + return colorsHash[ hash ]; + + } + + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); + + return colorsHash[ hash ]; + + } + + function getUvIndex( uv ) { + + var hash = uv.x.toString() + uv.y.toString(); + + if ( uvsHash[ hash ] !== undefined ) { + + return uvsHash[ hash ]; + + } + + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); + + return uvsHash[ hash ]; + + } + + data.data = {}; + + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new Geometry().copy( this ); + + }, + + copy: function ( source ) { + + var i, il, j, jl, k, kl; + + // reset + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + this.morphTargets = []; + this.morphNormals = []; + this.skinWeights = []; + this.skinIndices = []; + this.lineDistances = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // vertices + + var vertices = source.vertices; + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + // colors + + var colors = source.colors; + + for ( i = 0, il = colors.length; i < il; i ++ ) { + + this.colors.push( colors[ i ].clone() ); + + } + + // faces + + var faces = source.faces; + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + this.faces.push( faces[ i ].clone() ); + + } + + // face vertex uvs + + for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = source.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) { + + this.faceVertexUvs[ i ] = []; + + } + + for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + + var uvs = faceVertexUvs[ j ], uvsCopy = []; + + for ( k = 0, kl = uvs.length; k < kl; k ++ ) { + + var uv = uvs[ k ]; + + uvsCopy.push( uv.clone() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + // morph targets + + var morphTargets = source.morphTargets; + + for ( i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = {}; + morphTarget.name = morphTargets[ i ].name; + + // vertices + + if ( morphTargets[ i ].vertices !== undefined ) { + + morphTarget.vertices = []; + + for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { + + morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); + + } + + } + + // normals + + if ( morphTargets[ i ].normals !== undefined ) { + + morphTarget.normals = []; + + for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { + + morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); + + } + + } + + this.morphTargets.push( morphTarget ); + + } + + // morph normals + + var morphNormals = source.morphNormals; + + for ( i = 0, il = morphNormals.length; i < il; i ++ ) { + + var morphNormal = {}; + + // vertex normals + + if ( morphNormals[ i ].vertexNormals !== undefined ) { + + morphNormal.vertexNormals = []; + + for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { + + var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; + var destVertexNormal = {}; + + destVertexNormal.a = srcVertexNormal.a.clone(); + destVertexNormal.b = srcVertexNormal.b.clone(); + destVertexNormal.c = srcVertexNormal.c.clone(); + + morphNormal.vertexNormals.push( destVertexNormal ); + + } + + } + + // face normals + + if ( morphNormals[ i ].faceNormals !== undefined ) { + + morphNormal.faceNormals = []; + + for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { + + morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); + + } + + } + + this.morphNormals.push( morphNormal ); + + } + + // skin weights + + var skinWeights = source.skinWeights; + + for ( i = 0, il = skinWeights.length; i < il; i ++ ) { + + this.skinWeights.push( skinWeights[ i ].clone() ); + + } + + // skin indices + + var skinIndices = source.skinIndices; + + for ( i = 0, il = skinIndices.length; i < il; i ++ ) { + + this.skinIndices.push( skinIndices[ i ].clone() ); + + } + + // line distances + + var lineDistances = source.lineDistances; + + for ( i = 0, il = lineDistances.length; i < il; i ++ ) { + + this.lineDistances.push( lineDistances[ i ] ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // update flags + + this.elementsNeedUpdate = source.elementsNeedUpdate; + this.verticesNeedUpdate = source.verticesNeedUpdate; + this.uvsNeedUpdate = source.uvsNeedUpdate; + this.normalsNeedUpdate = source.normalsNeedUpdate; + this.colorsNeedUpdate = source.colorsNeedUpdate; + this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; + this.groupsNeedUpdate = source.groupsNeedUpdate; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + + +export { Geometry }; diff --git a/src.original/core/InstancedBufferAttribute.js b/src.original/core/InstancedBufferAttribute.js new file mode 100644 index 00000000000000..00aad9cae9bcde --- /dev/null +++ b/src.original/core/InstancedBufferAttribute.js @@ -0,0 +1,35 @@ +import { BufferAttribute } from './BufferAttribute.js'; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { + + BufferAttribute.call( this, array, itemSize ); + + this.meshPerAttribute = meshPerAttribute || 1; + +} + +InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + + constructor: InstancedBufferAttribute, + + isInstancedBufferAttribute: true, + + copy: function ( source ) { + + BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + +} ); + + + +export { InstancedBufferAttribute }; diff --git a/src.original/core/InstancedBufferGeometry.js b/src.original/core/InstancedBufferGeometry.js new file mode 100644 index 00000000000000..a021bbf88fa242 --- /dev/null +++ b/src.original/core/InstancedBufferGeometry.js @@ -0,0 +1,40 @@ +import { BufferGeometry } from './BufferGeometry.js'; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedBufferGeometry() { + + BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + +} + +InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { + + constructor: InstancedBufferGeometry, + + isInstancedBufferGeometry: true, + + copy: function ( source ) { + + BufferGeometry.prototype.copy.call( this, source ); + + this.maxInstancedCount = source.maxInstancedCount; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +} ); + +export { InstancedBufferGeometry }; diff --git a/src.original/core/InstancedInterleavedBuffer.js b/src.original/core/InstancedInterleavedBuffer.js new file mode 100644 index 00000000000000..12bc90bc6f5c85 --- /dev/null +++ b/src.original/core/InstancedInterleavedBuffer.js @@ -0,0 +1,33 @@ +import { InterleavedBuffer } from './InterleavedBuffer.js'; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + + InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + +} + +InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + + constructor: InstancedInterleavedBuffer, + + isInstancedInterleavedBuffer: true, + + copy: function ( source ) { + + InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + +} ); + +export { InstancedInterleavedBuffer }; diff --git a/src.original/core/InterleavedBuffer.js b/src.original/core/InterleavedBuffer.js new file mode 100644 index 00000000000000..dd631202686675 --- /dev/null +++ b/src.original/core/InterleavedBuffer.js @@ -0,0 +1,111 @@ + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InterleavedBuffer( array, stride ) { + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +} + +Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +Object.assign( InterleavedBuffer.prototype, { + + isInterleavedBuffer: true, + + onUploadCallback: function () {}, + + setArray: function ( array ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.count = array !== undefined ? array.length / this.stride : 0; + this.array = array; + + return this; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( var i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + +} ); + + +export { InterleavedBuffer }; diff --git a/src.original/core/InterleavedBufferAttribute.js b/src.original/core/InterleavedBufferAttribute.js new file mode 100644 index 00000000000000..3cfefca189b71a --- /dev/null +++ b/src.original/core/InterleavedBufferAttribute.js @@ -0,0 +1,139 @@ + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + + 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; + + } + + } + +} ); + +Object.assign( InterleavedBufferAttribute.prototype, { + + isInterleavedBufferAttribute: true, + + 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; + + } + +} ); + + +export { InterleavedBufferAttribute }; diff --git a/src.original/core/Layers.js b/src.original/core/Layers.js new file mode 100644 index 00000000000000..345b9cb79ce7e2 --- /dev/null +++ b/src.original/core/Layers.js @@ -0,0 +1,46 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Layers() { + + this.mask = 1 | 0; + +} + +Object.assign( Layers.prototype, { + + set: function ( channel ) { + + this.mask = 1 << channel | 0; + + }, + + enable: function ( channel ) { + + this.mask |= 1 << channel | 0; + + }, + + toggle: function ( channel ) { + + this.mask ^= 1 << channel | 0; + + }, + + disable: function ( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + }, + + test: function ( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + +} ); + + +export { Layers }; diff --git a/src.original/core/Object3D.js b/src.original/core/Object3D.js new file mode 100644 index 00000000000000..dfae2fb99361ef --- /dev/null +++ b/src.original/core/Object3D.js @@ -0,0 +1,839 @@ +import { Quaternion } from '../math/Quaternion.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { EventDispatcher } from './EventDispatcher.js'; +import { Euler } from '../math/Euler.js'; +import { Layers } from './Layers.js'; +import { Matrix3 } from '../math/Matrix3.js'; +import { _Math } from '../math/Math.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ + +var object3DId = 0; + +function Object3D() { + + Object.defineProperty( this, 'id', { value: object3DId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DefaultUp.clone(); + + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.userData = {}; + +} + +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 () {}, + + applyMatrix: function ( matrix ) { + + this.matrix.multiplyMatrices( matrix, this.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 () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + + }(), + + rotateOnWorldAxis: function () { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + var q1 = new Quaternion(); + + return function rotateOnWorldAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( q1 ); + + return this; + + }; + + }(), + + rotateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function rotateZ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + translateOnAxis: function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + + }(), + + translateX: function () { + + var v1 = new Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateY: function () { + + var v1 = new Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateZ: function () { + + var v1 = new Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function () { + + var m1 = new Matrix4(); + + return function worldToLocal( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + + }(), + + lookAt: function () { + + // This method does not support objects with rotated and/or translated parent(s) + + var m1 = new Matrix4(); + var vector = new Vector3(); + + return function lookAt( x, y, z ) { + + if ( x.isVector3 ) { + + vector.copy( x ); + + } else { + + vector.set( x, y, z ); + + } + + if ( this.isCamera ) { + + m1.lookAt( this.position, vector, this.up ); + + } else { + + m1.lookAt( vector, this.position, this.up ); + + } + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(), + + add: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); + return this; + + } + + if ( ( object && object.isObject3D ) ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + + } + + return this; + + }, + + remove: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + 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 () { + + var position = new Vector3(); + var scale = new Vector3(); + + return function getWorldQuaternion( 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 () { + + var position = new Vector3(); + var quaternion = new Quaternion(); + + return function getWorldScale( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, target ); + + return target; + + }; + + }(), + + getWorldDirection: function () { + + var quaternion = new Quaternion(); + + return function getWorldDirection( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.getWorldQuaternion( quaternion ); + + return target.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + raycast: function () {}, + + traverse: function ( callback ) { + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + var parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + }, + + updateMatrix: function () { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + if ( this.matrixAutoUpdate ) 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 ); + + } + + }, + + 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; + + // + + 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 = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( var i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + if ( isRootObject ) { + + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + var shapes = 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.length > 0 ) output.shapes = shapes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + var values = []; + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + return values; + + } + + }, + + clone: function ( recursive ) { + + return new this.constructor().copy( this, recursive ); + + }, + + copy: function ( source, recursive ) { + + if ( recursive === undefined ) recursive = true; + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} ); + + +export { Object3D }; diff --git a/src.original/core/Raycaster.js b/src.original/core/Raycaster.js new file mode 100644 index 00000000000000..30ca4d9fedd7bb --- /dev/null +++ b/src.original/core/Raycaster.js @@ -0,0 +1,134 @@ +import { Ray } from '../math/Ray.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ + +function Raycaster( origin, direction, near, far ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near || 0; + this.far = far || Infinity; + + this.params = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + + } + } + } ); + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.visible === false ) return; + + object.raycast( raycaster, intersects ); + + if ( recursive === true ) { + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +Object.assign( Raycaster.prototype, { + + linePrecision: 1, + + set: function ( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + }, + + setFromCamera: function ( coords, camera ) { + + if ( ( camera && camera.isPerspectiveCamera ) ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + + } else if ( ( camera && camera.isOrthographicCamera ) ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive, 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; + + } + +} ); + + +export { Raycaster }; diff --git a/src.original/core/Uniform.js b/src.original/core/Uniform.js new file mode 100644 index 00000000000000..8c53319d5bd4ea --- /dev/null +++ b/src.original/core/Uniform.js @@ -0,0 +1,24 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Uniform( value ) { + + if ( typeof value === 'string' ) { + + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; + + } + + this.value = value; + +} + +Uniform.prototype.clone = function () { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + +}; + +export { Uniform }; diff --git a/src.original/extras/Earcut.js b/src.original/extras/Earcut.js new file mode 100644 index 00000000000000..7f7a41266d41a8 --- /dev/null +++ b/src.original/extras/Earcut.js @@ -0,0 +1,810 @@ +/** + * @author Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.2) + */ + +var Earcut = { + + triangulate: function ( data, holeIndices, dim ) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, + outerNode = linkedList( data, 0, outerLen, dim, true ), + triangles = []; + + if ( ! outerNode ) 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 vertice 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( 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 ); + + // first look for points inside the triangle in increasing z-order + + var p = ear.nextZ; + + while ( p && p.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.nextZ; + + } + + // then look for points in decreasing z-order + + p = ear.prevZ; + + 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; + + } + + 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 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 = [], 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 ); + + filterPoints( b, b.next ); + + } + +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon + +function findHoleBridge( hole, outerNode ) { + + var p = outerNode, + hx = hole.x, + hy = hole.y, + 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.prev; // hole touches outer segment; pick lower 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, + tanMin = Infinity, + tan; + + p = m.next; + + while ( p !== stop ) { + + 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 ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } + + return m; + +} + +// 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 ) 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 ) && + locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); + +} + +// 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 ) { + + if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + + return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && + area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 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, + 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 ) { + + // vertice index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertice 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; + +} + +export { Earcut }; diff --git a/src.original/extras/ImageUtils.js b/src.original/extras/ImageUtils.js new file mode 100644 index 00000000000000..dfb56756fae585 --- /dev/null +++ b/src.original/extras/ImageUtils.js @@ -0,0 +1,59 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +var ImageUtils = { + + getDataURL: function ( image ) { + + var canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + if ( typeof OffscreenCanvas !== 'undefined' ) { + + canvas = new OffscreenCanvas( image.width, image.height ); + + } else { + + 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 ); + + } + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + +}; + +export { ImageUtils }; diff --git a/src.original/extras/ShapeUtils.js b/src.original/extras/ShapeUtils.js new file mode 100644 index 00000000000000..ec050afb571b57 --- /dev/null +++ b/src.original/extras/ShapeUtils.js @@ -0,0 +1,96 @@ +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +import { Earcut } from './Earcut.js'; + +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 = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 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 ); + + } + +} + +export { ShapeUtils }; diff --git a/src.original/extras/core/Curve.js b/src.original/extras/core/Curve.js new file mode 100644 index 00000000000000..4aac16a62aa51f --- /dev/null +++ b/src.original/extras/core/Curve.js @@ -0,0 +1,425 @@ +import { _Math } from '../../math/Math.js'; +import { Vector3 } from '../../math/Vector3.js'; +import { Matrix4 } from '../../math/Matrix4.js'; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u ) + * .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. + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +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 p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + }, + + updateArcLengths: function () { + + this.needsUpdate = true; + this.getLengths(); + + }, + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping: function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + // 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 ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); + + }, + + getTangentAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + + }, + + computeFrenetFrames: function ( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + var normal = new Vector3(); + + var tangents = []; + var normals = []; + var binormals = []; + + var vec = new Vector3(); + var mat = new Matrix4(); + + var i, u, theta; + + // compute the tangent vectors for each segment on the curve + + for ( i = 0; i <= segments; i ++ ) { + + u = i / segments; + + tangents[ i ] = this.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + var min = Number.MAX_VALUE; + var tx = Math.abs( tangents[ 0 ].x ); + var ty = Math.abs( tangents[ 0 ].y ); + var tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + }, + + 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; + + } + +} ); + + +export { Curve }; diff --git a/src.original/extras/core/CurvePath.js b/src.original/extras/core/CurvePath.js new file mode 100644 index 00000000000000..c7391307084f26 --- /dev/null +++ b/src.original/extras/core/CurvePath.js @@ -0,0 +1,261 @@ +import { Curve } from './Curve.js'; +import * as Curves from '../curves/Curves.js'; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +function CurvePath() { + + 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 Curves[ '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 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; + + } + +} ); + + +export { CurvePath }; diff --git a/src.original/extras/core/Font.js b/src.original/extras/core/Font.js new file mode 100644 index 00000000000000..e75573bdb27350 --- /dev/null +++ b/src.original/extras/core/Font.js @@ -0,0 +1,145 @@ +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ + +import { ShapePath } from './ShapePath.js'; + + +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( '' ); // 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 ) 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 }; + +} + +export { Font }; diff --git a/src.original/extras/core/Interpolations.js b/src.original/extras/core/Interpolations.js new file mode 100644 index 00000000000000..0fb812c1ff9a78 --- /dev/null +++ b/src.original/extras/core/Interpolations.js @@ -0,0 +1,81 @@ +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Bezier Curves formulas obtained from + * http://en.wikipedia.org/wiki/Bézier_curve + */ + +function CatmullRom( t, p0, p1, p2, p3 ) { + + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +} + +// + +function QuadraticBezierP0( t, p ) { + + var k = 1 - t; + return k * k * p; + +} + +function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + +} + +function QuadraticBezierP2( t, p ) { + + return t * t * p; + +} + +function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + +} + +// + +function CubicBezierP0( t, p ) { + + var k = 1 - t; + return k * k * k * p; + +} + +function CubicBezierP1( t, p ) { + + var k = 1 - t; + return 3 * k * k * t * p; + +} + +function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + +} + +function CubicBezierP3( t, p ) { + + return t * t * t * p; + +} + +function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + +} + +export { CatmullRom, QuadraticBezier, CubicBezier }; diff --git a/src.original/extras/core/Path.js b/src.original/extras/core/Path.js new file mode 100644 index 00000000000000..d2b978c3ab0dad --- /dev/null +++ b/src.original/extras/core/Path.js @@ -0,0 +1,183 @@ +import { Vector2 } from '../../math/Vector2.js'; +import { CurvePath } from './CurvePath.js'; +import { EllipseCurve } from '../curves/EllipseCurve.js'; +import { SplineCurve } from '../curves/SplineCurve.js'; +import { CubicBezierCurve } from '../curves/CubicBezierCurve.js'; +import { QuadraticBezierCurve } from '../curves/QuadraticBezierCurve.js'; +import { LineCurve } from '../curves/LineCurve.js'; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + **/ + +function Path( points ) { + + CurvePath.call( this ); + + this.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 ); + + } + + }, + + moveTo: function ( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + }, + + lineTo: function ( x, y ) { + + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + splineThru: function ( pts /*Array of Vector*/ ) { + + var npts = [ this.currentPoint.clone() ].concat( pts ); + + var curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + }, + + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }, + + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + }, + + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + }, + + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + }, + + 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; + + } + +} ); + + +export { Path }; diff --git a/src.original/extras/core/Shape.js b/src.original/extras/core/Shape.js new file mode 100644 index 00000000000000..539415cde5ace4 --- /dev/null +++ b/src.original/extras/core/Shape.js @@ -0,0 +1,115 @@ +import { Path } from './Path.js'; +import { _Math } from '../../math/Math.js'; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +function Shape( points ) { + + Path.call( this, points ); + + this.uuid = _Math.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; + + } + +} ); + + +export { Shape }; diff --git a/src.original/extras/core/ShapePath.js b/src.original/extras/core/ShapePath.js new file mode 100644 index 00000000000000..a5f734497a9686 --- /dev/null +++ b/src.original/extras/core/ShapePath.js @@ -0,0 +1,286 @@ +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + **/ + +import { Color } from '../../math/Color.js'; +import { Path } from './Path.js'; +import { Shape } from './Shape.js'; +import { ShapeUtils } from '../ShapeUtils.js'; + +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 ); + + }, + + lineTo: function ( x, y ) { + + this.currentPath.lineTo( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + }, + + splineThru: function ( pts ) { + + this.currentPath.splineThru( pts ); + + }, + + toShapes: function ( isCCW, noHoles ) { + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + var polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; + + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + var isClockWise = ShapeUtils.isClockWise; + + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + if ( noHoles === true ) return toShapesNoHoles( subPaths ); + + + var solid, tmpPath, tmpShape, shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + var ambiguous = false; + var toChange = []; + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + var sho = newShapeHoles[ sIdx ]; + + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + var ho = sho[ hIdx ]; + var hole_unassigned = true; + + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { + + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + + } + + } + + var tmpHoles; + + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + +} ); + + +export { ShapePath }; diff --git a/src.original/extras/curves/ArcCurve.js b/src.original/extras/curves/ArcCurve.js new file mode 100644 index 00000000000000..54b8848c4ccc93 --- /dev/null +++ b/src.original/extras/curves/ArcCurve.js @@ -0,0 +1,18 @@ +import { EllipseCurve } from './EllipseCurve.js'; + + +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; + + +export { ArcCurve }; diff --git a/src.original/extras/curves/CatmullRomCurve3.js b/src.original/extras/curves/CatmullRomCurve3.js new file mode 100644 index 00000000000000..5f53a36f11bc6b --- /dev/null +++ b/src.original/extras/curves/CatmullRomCurve3.js @@ -0,0 +1,255 @@ +import { Vector3 } from '../../math/Vector3.js'; +import { Curve } from '../core/Curve.js'; + +/** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + +/* +Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + +This CubicPoly class could be used for reusing some variables and calculations, +but for three.js curve use, it could be possible inlined and flatten into a single function call +which can be placed in CurveUtils. +*/ + +function CubicPoly() { + + var c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + var t2 = t * t; + var t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + +} + +// + +var tmp = new Vector3(); +var px = new CubicPoly(), 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 || 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, p1, p2, p3; // 4 points + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.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; + +}; + + +export { CatmullRomCurve3 }; diff --git a/src.original/extras/curves/CubicBezierCurve.js b/src.original/extras/curves/CubicBezierCurve.js new file mode 100644 index 00000000000000..719bc2f43b245b --- /dev/null +++ b/src.original/extras/curves/CubicBezierCurve.js @@ -0,0 +1,79 @@ +import { Curve } from '../core/Curve.js'; +import { CubicBezier } from '../core/Interpolations.js'; +import { Vector2 } from '../../math/Vector2.js'; + + +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; + +}; + + +export { CubicBezierCurve }; diff --git a/src.original/extras/curves/CubicBezierCurve3.js b/src.original/extras/curves/CubicBezierCurve3.js new file mode 100644 index 00000000000000..3864f011e65e0c --- /dev/null +++ b/src.original/extras/curves/CubicBezierCurve3.js @@ -0,0 +1,80 @@ +import { Curve } from '../core/Curve.js'; +import { CubicBezier } from '../core/Interpolations.js'; +import { Vector3 } from '../../math/Vector3.js'; + + +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; + +}; + + +export { CubicBezierCurve3 }; diff --git a/src.original/extras/curves/Curves.js b/src.original/extras/curves/Curves.js new file mode 100644 index 00000000000000..c984a853942011 --- /dev/null +++ b/src.original/extras/curves/Curves.js @@ -0,0 +1,10 @@ +export { ArcCurve } from './ArcCurve.js'; +export { CatmullRomCurve3 } from './CatmullRomCurve3.js'; +export { CubicBezierCurve } from './CubicBezierCurve.js'; +export { CubicBezierCurve3 } from './CubicBezierCurve3.js'; +export { EllipseCurve } from './EllipseCurve.js'; +export { LineCurve } from './LineCurve.js'; +export { LineCurve3 } from './LineCurve3.js'; +export { QuadraticBezierCurve } from './QuadraticBezierCurve.js'; +export { QuadraticBezierCurve3 } from './QuadraticBezierCurve3.js'; +export { SplineCurve } from './SplineCurve.js'; diff --git a/src.original/extras/curves/EllipseCurve.js b/src.original/extras/curves/EllipseCurve.js new file mode 100644 index 00000000000000..ea536e6501d0d4 --- /dev/null +++ b/src.original/extras/curves/EllipseCurve.js @@ -0,0 +1,158 @@ +import { Curve } from '../core/Curve.js'; +import { Vector2 } from '../../math/Vector2.js'; + + +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; + +}; + + +export { EllipseCurve }; diff --git a/src.original/extras/curves/LineCurve.js b/src.original/extras/curves/LineCurve.js new file mode 100644 index 00000000000000..6185f35375fb72 --- /dev/null +++ b/src.original/extras/curves/LineCurve.js @@ -0,0 +1,90 @@ +import { Vector2 } from '../../math/Vector2.js'; +import { Curve } from '../core/Curve.js'; + + +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 */ ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + +}; + +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; + +}; + + +export { LineCurve }; diff --git a/src.original/extras/curves/LineCurve3.js b/src.original/extras/curves/LineCurve3.js new file mode 100644 index 00000000000000..5ee830ac2cf4d1 --- /dev/null +++ b/src.original/extras/curves/LineCurve3.js @@ -0,0 +1,82 @@ +import { Vector3 } from '../../math/Vector3.js'; +import { Curve } from '../core/Curve.js'; + + +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; + +}; + + +export { LineCurve3 }; diff --git a/src.original/extras/curves/QuadraticBezierCurve.js b/src.original/extras/curves/QuadraticBezierCurve.js new file mode 100644 index 00000000000000..71db15320b1a38 --- /dev/null +++ b/src.original/extras/curves/QuadraticBezierCurve.js @@ -0,0 +1,75 @@ +import { Curve } from '../core/Curve.js'; +import { QuadraticBezier } from '../core/Interpolations.js'; +import { Vector2 } from '../../math/Vector2.js'; + + +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; + +}; + + +export { QuadraticBezierCurve }; diff --git a/src.original/extras/curves/QuadraticBezierCurve3.js b/src.original/extras/curves/QuadraticBezierCurve3.js new file mode 100644 index 00000000000000..ab2042d104f2cf --- /dev/null +++ b/src.original/extras/curves/QuadraticBezierCurve3.js @@ -0,0 +1,76 @@ +import { Curve } from '../core/Curve.js'; +import { QuadraticBezier } from '../core/Interpolations.js'; +import { Vector3 } from '../../math/Vector3.js'; + + +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; + +}; + + +export { QuadraticBezierCurve3 }; diff --git a/src.original/extras/curves/SplineCurve.js b/src.original/extras/curves/SplineCurve.js new file mode 100644 index 00000000000000..e844b002c86a87 --- /dev/null +++ b/src.original/extras/curves/SplineCurve.js @@ -0,0 +1,98 @@ +import { Curve } from '../core/Curve.js'; +import { CatmullRom } from '../core/Interpolations.js'; +import { Vector2 } from '../../math/Vector2.js'; + + +function SplineCurve( points /* array of Vector2 */ ) { + + 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; + +}; + + +export { SplineCurve }; diff --git a/src.original/extras/objects/ImmediateRenderObject.js b/src.original/extras/objects/ImmediateRenderObject.js new file mode 100644 index 00000000000000..f10becfd257292 --- /dev/null +++ b/src.original/extras/objects/ImmediateRenderObject.js @@ -0,0 +1,22 @@ +import { Object3D } from '../../core/Object3D.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function ImmediateRenderObject( material ) { + + Object3D.call( this ); + + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + +} + +ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); +ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + +ImmediateRenderObject.prototype.isImmediateRenderObject = true; + + +export { ImmediateRenderObject }; diff --git a/src.original/geometries/BoxGeometry.js b/src.original/geometries/BoxGeometry.js new file mode 100644 index 00000000000000..b4dc0143616293 --- /dev/null +++ b/src.original/geometries/BoxGeometry.js @@ -0,0 +1,203 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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 ) { + + BufferGeometry.call( this ); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + width = width || 1; + height = height || 1; + depth = depth || 1; + + // segments + + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var numberOfVertices = 0; + var groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var ix, iy; + + var vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + +} + +BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + + +export { BoxGeometry, BoxBufferGeometry }; diff --git a/src.original/geometries/CircleGeometry.js b/src.original/geometries/CircleGeometry.js new file mode 100644 index 00000000000000..20904b9fbf8beb --- /dev/null +++ b/src.original/geometries/CircleGeometry.js @@ -0,0 +1,121 @@ +/** + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + * @author hughes + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector2 } from '../math/Vector2.js'; + +// 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 i, s; + var vertex = new Vector3(); + var uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + var segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + +export { CircleGeometry, CircleBufferGeometry }; diff --git a/src.original/geometries/ConeGeometry.js b/src.original/geometries/ConeGeometry.js new file mode 100644 index 00000000000000..21df9ac0c5fee1 --- /dev/null +++ b/src.original/geometries/ConeGeometry.js @@ -0,0 +1,55 @@ +/** + * @author abelnation / http://github.com/abelnation + */ + +import { CylinderGeometry } from './CylinderGeometry.js'; +import { CylinderBufferGeometry } from './CylinderGeometry.js'; + +// 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; + + +export { ConeGeometry, ConeBufferGeometry }; diff --git a/src.original/geometries/CylinderGeometry.js b/src.original/geometries/CylinderGeometry.js new file mode 100644 index 00000000000000..e345a03742974b --- /dev/null +++ b/src.original/geometries/CylinderGeometry.js @@ -0,0 +1,316 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector2 } from '../math/Vector2.js'; + +// 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); + + var groupCount = 0; + + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + var theta = u * thetaLength + thetaStart; + + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var d = indexArray[ y ][ x + 1 ]; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // update group counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + var x, centerIndexStart, centerIndexEnd; + + var uv = new Vector2(); + var vertex = new Vector3(); + + var groupCount = 0; + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; + + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + +} + +CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + + +export { CylinderGeometry, CylinderBufferGeometry }; diff --git a/src.original/geometries/DodecahedronGeometry.js b/src.original/geometries/DodecahedronGeometry.js new file mode 100644 index 00000000000000..384ee81b6b106b --- /dev/null +++ b/src.original/geometries/DodecahedronGeometry.js @@ -0,0 +1,88 @@ +/** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { PolyhedronBufferGeometry } from './PolyhedronGeometry.js'; + +// 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; + + +export { DodecahedronGeometry, DodecahedronBufferGeometry }; diff --git a/src.original/geometries/EdgesGeometry.js b/src.original/geometries/EdgesGeometry.js new file mode 100644 index 00000000000000..aef60857598581 --- /dev/null +++ b/src.original/geometries/EdgesGeometry.js @@ -0,0 +1,113 @@ +/** + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Geometry } from '../core/Geometry.js'; +import { _Math } from '../math/Math.js'; + +function EdgesGeometry( geometry, thresholdAngle ) { + + BufferGeometry.call( this ); + + this.type = 'EdgesGeometry'; + + this.parameters = { + thresholdAngle: thresholdAngle + }; + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + // buffer + + var vertices = []; + + // helper variables + + var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + + // prepare source geometry + + var geometry2; + + if ( geometry.isBufferGeometry ) { + + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); + + } else { + + geometry2 = geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; + + // now create a data structure where each entry represents an edge with its adjoining faces + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + +} + +EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); +EdgesGeometry.prototype.constructor = EdgesGeometry; + + +export { EdgesGeometry }; diff --git a/src.original/geometries/ExtrudeGeometry.js b/src.original/geometries/ExtrudeGeometry.js new file mode 100644 index 00000000000000..513f18fdf5eefc --- /dev/null +++ b/src.original/geometries/ExtrudeGeometry.js @@ -0,0 +1,832 @@ +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Vector3 } from '../math/Vector3.js'; +import { ShapeUtils } from '../extras/ShapeUtils.js'; + +// 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 () { + + 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.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.addAttribute( '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 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; + + } + + // Variables initialization + + var ahole, h, hl; // looping of holes + + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + var faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + + return vec.clone().multiplyScalar( size ).add( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + var v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ); + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + var start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + var layer = 0; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + 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 ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( -- i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, + sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d ); + + } + + } + + } + + 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 () { + + 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; + +} + + +export { ExtrudeGeometry, ExtrudeBufferGeometry }; diff --git a/src.original/geometries/Geometries.js b/src.original/geometries/Geometries.js new file mode 100644 index 00000000000000..c374cb5e85164d --- /dev/null +++ b/src.original/geometries/Geometries.js @@ -0,0 +1,22 @@ +export { WireframeGeometry } from './WireframeGeometry.js'; +export { ParametricGeometry, ParametricBufferGeometry } from './ParametricGeometry.js'; +export { TetrahedronGeometry, TetrahedronBufferGeometry } from './TetrahedronGeometry.js'; +export { OctahedronGeometry, OctahedronBufferGeometry } from './OctahedronGeometry.js'; +export { IcosahedronGeometry, IcosahedronBufferGeometry } from './IcosahedronGeometry.js'; +export { DodecahedronGeometry, DodecahedronBufferGeometry } from './DodecahedronGeometry.js'; +export { PolyhedronGeometry, PolyhedronBufferGeometry } from './PolyhedronGeometry.js'; +export { TubeGeometry, TubeBufferGeometry } from './TubeGeometry.js'; +export { TorusKnotGeometry, TorusKnotBufferGeometry } from './TorusKnotGeometry.js'; +export { TorusGeometry, TorusBufferGeometry } from './TorusGeometry.js'; +export { TextGeometry, TextBufferGeometry } from './TextGeometry.js'; +export { SphereGeometry, SphereBufferGeometry } from './SphereGeometry.js'; +export { RingGeometry, RingBufferGeometry } from './RingGeometry.js'; +export { PlaneGeometry, PlaneBufferGeometry } from './PlaneGeometry.js'; +export { LatheGeometry, LatheBufferGeometry } from './LatheGeometry.js'; +export { ShapeGeometry, ShapeBufferGeometry } from './ShapeGeometry.js'; +export { ExtrudeGeometry, ExtrudeBufferGeometry } from './ExtrudeGeometry.js'; +export { EdgesGeometry } from './EdgesGeometry.js'; +export { ConeGeometry, ConeBufferGeometry } from './ConeGeometry.js'; +export { CylinderGeometry, CylinderBufferGeometry } from './CylinderGeometry.js'; +export { CircleGeometry, CircleBufferGeometry } from './CircleGeometry.js'; +export { BoxGeometry, BoxBufferGeometry } from './BoxGeometry.js'; diff --git a/src.original/geometries/IcosahedronGeometry.js b/src.original/geometries/IcosahedronGeometry.js new file mode 100644 index 00000000000000..00f52493272c84 --- /dev/null +++ b/src.original/geometries/IcosahedronGeometry.js @@ -0,0 +1,64 @@ +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { PolyhedronBufferGeometry } from './PolyhedronGeometry.js'; + +// 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; + + +export { IcosahedronGeometry, IcosahedronBufferGeometry }; diff --git a/src.original/geometries/LatheGeometry.js b/src.original/geometries/LatheGeometry.js new file mode 100644 index 00000000000000..907de87b2b22cc --- /dev/null +++ b/src.original/geometries/LatheGeometry.js @@ -0,0 +1,186 @@ +/** + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector2 } from '../math/Vector2.js'; +import { _Math } from '../math/Math.js'; + +// 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 = _Math.clamp( phiLength, 0, Math.PI * 2 ); + + + // buffers + + var indices = []; + var vertices = []; + var uvs = []; + + // helper variables + + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + + } + + } + + // indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if ( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); + + // this is the buffer offset for the last line of vertices + + base = segments * points.length * 3; + + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } + + } + +} + +LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + + +export { LatheGeometry, LatheBufferGeometry }; diff --git a/src.original/geometries/OctahedronGeometry.js b/src.original/geometries/OctahedronGeometry.js new file mode 100644 index 00000000000000..4513a7d73b4bc9 --- /dev/null +++ b/src.original/geometries/OctahedronGeometry.js @@ -0,0 +1,60 @@ +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { PolyhedronBufferGeometry } from './PolyhedronGeometry.js'; + +// 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; + + +export { OctahedronGeometry, OctahedronBufferGeometry }; diff --git a/src.original/geometries/ParametricGeometry.js b/src.original/geometries/ParametricGeometry.js new file mode 100644 index 00000000000000..329230c4fa40f9 --- /dev/null +++ b/src.original/geometries/ParametricGeometry.js @@ -0,0 +1,163 @@ +/** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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(); + + var i, j; + + 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 ( i = 0; i <= stacks; i ++ ) { + + var v = i / stacks; + + for ( 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 ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; + + // faces one and two + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + + +export { ParametricGeometry, ParametricBufferGeometry }; diff --git a/src.original/geometries/PlaneGeometry.js b/src.original/geometries/PlaneGeometry.js new file mode 100644 index 00000000000000..6b4fb3fa17021c --- /dev/null +++ b/src.original/geometries/PlaneGeometry.js @@ -0,0 +1,126 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; + +// 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; + + var ix, iy; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + // indices + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + + +export { PlaneGeometry, PlaneBufferGeometry }; diff --git a/src.original/geometries/PolyhedronGeometry.js b/src.original/geometries/PolyhedronGeometry.js new file mode 100644 index 00000000000000..b06d0c45e36d4b --- /dev/null +++ b/src.original/geometries/PolyhedronGeometry.js @@ -0,0 +1,341 @@ +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector2 } from '../math/Vector2.js'; + +// 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 + + appplyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + 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 = []; + + var i, j; + + // construct all of the vertices for this subdivision + + for ( i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); + + var rows = cols - i; + + for ( j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( i = 0; i < cols; i ++ ) { + + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function appplyRadius( radius ) { + + var vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + var vertex = new Vector3(); + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + var u = azimuth( vertex ) / 2 / Math.PI + 0.5; + var v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( var i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; + + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + var stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + var centroid = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + +} + +PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + + +export { PolyhedronGeometry, PolyhedronBufferGeometry }; diff --git a/src.original/geometries/RingGeometry.js b/src.original/geometries/RingGeometry.js new file mode 100644 index 00000000000000..8acbda18d365c8 --- /dev/null +++ b/src.original/geometries/RingGeometry.js @@ -0,0 +1,152 @@ +/** + * @author Kaleb Murphy + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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 segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +RingBufferGeometry.prototype.constructor = RingBufferGeometry; + + +export { RingGeometry, RingBufferGeometry }; diff --git a/src.original/geometries/ShapeGeometry.js b/src.original/geometries/ShapeGeometry.js new file mode 100644 index 00000000000000..4f59dfa2f82567 --- /dev/null +++ b/src.original/geometries/ShapeGeometry.js @@ -0,0 +1,222 @@ +/** + * @author jonobr1 / http://jonobr1.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { ShapeUtils } from '../extras/ShapeUtils.js'; + +// 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 () { + + var data = Geometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + var i, l, shapeHole; + + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); + + var shapeVertices = points.shape; + var shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + // also check if holes are in the opposite direction + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + } + + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + + var vertex = shapeVertices[ i ]; + + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs + + } + + // incides + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + +} + +ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + +ShapeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + +}; + +// + +function toJSON( 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; + +} + + +export { ShapeGeometry, ShapeBufferGeometry }; diff --git a/src.original/geometries/SphereGeometry.js b/src.original/geometries/SphereGeometry.js new file mode 100644 index 00000000000000..287d12f3bbfaa6 --- /dev/null +++ b/src.original/geometries/SphereGeometry.js @@ -0,0 +1,152 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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 = thetaStart + thetaLength; + + var ix, iy; + + var index = 0; + var grid = []; + + var vertex = new Vector3(); + var normal = new Vector3(); + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy <= heightSegments; iy ++ ) { + + var verticesRow = []; + + var v = iy / heightSegments; + + for ( ix = 0; ix <= widthSegments; ix ++ ) { + + var u = ix / widthSegments; + + // vertex + + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( vertex.x, vertex.y, vertex.z ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( iy = 0; iy < heightSegments; iy ++ ) { + + for ( ix = 0; ix < widthSegments; ix ++ ) { + + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + + +export { SphereGeometry, SphereBufferGeometry }; diff --git a/src.original/geometries/TetrahedronGeometry.js b/src.original/geometries/TetrahedronGeometry.js new file mode 100644 index 00000000000000..7f4a7cd0a84846 --- /dev/null +++ b/src.original/geometries/TetrahedronGeometry.js @@ -0,0 +1,57 @@ +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { PolyhedronBufferGeometry } from './PolyhedronGeometry.js'; + +// 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; + + +export { TetrahedronGeometry, TetrahedronBufferGeometry }; diff --git a/src.original/geometries/TextGeometry.js b/src.original/geometries/TextGeometry.js new file mode 100644 index 00000000000000..bd8ba8a7607b61 --- /dev/null +++ b/src.original/geometries/TextGeometry.js @@ -0,0 +1,81 @@ +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ + +import { Geometry } from '../core/Geometry.js'; +import { ExtrudeBufferGeometry } from './ExtrudeGeometry.js'; + +// 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; + + +export { TextGeometry, TextBufferGeometry }; diff --git a/src.original/geometries/TorusGeometry.js b/src.original/geometries/TorusGeometry.js new file mode 100644 index 00000000000000..401d34bb072881 --- /dev/null +++ b/src.original/geometries/TorusGeometry.js @@ -0,0 +1,142 @@ +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( 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 ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + + +export { TorusGeometry, TorusBufferGeometry }; diff --git a/src.original/geometries/TorusKnotGeometry.js b/src.original/geometries/TorusKnotGeometry.js new file mode 100644 index 00000000000000..6041d999420901 --- /dev/null +++ b/src.original/geometries/TorusKnotGeometry.js @@ -0,0 +1,194 @@ +/** + * @author oosmoxiecode + * @author Mugen87 / https://github.com/Mugen87 + * + * based on http://www.blackpawn.com/texts/pqtorus/ + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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 i, j; + + 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 ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + +} + +TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + + +export { TorusKnotGeometry, TorusKnotBufferGeometry }; diff --git a/src.original/geometries/TubeGeometry.js b/src.original/geometries/TubeGeometry.js new file mode 100644 index 00000000000000..2a8080c3f8738f --- /dev/null +++ b/src.original/geometries/TubeGeometry.js @@ -0,0 +1,223 @@ +/** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ + +import { Geometry } from '../core/Geometry.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Vector3 } from '../math/Vector3.js'; + +// 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(); + + var i, j; + + // buffer + + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + 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 ( j = 0; j <= radialSegments; j ++ ) { + + var v = j / radialSegments * Math.PI * 2; + + var sin = Math.sin( v ); + var cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + for ( j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + +} + +TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + + +export { TubeGeometry, TubeBufferGeometry }; diff --git a/src.original/geometries/WireframeGeometry.js b/src.original/geometries/WireframeGeometry.js new file mode 100644 index 00000000000000..521b4c69b3f300 --- /dev/null +++ b/src.original/geometries/WireframeGeometry.js @@ -0,0 +1,179 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Vector3 } from '../math/Vector3.js'; + +function WireframeGeometry( geometry ) { + + BufferGeometry.call( this ); + + this.type = 'WireframeGeometry'; + + // buffer + + var vertices = []; + + // helper variables + + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; + + // different logic for Geometry and BufferGeometry + + if ( geometry && geometry.isGeometry ) { + + // create a data structure that contains all edges without duplicates + + var faces = geometry.faces; + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = geometry.vertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else if ( geometry && geometry.isBufferGeometry ) { + + var position, indices, groups; + var group, start, count; + var index1, index2; + + vertex = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all eges without duplicates + + for ( o = 0, ol = groups.length; o < ol; ++ o ) { + + group = groups[ o ]; + + start = group.start; + count = group.count; + + for ( i = start, l = ( start + count ); i < l; i += 3 ) { + + for ( j = 0; j < 3; j ++ ) { + + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else { + + // non-indexed BufferGeometry + + position = geometry.attributes.position; + + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + } + + } + + // build geometry + + this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + +} + +WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); +WireframeGeometry.prototype.constructor = WireframeGeometry; + + +export { WireframeGeometry }; diff --git a/src.original/helpers/ArrowHelper.js b/src.original/helpers/ArrowHelper.js new file mode 100644 index 00000000000000..11d3f4ef933265 --- /dev/null +++ b/src.original/helpers/ArrowHelper.js @@ -0,0 +1,121 @@ +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ + +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Object3D } from '../core/Object3D.js'; +import { CylinderBufferGeometry } from '../geometries/CylinderGeometry.js'; +import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Mesh } from '../objects/Mesh.js'; +import { Line } from '../objects/Line.js'; +import { Vector3 } from '../math/Vector3.js'; + +var lineGeometry, coneGeometry; + +function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + if ( lineGeometry === undefined ) { + + lineGeometry = new BufferGeometry(); + lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + +} + +ArrowHelper.prototype = Object.create( Object3D.prototype ); +ArrowHelper.prototype.constructor = ArrowHelper; + +ArrowHelper.prototype.setDirection = ( function () { + + var axis = new Vector3(); + var radians; + + return function setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + +}() ); + +ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + +}; + +ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); + +}; + + +export { ArrowHelper }; diff --git a/src.original/helpers/AxesHelper.js b/src.original/helpers/AxesHelper.js new file mode 100644 index 00000000000000..34a7f42ff5cfd9 --- /dev/null +++ b/src.original/helpers/AxesHelper.js @@ -0,0 +1,42 @@ +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +import { LineSegments } from '../objects/LineSegments.js'; +import { VertexColors } from '../constants.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +function AxesHelper( size ) { + + size = size || 1; + + var vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + var colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + +} + +AxesHelper.prototype = Object.create( LineSegments.prototype ); +AxesHelper.prototype.constructor = AxesHelper; + + +export { AxesHelper }; diff --git a/src.original/helpers/Box3Helper.js b/src.original/helpers/Box3Helper.js new file mode 100644 index 00000000000000..44288b50439f8c --- /dev/null +++ b/src.original/helpers/Box3Helper.js @@ -0,0 +1,55 @@ +/** + * @author WestLangley / http://github.com/WestLangley + */ + +import { LineSegments } from '../objects/LineSegments.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { BufferAttribute } from '../core/BufferAttribute.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Object3D } from '../core/Object3D.js'; + +function Box3Helper( box, hex ) { + + this.type = 'Box3Helper'; + + this.box = box; + + var color = ( hex !== undefined ) ? hex : 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 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + var geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.geometry.computeBoundingSphere(); + +} + +Box3Helper.prototype = Object.create( LineSegments.prototype ); +Box3Helper.prototype.constructor = Box3Helper; + +Box3Helper.prototype.updateMatrixWorld = function ( force ) { + + var box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + +}; + +export { Box3Helper }; diff --git a/src.original/helpers/BoxHelper.js b/src.original/helpers/BoxHelper.js new file mode 100644 index 00000000000000..5fdca028ee5a66 --- /dev/null +++ b/src.original/helpers/BoxHelper.js @@ -0,0 +1,105 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + */ + +import { Box3 } from '../math/Box3.js'; +import { LineSegments } from '../objects/LineSegments.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +function BoxHelper( object, color ) { + + this.object = object; + + if ( color === undefined ) color = 0xffff00; + + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); + + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + this.matrixAutoUpdate = false; + + this.update(); + +} + +BoxHelper.prototype = Object.create( LineSegments.prototype ); +BoxHelper.prototype.constructor = BoxHelper; + +BoxHelper.prototype.update = ( function () { + + var box = new Box3(); + + return function update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + box.setFromObject( this.object ); + + } + + if ( box.isEmpty() ) return; + + var min = box.min; + var max = box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var position = this.geometry.attributes.position; + var array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + }; + +} )(); + +BoxHelper.prototype.setFromObject = function ( object ) { + + this.object = object; + this.update(); + + return this; + +}; + + +export { BoxHelper }; diff --git a/src.original/helpers/CameraHelper.js b/src.original/helpers/CameraHelper.js new file mode 100644 index 00000000000000..dc06797e8da753 --- /dev/null +++ b/src.original/helpers/CameraHelper.js @@ -0,0 +1,210 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author Mugen87 / https://github.com/Mugen87 + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +import { Camera } from '../cameras/Camera.js'; +import { Vector3 } from '../math/Vector3.js'; +import { LineSegments } from '../objects/LineSegments.js'; +import { Color } from '../math/Color.js'; +import { FaceColors } from '../constants.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; + +function CameraHelper( camera ) { + + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); + + var vertices = []; + var colors = []; + + var pointMap = {}; + + // colors + + var colorFrustum = new Color( 0xffaa00 ); + var colorCone = new Color( 0xff0000 ); + var colorUp = new Color( 0x00aaff ); + var colorTarget = new Color( 0xffffff ); + var colorCross = new Color( 0x333333 ); + + // near + + addLine( 'n1', 'n2', colorFrustum ); + addLine( 'n2', 'n4', colorFrustum ); + addLine( 'n4', 'n3', colorFrustum ); + addLine( 'n3', 'n1', colorFrustum ); + + // far + + addLine( 'f1', 'f2', colorFrustum ); + addLine( 'f2', 'f4', colorFrustum ); + addLine( 'f4', 'f3', colorFrustum ); + addLine( 'f3', 'f1', colorFrustum ); + + // sides + + addLine( 'n1', 'f1', colorFrustum ); + addLine( 'n2', 'f2', colorFrustum ); + addLine( 'n3', 'f3', colorFrustum ); + addLine( 'n4', 'f4', colorFrustum ); + + // cone + + addLine( 'p', 'n1', colorCone ); + addLine( 'p', 'n2', colorCone ); + addLine( 'p', 'n3', colorCone ); + addLine( 'p', 'n4', colorCone ); + + // up + + addLine( 'u1', 'u2', colorUp ); + addLine( 'u2', 'u3', colorUp ); + addLine( 'u3', 'u1', colorUp ); + + // target + + addLine( 'c', 't', colorTarget ); + addLine( 'p', 'c', colorCross ); + + // cross + + addLine( 'cn1', 'cn2', colorCross ); + addLine( 'cn3', 'cn4', colorCross ); + + addLine( 'cf1', 'cf2', colorCross ); + addLine( 'cf3', 'cf4', colorCross ); + + function addLine( a, b, color ) { + + addPoint( a, color ); + addPoint( b, color ); + + } + + function addPoint( id, color ) { + + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + LineSegments.call( this, geometry, material ); + + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + +} + +CameraHelper.prototype = Object.create( LineSegments.prototype ); +CameraHelper.prototype.constructor = CameraHelper; + +CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new Vector3(); + var camera = new Camera(); + + function setPoint( point, x, y, z ) { + + vector.set( x, y, z ).unproject( camera ); + + var points = pointMap[ point ]; + + if ( points !== undefined ) { + + var position = geometry.getAttribute( 'position' ); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); + + } + + } + + } + + return function update() { + + geometry = this.geometry; + pointMap = this.pointMap; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + camera.projectionMatrix.copy( this.camera.projectionMatrix ); + + // center / target + + setPoint( 'c', 0, 0, - 1 ); + setPoint( 't', 0, 0, 1 ); + + // near + + setPoint( 'n1', - w, - h, - 1 ); + setPoint( 'n2', w, - h, - 1 ); + setPoint( 'n3', - w, h, - 1 ); + setPoint( 'n4', w, h, - 1 ); + + // far + + setPoint( 'f1', - w, - h, 1 ); + setPoint( 'f2', w, - h, 1 ); + setPoint( 'f3', - w, h, 1 ); + setPoint( 'f4', w, h, 1 ); + + // up + + setPoint( 'u1', w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', 0, h * 2, - 1 ); + + // cross + + setPoint( 'cf1', - w, 0, 1 ); + setPoint( 'cf2', w, 0, 1 ); + setPoint( 'cf3', 0, - h, 1 ); + setPoint( 'cf4', 0, h, 1 ); + + setPoint( 'cn1', - w, 0, - 1 ); + setPoint( 'cn2', w, 0, - 1 ); + setPoint( 'cn3', 0, - h, - 1 ); + setPoint( 'cn4', 0, h, - 1 ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + }; + +}(); + + +export { CameraHelper }; diff --git a/src.original/helpers/DirectionalLightHelper.js b/src.original/helpers/DirectionalLightHelper.js new file mode 100644 index 00000000000000..e920d5378e0f48 --- /dev/null +++ b/src.original/helpers/DirectionalLightHelper.js @@ -0,0 +1,98 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +import { Vector3 } from '../math/Vector3.js'; +import { Object3D } from '../core/Object3D.js'; +import { Line } from '../objects/Line.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; + +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.addAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.addAttribute( '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 () { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + +}; + +DirectionalLightHelper.prototype.update = function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var v3 = new Vector3(); + + return function update() { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + this.lightPlane.lookAt( v3 ); + + 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( v3 ); + this.targetLine.scale.z = v3.length(); + + }; + +}(); + + +export { DirectionalLightHelper }; diff --git a/src.original/helpers/FaceNormalsHelper.js b/src.original/helpers/FaceNormalsHelper.js new file mode 100644 index 00000000000000..ae78a7807fcb7b --- /dev/null +++ b/src.original/helpers/FaceNormalsHelper.js @@ -0,0 +1,118 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +import { Matrix3 } from '../math/Matrix3.js'; +import { Vector3 } from '../math/Vector3.js'; +import { LineSegments } from '../objects/LineSegments.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +function FaceNormalsHelper( object, size, hex, linewidth ) { + + // FaceNormalsHelper only supports THREE.Geometry + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length; + + } else { + + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + this.update(); + +} + +FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); +FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; + +FaceNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); + + return function update() { + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var normal = face.normal; + + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + position.needsUpdate = true; + + }; + +}() ); + + +export { FaceNormalsHelper }; diff --git a/src.original/helpers/GridHelper.js b/src.original/helpers/GridHelper.js new file mode 100644 index 00000000000000..2b38bab2989a0e --- /dev/null +++ b/src.original/helpers/GridHelper.js @@ -0,0 +1,52 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { LineSegments } from '../objects/LineSegments.js'; +import { VertexColors } from '../constants.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Color } from '../math/Color.js'; + +function GridHelper( size, divisions, color1, color2 ) { + + size = size || 10; + divisions = divisions || 10; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; + + var vertices = [], colors = []; + + for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + var color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + +} + +GridHelper.prototype = Object.create( LineSegments.prototype ); +GridHelper.prototype.constructor = GridHelper; + +export { GridHelper }; diff --git a/src.original/helpers/HemisphereLightHelper.js b/src.original/helpers/HemisphereLightHelper.js new file mode 100644 index 00000000000000..32da6914e60c09 --- /dev/null +++ b/src.original/helpers/HemisphereLightHelper.js @@ -0,0 +1,96 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { Vector3 } from '../math/Vector3.js'; +import { Color } from '../math/Color.js'; +import { Object3D } from '../core/Object3D.js'; +import { Mesh } from '../objects/Mesh.js'; +import { VertexColors } from '../constants.js'; +import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; +import { OctahedronBufferGeometry } from '../geometries/OctahedronGeometry.js'; +import { BufferAttribute } from '../core/BufferAttribute.js'; + +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 } ); + if ( this.color === undefined ) this.material.vertexColors = VertexColors; + + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); + + geometry.addAttribute( '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 () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + +}; + +HemisphereLightHelper.prototype.update = function () { + + var vector = new Vector3(); + + var color1 = new Color(); + var color2 = new Color(); + + return function update() { + + var mesh = this.children[ 0 ]; + + 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.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + }; + +}(); + + +export { HemisphereLightHelper }; diff --git a/src.original/helpers/PlaneHelper.js b/src.original/helpers/PlaneHelper.js new file mode 100644 index 00000000000000..edb94334aae307 --- /dev/null +++ b/src.original/helpers/PlaneHelper.js @@ -0,0 +1,63 @@ +/** + * @author WestLangley / http://github.com/WestLangley + */ + +import { Line } from '../objects/Line.js'; +import { Mesh } from '../objects/Mesh.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Object3D } from '../core/Object3D.js'; +import { FrontSide, BackSide } from '../constants.js'; + +function PlaneHelper( plane, size, hex ) { + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = ( size === undefined ) ? 1 : size; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + 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 ]; + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); + + // + + 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.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); + +} + +PlaneHelper.prototype = Object.create( Line.prototype ); +PlaneHelper.prototype.constructor = PlaneHelper; + +PlaneHelper.prototype.updateMatrixWorld = function ( force ) { + + 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 ); + + Object3D.prototype.updateMatrixWorld.call( this, force ); + +}; + +export { PlaneHelper }; diff --git a/src.original/helpers/PointLightHelper.js b/src.original/helpers/PointLightHelper.js new file mode 100644 index 00000000000000..c5290e4df4ba1a --- /dev/null +++ b/src.original/helpers/PointLightHelper.js @@ -0,0 +1,92 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +import { Mesh } from '../objects/Mesh.js'; +import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; +import { SphereBufferGeometry } from '../geometries/SphereGeometry.js'; + +function PointLightHelper( light, sphereSize, color ) { + + this.light = light; + this.light.updateMatrixWorld(); + + this.color = color; + + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); + + Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + +} + +PointLightHelper.prototype = Object.create( Mesh.prototype ); +PointLightHelper.prototype.constructor = PointLightHelper; + +PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); + +}; + +PointLightHelper.prototype.update = function () { + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + +}; + + +export { PointLightHelper }; diff --git a/src.original/helpers/PolarGridHelper.js b/src.original/helpers/PolarGridHelper.js new file mode 100644 index 00000000000000..bfbb0f0f197e9a --- /dev/null +++ b/src.original/helpers/PolarGridHelper.js @@ -0,0 +1,95 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + * @author Hectate / http://www.github.com/Hectate + */ + +import { LineSegments } from '../objects/LineSegments.js'; +import { VertexColors } from '../constants.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Color } from '../math/Color.js'; + +function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + + var vertices = []; + var colors = []; + + var x, z; + var v, i, j, r, color; + + // create the radials + + for ( i = 0; i <= radials; i ++ ) { + + v = ( i / radials ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + // create the circles + + for ( i = 0; i <= circles; i ++ ) { + + color = ( i & 1 ) ? color1 : color2; + + r = radius - ( radius / circles * i ); + + for ( j = 0; j < divisions; j ++ ) { + + // first vertex + + v = ( j / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + var geometry = new BufferGeometry(); + geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors } ); + + LineSegments.call( this, geometry, material ); + +} + +PolarGridHelper.prototype = Object.create( LineSegments.prototype ); +PolarGridHelper.prototype.constructor = PolarGridHelper; + +export { PolarGridHelper }; diff --git a/src.original/helpers/RectAreaLightHelper.js b/src.original/helpers/RectAreaLightHelper.js new file mode 100644 index 00000000000000..dfeca0eb0c749a --- /dev/null +++ b/src.original/helpers/RectAreaLightHelper.js @@ -0,0 +1,81 @@ +/** + * @author abelnation / http://github.com/abelnation + * @author Mugen87 / http://github.com/Mugen87 + * @author WestLangley / http://github.com/WestLangley + */ + +import { Object3D } from '../core/Object3D.js'; +import { Line } from '../objects/Line.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { BufferAttribute } from '../core/BufferAttribute.js'; + +function RectAreaLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var material = new LineBasicMaterial( { fog: false } ); + + var geometry = new BufferGeometry(); + + geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); + + this.line = new Line( geometry, material ); + this.add( this.line ); + + + this.update(); + +} + +RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); +RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; + +RectAreaLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + +}; + +RectAreaLightHelper.prototype.update = function () { + + // calculate new dimensions of the helper + + var hx = this.light.width * 0.5; + var hy = this.light.height * 0.5; + + var position = this.line.geometry.attributes.position; + var array = position.array; + + // update vertices + + array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; + array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; + array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; + array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; + array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; + + position.needsUpdate = true; + + if ( this.color !== undefined ) { + + this.line.material.color.set( this.color ); + + } else { + + this.line.material.color.copy( this.light.color ); + + } + +}; + +export { RectAreaLightHelper }; diff --git a/src.original/helpers/SkeletonHelper.js b/src.original/helpers/SkeletonHelper.js new file mode 100644 index 00000000000000..0756de3a26822c --- /dev/null +++ b/src.original/helpers/SkeletonHelper.js @@ -0,0 +1,128 @@ +/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { LineSegments } from '../objects/LineSegments.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { VertexColors } from '../constants.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Color } from '../math/Color.js'; +import { Vector3 } from '../math/Vector3.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { Object3D } from '../core/Object3D.js'; + +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 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + LineSegments.call( this, geometry, material ); + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +} + +SkeletonHelper.prototype = Object.create( LineSegments.prototype ); +SkeletonHelper.prototype.constructor = SkeletonHelper; + +SkeletonHelper.prototype.updateMatrixWorld = function () { + + var vector = new Vector3(); + + var boneMatrix = new Matrix4(); + var matrixWorldInv = new Matrix4(); + + return 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.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j, vector.x, vector.y, vector.z ); + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + vector.setFromMatrixPosition( boneMatrix ); + position.setXYZ( j + 1, vector.x, vector.y, vector.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + }; + +}(); + +export { SkeletonHelper }; diff --git a/src.original/helpers/SpotLightHelper.js b/src.original/helpers/SpotLightHelper.js new file mode 100644 index 00000000000000..4d006d88b769d4 --- /dev/null +++ b/src.original/helpers/SpotLightHelper.js @@ -0,0 +1,103 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +import { Vector3 } from '../math/Vector3.js'; +import { Object3D } from '../core/Object3D.js'; +import { LineSegments } from '../objects/LineSegments.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +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.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + var material = new LineBasicMaterial( { fog: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + +} + +SpotLightHelper.prototype = Object.create( Object3D.prototype ); +SpotLightHelper.prototype.constructor = SpotLightHelper; + +SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + +}; + +SpotLightHelper.prototype.update = function () { + + var vector = new Vector3(); + var vector2 = new Vector3(); + + return function update() { + + 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.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + }; + +}(); + + +export { SpotLightHelper }; diff --git a/src.original/helpers/VertexNormalsHelper.js b/src.original/helpers/VertexNormalsHelper.js new file mode 100644 index 00000000000000..fb16909c614639 --- /dev/null +++ b/src.original/helpers/VertexNormalsHelper.js @@ -0,0 +1,153 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +import { Matrix3 } from '../math/Matrix3.js'; +import { Vector3 } from '../math/Vector3.js'; +import { LineSegments } from '../objects/LineSegments.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +function VertexNormalsHelper( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; + + } + + // + + var geometry = new BufferGeometry(); + + var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + + this.update(); + +} + +VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); +VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; + +VertexNormalsHelper.prototype.update = ( function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + var normalMatrix = new Matrix3(); + + return function update() { + + var keys = [ 'a', 'b', 'c' ]; + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + if ( objGeometry && objGeometry.isGeometry ) { + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + var vertex = vertices[ face[ keys[ j ] ] ]; + + var normal = face.vertexNormals[ j ]; + + v1.copy( vertex ).applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + } else if ( objGeometry && objGeometry.isBufferGeometry ) { + + var objPos = objGeometry.attributes.position; + + var objNorm = objGeometry.attributes.normal; + + var idx = 0; + + // for simplicity, ignore index and drawcalls, and render every normal + + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + position.needsUpdate = true; + + }; + +}() ); + + +export { VertexNormalsHelper }; diff --git a/src.original/lights/AmbientLight.js b/src.original/lights/AmbientLight.js new file mode 100644 index 00000000000000..1c52837246e00c --- /dev/null +++ b/src.original/lights/AmbientLight.js @@ -0,0 +1,26 @@ +import { Light } from './Light.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AmbientLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + +} + +AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: AmbientLight, + + isAmbientLight: true + +} ); + + +export { AmbientLight }; diff --git a/src.original/lights/DirectionalLight.js b/src.original/lights/DirectionalLight.js new file mode 100644 index 00000000000000..396a2a2282cb14 --- /dev/null +++ b/src.original/lights/DirectionalLight.js @@ -0,0 +1,46 @@ +import { Light } from './Light.js'; +import { DirectionalLightShadow } from './DirectionalLightShadow.js'; +import { Object3D } from '../core/Object3D.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function DirectionalLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + +} + +DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: DirectionalLight, + + isDirectionalLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + + +export { DirectionalLight }; diff --git a/src.original/lights/DirectionalLightShadow.js b/src.original/lights/DirectionalLightShadow.js new file mode 100644 index 00000000000000..7c2a5fc8e6eca4 --- /dev/null +++ b/src.original/lights/DirectionalLightShadow.js @@ -0,0 +1,21 @@ +import { LightShadow } from './LightShadow.js'; +import { OrthographicCamera } from '../cameras/OrthographicCamera.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function DirectionalLightShadow( ) { + + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + +} + +DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: DirectionalLightShadow + +} ); + + +export { DirectionalLightShadow }; diff --git a/src.original/lights/HemisphereLight.js b/src.original/lights/HemisphereLight.js new file mode 100644 index 00000000000000..84ccacb153638f --- /dev/null +++ b/src.original/lights/HemisphereLight.js @@ -0,0 +1,43 @@ +import { Light } from './Light.js'; +import { Color } from '../math/Color.js'; +import { Object3D } from '../core/Object3D.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function HemisphereLight( skyColor, groundColor, intensity ) { + + Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + +} + +HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: HemisphereLight, + + isHemisphereLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + +} ); + + +export { HemisphereLight }; diff --git a/src.original/lights/Light.js b/src.original/lights/Light.js new file mode 100644 index 00000000000000..e4db9c009b2942 --- /dev/null +++ b/src.original/lights/Light.js @@ -0,0 +1,62 @@ +import { Object3D } from '../core/Object3D.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Light( color, intensity ) { + + Object3D.call( this ); + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + +} + +Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Light, + + isLight: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} ); + + +export { Light }; diff --git a/src.original/lights/LightShadow.js b/src.original/lights/LightShadow.js new file mode 100644 index 00000000000000..294781c067d4cc --- /dev/null +++ b/src.original/lights/LightShadow.js @@ -0,0 +1,61 @@ +import { Matrix4 } from '../math/Matrix4.js'; +import { Vector2 } from '../math/Vector2.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LightShadow( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.matrix = new Matrix4(); + +} + +Object.assign( LightShadow.prototype, { + + copy: function ( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + toJSON: function () { + + var object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} ); + + +export { LightShadow }; diff --git a/src.original/lights/PointLight.js b/src.original/lights/PointLight.js new file mode 100644 index 00000000000000..162078776d17a9 --- /dev/null +++ b/src.original/lights/PointLight.js @@ -0,0 +1,62 @@ +import { Light } from './Light.js'; +import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js'; +import { LightShadow } from './LightShadow.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +function PointLight( color, intensity, distance, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (15) from 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 LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + +} + +PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: PointLight, + + isPointLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + + +export { PointLight }; diff --git a/src.original/lights/RectAreaLight.js b/src.original/lights/RectAreaLight.js new file mode 100644 index 00000000000000..d65f35b1306dde --- /dev/null +++ b/src.original/lights/RectAreaLight.js @@ -0,0 +1,48 @@ +import { Light } from './Light.js'; + +/** + * @author abelnation / http://github.com/abelnation + */ + +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; + + } + +} ); + +export { RectAreaLight }; diff --git a/src.original/lights/SpotLight.js b/src.original/lights/SpotLight.js new file mode 100644 index 00000000000000..90d891af10d6aa --- /dev/null +++ b/src.original/lights/SpotLight.js @@ -0,0 +1,72 @@ +import { Light } from './Light.js'; +import { SpotLightShadow } from './SpotLightShadow.js'; +import { Object3D } from '../core/Object3D.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (17) from 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; + + } + +} ); + + +export { SpotLight }; diff --git a/src.original/lights/SpotLightShadow.js b/src.original/lights/SpotLightShadow.js new file mode 100644 index 00000000000000..0a80e7b0bc14ad --- /dev/null +++ b/src.original/lights/SpotLightShadow.js @@ -0,0 +1,43 @@ +import { LightShadow } from './LightShadow.js'; +import { _Math } from '../math/Math.js'; +import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function SpotLightShadow() { + + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + +} + +SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: SpotLightShadow, + + isSpotLightShadow: true, + + update: function ( light ) { + + var camera = this.camera; + + var fov = _Math.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(); + + } + + } + +} ); + + +export { SpotLightShadow }; diff --git a/src.original/loaders/AnimationLoader.js b/src.original/loaders/AnimationLoader.js new file mode 100644 index 00000000000000..0e3ab97c346be0 --- /dev/null +++ b/src.original/loaders/AnimationLoader.js @@ -0,0 +1,49 @@ +import { AnimationClip } from '../animation/AnimationClip.js'; +import { FileLoader } from './FileLoader.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author bhouston / http://clara.io/ + */ + +function AnimationLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( AnimationLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json, onLoad ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + onLoad( animations ); + + } + +} ); + + +export { AnimationLoader }; diff --git a/src.original/loaders/AudioLoader.js b/src.original/loaders/AudioLoader.js new file mode 100644 index 00000000000000..a182ddc8e75930 --- /dev/null +++ b/src.original/loaders/AudioLoader.js @@ -0,0 +1,41 @@ +import { AudioContext } from '../audio/AudioContext.js'; +import { FileLoader } from './FileLoader.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +function AudioLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( AudioLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { + + // 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 ); + + } ); + + }, onProgress, onError ); + + } + +} ); + + +export { AudioLoader }; diff --git a/src.original/loaders/BufferGeometryLoader.js b/src.original/loaders/BufferGeometryLoader.js new file mode 100644 index 00000000000000..2c6b4b2905ffc0 --- /dev/null +++ b/src.original/loaders/BufferGeometryLoader.js @@ -0,0 +1,106 @@ +import { Sphere } from '../math/Sphere.js'; +import { Vector3 } from '../math/Vector3.js'; +import { BufferAttribute } from '../core/BufferAttribute.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { FileLoader } from './FileLoader.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function BufferGeometryLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( BufferGeometryLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = new BufferGeometry(); + + var index = json.data.index; + + if ( index !== undefined ) { + + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + + geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + + } + + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( var i = 0, n = groups.length; i !== n; ++ i ) { + + var group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + var boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + var center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + return geometry; + + } + +} ); + +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 +}; + +export { BufferGeometryLoader }; diff --git a/src.original/loaders/Cache.js b/src.original/loaders/Cache.js new file mode 100644 index 00000000000000..9f63c8dfc67a7f --- /dev/null +++ b/src.original/loaders/Cache.js @@ -0,0 +1,46 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + +}; + + +export { Cache }; diff --git a/src.original/loaders/CompressedTextureLoader.js b/src.original/loaders/CompressedTextureLoader.js new file mode 100644 index 00000000000000..6f298d7bb12f37 --- /dev/null +++ b/src.original/loaders/CompressedTextureLoader.js @@ -0,0 +1,141 @@ +import { LinearFilter } from '../constants.js'; +import { FileLoader } from './FileLoader.js'; +import { CompressedTexture } from '../textures/CompressedTexture.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + +function CompressedTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +} + +Object.assign( CompressedTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new CompressedTexture(); + texture.image = images; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = LinearFilter; + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + var loaded = 0; + + for ( var i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + if ( texDatas.isCubemap ) { + + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( var f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + + +export { CompressedTextureLoader }; diff --git a/src.original/loaders/CubeTextureLoader.js b/src.original/loaders/CubeTextureLoader.js new file mode 100644 index 00000000000000..187d55da70442c --- /dev/null +++ b/src.original/loaders/CubeTextureLoader.js @@ -0,0 +1,77 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { ImageLoader } from './ImageLoader.js'; +import { CubeTexture } from '../textures/CubeTexture.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + + +function CubeTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( CubeTextureLoader.prototype, { + + crossOrigin: 'anonymous', + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new CubeTexture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + var loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( var i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + + +export { CubeTextureLoader }; diff --git a/src.original/loaders/DataTextureLoader.js b/src.original/loaders/DataTextureLoader.js new file mode 100644 index 00000000000000..96770a0a2b4e6a --- /dev/null +++ b/src.original/loaders/DataTextureLoader.js @@ -0,0 +1,95 @@ +import { LinearFilter, LinearMipMapLinearFilter, ClampToEdgeWrapping } from '../constants.js'; +import { FileLoader } from './FileLoader.js'; +import { DataTexture } from '../textures/DataTexture.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ + +function DataTextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +} + +Object.assign( DataTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new DataTexture(); + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + + loader.load( url, function ( buffer ) { + + var texData = scope._parser( buffer ); + + if ( ! texData ) return; + + if ( undefined !== texData.image ) { + + texture.image = texData.image; + + } else if ( undefined !== texData.data ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; + + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + + if ( undefined !== texData.format ) { + + texture.format = texData.format; + + } + if ( undefined !== texData.type ) { + + texture.type = texData.type; + + } + + if ( undefined !== texData.mipmaps ) { + + texture.mipmaps = texData.mipmaps; + + } + + if ( 1 === texData.mipmapCount ) { + + texture.minFilter = LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} ); + + +export { DataTextureLoader }; diff --git a/src.original/loaders/FileLoader.js b/src.original/loaders/FileLoader.js new file mode 100644 index 00000000000000..afe2ecab6f65ae --- /dev/null +++ b/src.original/loaders/FileLoader.js @@ -0,0 +1,301 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Cache } from './Cache.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +var loading = {}; + +function FileLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( FileLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + 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 ); + + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { + + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; + + data = window.decodeURIComponent( data ); + + if ( isBase64 ) data = window.atob( data ); + + try { + + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); + + switch ( responseType ) { + + case 'arraybuffer': + case 'blob': + + 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 + window.setTimeout( function () { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } catch ( error ) { + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + window.setTimeout( function () { + + if ( onError ) onError( error ); + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + }, 0 ); + + } + + } else { + + // Initialise array for duplicate requests + + loading[ url ] = []; + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + var request = new XMLHttpRequest(); + + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = this.response; + + Cache.add( url, 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.' ); + + 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 = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemEnd( url ); + scope.manager.itemError( 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.itemEnd( url ); + scope.manager.itemError( url ); + + }, false ); + + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + + if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + + for ( var header in this.requestHeader ) { + + request.setRequestHeader( header, this.requestHeader[ header ] ); + + } + + request.send( null ); + + } + + scope.manager.itemStart( url ); + + return request; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + }, + + setMimeType: function ( value ) { + + this.mimeType = value; + return this; + + }, + + setRequestHeader: function ( value ) { + + this.requestHeader = value; + return this; + + } + +} ); + + +export { FileLoader }; diff --git a/src.original/loaders/FontLoader.js b/src.original/loaders/FontLoader.js new file mode 100644 index 00000000000000..6cb6a0d07a0441 --- /dev/null +++ b/src.original/loaders/FontLoader.js @@ -0,0 +1,62 @@ +import { Font } from '../extras/core/Font.js'; +import { FileLoader } from './FileLoader.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function FontLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( FontLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + 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 ); + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + + +export { FontLoader }; diff --git a/src.original/loaders/ImageBitmapLoader.js b/src.original/loaders/ImageBitmapLoader.js new file mode 100644 index 00000000000000..8256a308d4e679 --- /dev/null +++ b/src.original/loaders/ImageBitmapLoader.js @@ -0,0 +1,110 @@ +/** + * @author thespite / http://clicktorelease.com/ + */ + +import { Cache } from './Cache.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + + +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.' ); + + } + + this.manager = manager !== undefined ? manager : DefaultLoadingManager; + this.options = undefined; + +} + +ImageBitmapLoader.prototype = { + + constructor: ImageBitmapLoader, + + 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.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + }, + + setCrossOrigin: function ( /* value */ ) { + + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +}; + +export { ImageBitmapLoader }; diff --git a/src.original/loaders/ImageLoader.js b/src.original/loaders/ImageLoader.js new file mode 100644 index 00000000000000..be6321d121826f --- /dev/null +++ b/src.original/loaders/ImageLoader.js @@ -0,0 +1,108 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Cache } from './Cache.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + + +function ImageLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( ImageLoader.prototype, { + + crossOrigin: 'anonymous', + + 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; + + } + + 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.itemEnd( url ); + scope.manager.itemError( 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; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + + +export { ImageLoader }; diff --git a/src.original/loaders/JSONLoader.js b/src.original/loaders/JSONLoader.js new file mode 100644 index 00000000000000..7a6e1a69112a5d --- /dev/null +++ b/src.original/loaders/JSONLoader.js @@ -0,0 +1,579 @@ +import { Loader } from './Loader.js'; +import { LoaderUtils } from './LoaderUtils.js'; +import { AnimationClip } from '../animation/AnimationClip.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector4 } from '../math/Vector4.js'; +import { Color } from '../math/Color.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Face3 } from '../core/Face3.js'; +import { Geometry } from '../core/Geometry.js'; +import { FileLoader } from './FileLoader.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function JSONLoader( manager ) { + + if ( typeof manager === 'boolean' ) { + + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; + + } + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.withCredentials = false; + +} + +Object.assign( JSONLoader.prototype, { + + crossOrigin: 'anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); + + var loader = new FileLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + var json = JSON.parse( text ); + var metadata = json.metadata; + + if ( metadata !== undefined ) { + + var type = metadata.type; + + if ( type !== undefined ) { + + if ( type.toLowerCase() === 'object' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; + + } + + } + + } + + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); + + }, onProgress, onError ); + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + return this; + + }, + + parse: ( function () { + + function parseModel( json, geometry ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, faceA, faceB, hex, normal, + + uvLayer, uv, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + scale = json.scale, + + nUvLayers = 0; + + + if ( json.uvs !== undefined ) { + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i ++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; + + } + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + faceA = new Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; + + faceB = new Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; + + offset += 4; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + + for ( j = 0; j < 4; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new Vector2( u, v ); + + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 4; i ++ ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); + + } + + } + + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); + + } else { + + face = new Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + + for ( j = 0; j < 3; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new Vector2( u, v ); + + geometry.faceVertexUvs[ i ][ fi ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 3; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 3; i ++ ) { + + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + } + + } + + function parseSkin( json, geometry ) { + + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + + if ( json.skinWeights ) { + + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + + geometry.skinWeights.push( new Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + + geometry.skinIndices.push( new Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + + } + + } + + function parseMorphing( json, geometry ) { + + var scale = json.scale; + + if ( json.morphTargets !== undefined ) { + + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; + + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + faces[ i ].color.fromArray( morphColors, i * 3 ); + + } + + } + + } + + function parseAnimations( json, geometry ) { + + var outputAnimations = []; + + // parse old style Bone/Hierarchy animations + var animations = []; + + if ( json.animation !== undefined ) { + + animations.push( json.animation ); + + } + + if ( json.animations !== undefined ) { + + if ( json.animations.length ) { + + animations = animations.concat( json.animations ); + + } else { + + animations.push( json.animations ); + + } + + } + + for ( var i = 0; i < animations.length; i ++ ) { + + var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); + + } + + // parse implicit morph animations + if ( geometry.morphTargets ) { + + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); + + } + + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + + } + + return function parse( json, texturePath ) { + + if ( json.data !== undefined ) { + + // Geometry 4.0 spec + json = json.data; + + } + + if ( json.scale !== undefined ) { + + json.scale = 1.0 / json.scale; + + } else { + + json.scale = 1.0; + + } + + var geometry = new Geometry(); + + parseModel( json, geometry ); + parseSkin( json, geometry ); + parseMorphing( json, geometry ); + parseAnimations( json, geometry ); + + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); + + if ( json.materials === undefined || json.materials.length === 0 ) { + + return { geometry: geometry }; + + } else { + + var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + + return { geometry: geometry, materials: materials }; + + } + + }; + + } )() + +} ); + + +export { JSONLoader }; diff --git a/src.original/loaders/Loader.js b/src.original/loaders/Loader.js new file mode 100644 index 00000000000000..d1c9726fd13b8a --- /dev/null +++ b/src.original/loaders/Loader.js @@ -0,0 +1,342 @@ +import { + NoBlending, + NormalBlending, + AdditiveBlending, + SubtractiveBlending, + MultiplyBlending, + CustomBlending, + + FaceColors, + VertexColors, + + DoubleSide, + BackSide, + + MirroredRepeatWrapping, + RepeatWrapping +} from '../constants.js'; +import { _Math } from '../math/Math.js'; +import { MaterialLoader } from './MaterialLoader.js'; +import { TextureLoader } from './TextureLoader.js'; +import { Color } from '../math/Color.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Loader() {} + +Loader.Handlers = { + + handlers: [], + + add: function ( regex, loader ) { + + this.handlers.push( regex, loader ); + + }, + + get: function ( file ) { + + var handlers = this.handlers; + + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + } + +}; + +Object.assign( Loader.prototype, { + + crossOrigin: 'anonymous', + + onLoadStart: function () {}, + + onLoadProgress: function () {}, + + onLoadComplete: function () {}, + + initMaterials: function ( materials, texturePath, crossOrigin ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + + } + + return array; + + }, + + createMaterial: ( function () { + + var BlendingMode = { + NoBlending: NoBlending, + NormalBlending: NormalBlending, + AdditiveBlending: AdditiveBlending, + SubtractiveBlending: SubtractiveBlending, + MultiplyBlending: MultiplyBlending, + CustomBlending: CustomBlending + }; + + var color = new Color(); + var textureLoader = new TextureLoader(); + var materialLoader = new MaterialLoader(); + + return function createMaterial( m, texturePath, crossOrigin ) { + + // convert from old material format + + var textures = {}; + + function loadTexture( path, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + path; + var loader = Loader.Handlers.get( fullPath ); + + var texture; + + if ( loader !== null ) { + + texture = loader.load( fullPath ); + + } else { + + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); + + } + + if ( repeat !== undefined ) { + + texture.repeat.fromArray( repeat ); + + if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; + + } + + if ( offset !== undefined ) { + + texture.offset.fromArray( offset ); + + } + + if ( wrap !== undefined ) { + + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; + + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; + + } + + if ( anisotropy !== undefined ) { + + texture.anisotropy = anisotropy; + + } + + var uuid = _Math.generateUUID(); + + textures[ uuid ] = texture; + + return uuid; + + } + + // + + var json = { + uuid: _Math.generateUUID(), + type: 'MeshLambertMaterial' + }; + + for ( var name in m ) { + + var value = m[ name ]; + + switch ( name ) { + + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = BlendingMode[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = value; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = BackSide; + break; + case 'doubleSided': + json.side = DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = VertexColors; + if ( value === 'face' ) json.vertexColors = FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; + + } + + } + + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + + if ( json.opacity < 1 ) json.transparent = true; + + materialLoader.setTextures( textures ); + + return materialLoader.parse( json ); + + }; + + } )() + +} ); + +export { Loader }; diff --git a/src.original/loaders/LoaderUtils.js b/src.original/loaders/LoaderUtils.js new file mode 100644 index 00000000000000..ba13d4ba9c8271 --- /dev/null +++ b/src.original/loaders/LoaderUtils.js @@ -0,0 +1,44 @@ +/** + * @author Don McCurdy / https://www.donmccurdy.com + */ + +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 ] ); + + } + + // Merges multi-byte utf-8 characters. + return decodeURIComponent( escape( s ) ); + + }, + + extractUrlBase: function ( url ) { + + var index = url.lastIndexOf( '/' ); + + if ( index === - 1 ) return './'; + + return url.substr( 0, index + 1 ); + + } + +}; + +export { LoaderUtils }; diff --git a/src.original/loaders/LoadingManager.js b/src.original/loaders/LoadingManager.js new file mode 100644 index 00000000000000..3436d041524fde --- /dev/null +++ b/src.original/loaders/LoadingManager.js @@ -0,0 +1,95 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LoadingManager( onLoad, onProgress, onError ) { + + var scope = this; + + var isLoading = false; + var itemsLoaded = 0; + var itemsTotal = 0; + var urlModifier = undefined; + + 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; + + }; + +} + +var DefaultLoadingManager = new LoadingManager(); + + +export { DefaultLoadingManager, LoadingManager }; diff --git a/src.original/loaders/MaterialLoader.js b/src.original/loaders/MaterialLoader.js new file mode 100644 index 00000000000000..40308eb5a12c9a --- /dev/null +++ b/src.original/loaders/MaterialLoader.js @@ -0,0 +1,175 @@ +import { Vector2 } from '../math/Vector2.js'; +import { FileLoader } from './FileLoader.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; +import * as Materials from '../materials/Materials.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function MaterialLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.textures = {}; + +} + +Object.assign( MaterialLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setTextures: function ( value ) { + + this.textures = value; + + }, + + parse: function ( json ) { + + var textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + var material = new Materials[ json.type ](); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; + if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.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.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.visible !== undefined ) material.visible = json.visible; + if ( json.userData !== undefined ) material.userData = json.userData; + + // 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.alphaMap !== undefined ) { + + material.alphaMap = getTexture( json.alphaMap ); + material.transparent = true; + + } + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.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.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + return material; + + } + +} ); + + +export { MaterialLoader }; diff --git a/src.original/loaders/ObjectLoader.js b/src.original/loaders/ObjectLoader.js new file mode 100644 index 00000000000000..2ff101e72c17ff --- /dev/null +++ b/src.original/loaders/ObjectLoader.js @@ -0,0 +1,972 @@ +import { + UVMapping, + CubeReflectionMapping, + CubeRefractionMapping, + EquirectangularReflectionMapping, + EquirectangularRefractionMapping, + SphericalReflectionMapping, + CubeUVReflectionMapping, + CubeUVRefractionMapping, + + RepeatWrapping, + ClampToEdgeWrapping, + MirroredRepeatWrapping, + + NearestFilter, + NearestMipMapNearestFilter, + NearestMipMapLinearFilter, + LinearFilter, + LinearMipMapNearestFilter, + LinearMipMapLinearFilter +} from '../constants.js'; +import { Color } from '../math/Color.js'; +import { Object3D } from '../core/Object3D.js'; +import { Group } from '../objects/Group.js'; +import { Sprite } from '../objects/Sprite.js'; +import { Points } from '../objects/Points.js'; +import { Line } from '../objects/Line.js'; +import { LineLoop } from '../objects/LineLoop.js'; +import { LineSegments } from '../objects/LineSegments.js'; +import { LOD } from '../objects/LOD.js'; +import { Mesh } from '../objects/Mesh.js'; +import { SkinnedMesh } from '../objects/SkinnedMesh.js'; +import { Shape } from '../extras/core/Shape.js'; +import { Fog } from '../scenes/Fog.js'; +import { FogExp2 } from '../scenes/FogExp2.js'; +import { HemisphereLight } from '../lights/HemisphereLight.js'; +import { SpotLight } from '../lights/SpotLight.js'; +import { PointLight } from '../lights/PointLight.js'; +import { DirectionalLight } from '../lights/DirectionalLight.js'; +import { AmbientLight } from '../lights/AmbientLight.js'; +import { RectAreaLight } from '../lights/RectAreaLight.js'; +import { OrthographicCamera } from '../cameras/OrthographicCamera.js'; +import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js'; +import { Scene } from '../scenes/Scene.js'; +import { CubeTexture } from '../textures/CubeTexture.js'; +import { Texture } from '../textures/Texture.js'; +import { ImageLoader } from './ImageLoader.js'; +import { LoadingManager, DefaultLoadingManager } from './LoadingManager.js'; +import { AnimationClip } from '../animation/AnimationClip.js'; +import { MaterialLoader } from './MaterialLoader.js'; +import { BufferGeometryLoader } from './BufferGeometryLoader.js'; +import { JSONLoader } from './JSONLoader.js'; +import { FileLoader } from './FileLoader.js'; +import * as Geometries from '../geometries/Geometries.js'; +import * as Curves from '../extras/curves/Curves.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ObjectLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + this.texturePath = ''; + +} + +Object.assign( ObjectLoader.prototype, { + + crossOrigin: 'anonymous', + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.texturePath === '' ) { + + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + + } + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.load( url, function ( text ) { + + var json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + var metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + return this; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + 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 = {}; + + if ( json !== undefined ) { + + var geometryLoader = new JSONLoader(); + var bufferGeometryLoader = new BufferGeometryLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var geometry; + var data = json[ i ]; + + switch ( data.type ) { + + case 'PlaneGeometry': + case 'PlaneBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + case '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 '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': + + var 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': + + var geometryShapes = []; + + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + var shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + 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': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data, this.texturePath ).geometry; + + break; + + default: + + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + + continue; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json, textures ) { + + var materials = {}; + + if ( json !== undefined ) { + + var loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.type === 'MultiMaterial' ) { + + // Deprecated + + var array = []; + + for ( var j = 0; j < data.materials.length; j ++ ) { + + array.push( loader.parse( data.materials[ j ] ) ); + + } + + materials[ data.uuid ] = array; + + } else { + + materials[ data.uuid ] = loader.parse( data ); + + } + + } + + } + + 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 = {}; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemEnd( url ); + scope.manager.itemError( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new LoadingManager( onLoad ); + + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( var i = 0, 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.texturePath + currentUrl; + + images[ image.uuid ].push( loadImage( path ) ); + + } + + } else { + + // load single image + + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + + images[ image.uuid ] = loadImage( path ); + + } + + } + + } + + return images; + + }, + + parseTextures: function ( json, images ) { + + 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; + + 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.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; + + 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 ]; + + } + + 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 'SkinnedMesh': + + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + + case 'Mesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + + if ( geometry.bones && geometry.bones.length > 0 ) { + + object = new SkinnedMesh( geometry, material ); + + } else { + + object = new Mesh( geometry, material ); + + } + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case '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.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' ) { + + 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, + SphericalReflectionMapping: SphericalReflectionMapping, + 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 +}; + + +export { ObjectLoader }; diff --git a/src.original/loaders/TextureLoader.js b/src.original/loaders/TextureLoader.js new file mode 100644 index 00000000000000..0b90bbef395431 --- /dev/null +++ b/src.original/loaders/TextureLoader.js @@ -0,0 +1,68 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { RGBAFormat, RGBFormat } from '../constants.js'; +import { ImageLoader } from './ImageLoader.js'; +import { Texture } from '../textures/Texture.js'; +import { DefaultLoadingManager } from './LoadingManager.js'; + + +function TextureLoader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + +} + +Object.assign( TextureLoader.prototype, { + + crossOrigin: 'anonymous', + + 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( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + + +export { TextureLoader }; diff --git a/src.original/materials/LineBasicMaterial.js b/src.original/materials/LineBasicMaterial.js new file mode 100644 index 00000000000000..56463acc050d99 --- /dev/null +++ b/src.original/materials/LineBasicMaterial.js @@ -0,0 +1,56 @@ +import { Material } from './Material.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + +function LineBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.lights = false; + + this.setValues( parameters ); + +} + +LineBasicMaterial.prototype = Object.create( Material.prototype ); +LineBasicMaterial.prototype.constructor = LineBasicMaterial; + +LineBasicMaterial.prototype.isLineBasicMaterial = true; + +LineBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + +}; + + +export { LineBasicMaterial }; diff --git a/src.original/materials/LineDashedMaterial.js b/src.original/materials/LineDashedMaterial.js new file mode 100644 index 00000000000000..9fc30d4f0aaf02 --- /dev/null +++ b/src.original/materials/LineDashedMaterial.js @@ -0,0 +1,50 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ + +import { LineBasicMaterial } from './LineBasicMaterial.js'; + +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; + +}; + + +export { LineDashedMaterial }; diff --git a/src.original/materials/Material.js b/src.original/materials/Material.js new file mode 100644 index 00000000000000..659423f64ca616 --- /dev/null +++ b/src.original/materials/Material.js @@ -0,0 +1,383 @@ +import { EventDispatcher } from '../core/EventDispatcher.js'; +import { NoColors, FrontSide, FlatShading, NormalBlending, LessEqualDepth, AddEquation, OneMinusSrcAlphaFactor, SrcAlphaFactor } from '../constants.js'; +import { _Math } from '../math/Math.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +var materialId = 0; + +function Material() { + + Object.defineProperty( this, 'id', { value: materialId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + this.lights = true; + + this.blending = NormalBlending; + this.side = FrontSide; + this.flatShading = false; + this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + + this.opacity = 1; + this.transparent = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.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.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.userData = {}; + + this.needsUpdate = true; + +} + +Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Material, + + isMaterial: true, + + onBeforeCompile: function () {}, + + 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 if ( key === 'overdraw' ) { + + // ensure overdraw is backwards-compatible with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + var isRoot = ( meta === undefined || 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.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( 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.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + + if ( this.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 + + } + + 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 !== NoColors ) data.vertexColors = this.vertexColors; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + + // rotation (SpriteMaterial) + if ( this.rotation !== 0 ) data.rotation = this.rotation; + + if ( 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.skinning === true ) data.skinning = true; + + if ( this.visible === false ) data.visible = 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.lights = source.lights; + + 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.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.overdraw = source.overdraw; + + this.visible = source.visible; + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.clipShadows = source.clipShadows; + this.clipIntersection = source.clipIntersection; + + var srcPlanes = source.clippingPlanes, + dstPlanes = null; + + if ( srcPlanes !== null ) { + + var n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + this.clippingPlanes = dstPlanes; + + this.shadowSide = source.shadowSide; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + + +export { Material }; diff --git a/src.original/materials/Materials.js b/src.original/materials/Materials.js new file mode 100644 index 00000000000000..b7787e46312b98 --- /dev/null +++ b/src.original/materials/Materials.js @@ -0,0 +1,17 @@ +export { ShadowMaterial } from './ShadowMaterial.js'; +export { SpriteMaterial } from './SpriteMaterial.js'; +export { RawShaderMaterial } from './RawShaderMaterial.js'; +export { ShaderMaterial } from './ShaderMaterial.js'; +export { PointsMaterial } from './PointsMaterial.js'; +export { MeshPhysicalMaterial } from './MeshPhysicalMaterial.js'; +export { MeshStandardMaterial } from './MeshStandardMaterial.js'; +export { MeshPhongMaterial } from './MeshPhongMaterial.js'; +export { MeshToonMaterial } from './MeshToonMaterial.js'; +export { MeshNormalMaterial } from './MeshNormalMaterial.js'; +export { MeshLambertMaterial } from './MeshLambertMaterial.js'; +export { MeshDepthMaterial } from './MeshDepthMaterial.js'; +export { MeshDistanceMaterial } from './MeshDistanceMaterial.js'; +export { MeshBasicMaterial } from './MeshBasicMaterial.js'; +export { LineDashedMaterial } from './LineDashedMaterial.js'; +export { LineBasicMaterial } from './LineBasicMaterial.js'; +export { Material } from './Material.js'; diff --git a/src.original/materials/MeshBasicMaterial.js b/src.original/materials/MeshBasicMaterial.js new file mode 100644 index 00000000000000..207cf6a9c5def9 --- /dev/null +++ b/src.original/materials/MeshBasicMaterial.js @@ -0,0 +1,120 @@ +import { Material } from './Material.js'; +import { MultiplyOperation } from '../constants.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + +function MeshBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + + this.lights = false; + + this.setValues( parameters ); + +} + +MeshBasicMaterial.prototype = Object.create( Material.prototype ); +MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + +MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + +MeshBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + +}; + + +export { MeshBasicMaterial }; diff --git a/src.original/materials/MeshDepthMaterial.js b/src.original/materials/MeshDepthMaterial.js new file mode 100644 index 00000000000000..2a143dfde5bcda --- /dev/null +++ b/src.original/materials/MeshDepthMaterial.js @@ -0,0 +1,86 @@ +import { Material } from './Material.js'; +import { BasicDepthPacking } from '../constants.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + +function MeshDepthMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + +} + +MeshDepthMaterial.prototype = Object.create( Material.prototype ); +MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + +MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + +MeshDepthMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + +}; + + +export { MeshDepthMaterial }; diff --git a/src.original/materials/MeshDistanceMaterial.js b/src.original/materials/MeshDistanceMaterial.js new file mode 100644 index 00000000000000..2fa54c5e77d364 --- /dev/null +++ b/src.original/materials/MeshDistanceMaterial.js @@ -0,0 +1,84 @@ +import { Material } from './Material.js'; +import { Vector3 } from '../math/Vector3.js'; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ + +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.lights = 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; + +}; + + +export { MeshDistanceMaterial }; diff --git a/src.original/materials/MeshLambertMaterial.js b/src.original/materials/MeshLambertMaterial.js new file mode 100644 index 00000000000000..949310e3cd50ab --- /dev/null +++ b/src.original/materials/MeshLambertMaterial.js @@ -0,0 +1,131 @@ +import { Material } from './Material.js'; +import { MultiplyOperation } from '../constants.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +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; + +}; + + +export { MeshLambertMaterial }; diff --git a/src.original/materials/MeshNormalMaterial.js b/src.original/materials/MeshNormalMaterial.js new file mode 100644 index 00000000000000..c95f335dd02ca6 --- /dev/null +++ b/src.original/materials/MeshNormalMaterial.js @@ -0,0 +1,95 @@ +import { TangentSpaceNormalMap } from '../constants.js'; +import { Material } from './Material.js'; +import { Vector2 } from '../math/Vector2.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +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.lights = false; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshNormalMaterial.prototype = Object.create( Material.prototype ); +MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + +MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + +MeshNormalMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.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; + +}; + + +export { MeshNormalMaterial }; diff --git a/src.original/materials/MeshPhongMaterial.js b/src.original/materials/MeshPhongMaterial.js new file mode 100644 index 00000000000000..e040b1fd037ec6 --- /dev/null +++ b/src.original/materials/MeshPhongMaterial.js @@ -0,0 +1,171 @@ +import { MultiplyOperation, TangentSpaceNormalMap } from '../constants.js'; +import { Material } from './Material.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +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; + +}; + + +export { MeshPhongMaterial }; diff --git a/src.original/materials/MeshPhysicalMaterial.js b/src.original/materials/MeshPhysicalMaterial.js new file mode 100644 index 00000000000000..24ee7f9e90e095 --- /dev/null +++ b/src.original/materials/MeshPhysicalMaterial.js @@ -0,0 +1,49 @@ +import { MeshStandardMaterial } from './MeshStandardMaterial.js'; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ + +function MeshPhysicalMaterial( parameters ) { + + MeshStandardMaterial.call( this ); + + this.defines = { 'PHYSICAL': '' }; + + this.type = 'MeshPhysicalMaterial'; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + +} + +MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); +MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + +MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + +MeshPhysicalMaterial.prototype.copy = function ( source ) { + + MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { 'PHYSICAL': '' }; + + this.reflectivity = source.reflectivity; + + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; + + return this; + +}; + + +export { MeshPhysicalMaterial }; diff --git a/src.original/materials/MeshStandardMaterial.js b/src.original/materials/MeshStandardMaterial.js new file mode 100644 index 00000000000000..cbbe32dc34d1cf --- /dev/null +++ b/src.original/materials/MeshStandardMaterial.js @@ -0,0 +1,180 @@ +import { TangentSpaceNormalMap } from '../constants.js'; +import { Material } from './Material.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Color } from '../math/Color.js'; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshStandardMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.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.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; + + return this; + +}; + + +export { MeshStandardMaterial }; diff --git a/src.original/materials/MeshToonMaterial.js b/src.original/materials/MeshToonMaterial.js new file mode 100644 index 00000000000000..fbb77e1ef83d2a --- /dev/null +++ b/src.original/materials/MeshToonMaterial.js @@ -0,0 +1,41 @@ +import { MeshPhongMaterial } from './MeshPhongMaterial.js'; + +/** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * gradientMap: new THREE.Texture( ) + * } + */ + +function MeshToonMaterial( parameters ) { + + MeshPhongMaterial.call( this ); + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + this.gradientMap = null; + + this.setValues( parameters ); + +} + +MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); +MeshToonMaterial.prototype.constructor = MeshToonMaterial; + +MeshToonMaterial.prototype.isMeshToonMaterial = true; + +MeshToonMaterial.prototype.copy = function ( source ) { + + MeshPhongMaterial.prototype.copy.call( this, source ); + + this.gradientMap = source.gradientMap; + + return this; + +}; + + +export { MeshToonMaterial }; diff --git a/src.original/materials/PointsMaterial.js b/src.original/materials/PointsMaterial.js new file mode 100644 index 00000000000000..ec4cae4e3ad62c --- /dev/null +++ b/src.original/materials/PointsMaterial.js @@ -0,0 +1,64 @@ +import { Material } from './Material.js'; +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */ + +function PointsMaterial( parameters ) { + + Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.morphTargets = false; + + this.lights = false; + + this.setValues( parameters ); + +} + +PointsMaterial.prototype = Object.create( Material.prototype ); +PointsMaterial.prototype.constructor = PointsMaterial; + +PointsMaterial.prototype.isPointsMaterial = true; + +PointsMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.morphTargets = source.morphTargets; + + return this; + +}; + + +export { PointsMaterial }; diff --git a/src.original/materials/RawShaderMaterial.js b/src.original/materials/RawShaderMaterial.js new file mode 100644 index 00000000000000..1f35bac9c3c690 --- /dev/null +++ b/src.original/materials/RawShaderMaterial.js @@ -0,0 +1,21 @@ +import { ShaderMaterial } from './ShaderMaterial.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function RawShaderMaterial( parameters ) { + + ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + +} + +RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); +RawShaderMaterial.prototype.constructor = RawShaderMaterial; + +RawShaderMaterial.prototype.isRawShaderMaterial = true; + + +export { RawShaderMaterial }; diff --git a/src.original/materials/ShaderMaterial.js b/src.original/materials/ShaderMaterial.js new file mode 100644 index 00000000000000..ae952d4ecf0a65 --- /dev/null +++ b/src.original/materials/ShaderMaterial.js @@ -0,0 +1,128 @@ +import { Material } from './Material.js'; +import { UniformsUtils } from '../renderers/shaders/UniformsUtils.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function ShaderMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + +} + +ShaderMaterial.prototype = Object.create( Material.prototype ); +ShaderMaterial.prototype.constructor = ShaderMaterial; + +ShaderMaterial.prototype.isShaderMaterial = true; + +ShaderMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = UniformsUtils.clone( source.uniforms ); + + this.defines = 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 = source.extensions; + + return this; + +}; + +ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = Material.prototype.toJSON.call( this, meta ); + + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + return data; + +}; + + +export { ShaderMaterial }; diff --git a/src.original/materials/ShadowMaterial.js b/src.original/materials/ShadowMaterial.js new file mode 100644 index 00000000000000..b4622c150a8661 --- /dev/null +++ b/src.original/materials/ShadowMaterial.js @@ -0,0 +1,41 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * color: + * } + */ + +import { Material } from './Material.js'; +import { Color } from '../math/Color.js'; + +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; + +}; + + +export { ShadowMaterial }; diff --git a/src.original/materials/SpriteMaterial.js b/src.original/materials/SpriteMaterial.js new file mode 100644 index 00000000000000..df60b1fb5046f0 --- /dev/null +++ b/src.original/materials/SpriteMaterial.js @@ -0,0 +1,53 @@ +import { Material } from './Material.js'; +import { Color } from '../math/Color.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ + +function SpriteMaterial( parameters ) { + + Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.lights = false; + 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.rotation = source.rotation; + + return this; + +}; + + +export { SpriteMaterial }; diff --git a/src.original/math/Box2.js b/src.original/math/Box2.js new file mode 100644 index 00000000000000..0010260cf22092 --- /dev/null +++ b/src.original/math/Box2.js @@ -0,0 +1,244 @@ +import { Vector2 } from './Vector2.js'; + +/** + * @author bhouston / http://clara.io + */ + +function Box2( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + +} + +Object.assign( Box2.prototype, { + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new Vector2(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + }, + + getCenter: function ( 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 ); + + }, + + getSize: function ( 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 ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; + + }, + + containsBox: function ( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + }, + + getParameter: function ( point, 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 ) + ); + + }, + + intersectsBox: function ( 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; + + }, + + clampPoint: function ( 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 ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector2(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} ); + + +export { Box2 }; diff --git a/src.original/math/Box3.js b/src.original/math/Box3.js new file mode 100644 index 00000000000000..8784d7b2aedd88 --- /dev/null +++ b/src.original/math/Box3.js @@ -0,0 +1,616 @@ +import { Vector3 } from './Vector3.js'; +import { Sphere } from './Sphere.js'; + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +function Box3( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + +} + +Object.assign( Box3.prototype, { + + isBox3: true, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromArray: function ( array ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + }, + + setFromBufferAttribute: function ( attribute ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + var x = attribute.getX( i ); + var y = attribute.getY( i ); + var z = attribute.getZ( i ); + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new Vector3(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + setFromObject: function ( object ) { + + this.makeEmpty(); + + return this.expandByObject( object ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + }, + + getCenter: function ( 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 ); + + }, + + getSize: function ( 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 ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + expandByObject: function () { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + var scope, i, l; + + var v1 = new Vector3(); + + function traverse( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + + for ( i = 0, l = vertices.length; i < l; i ++ ) { + + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } else if ( geometry.isBufferGeometry ) { + + var attribute = geometry.attributes.position; + + if ( attribute !== undefined ) { + + for ( i = 0, l = attribute.count; i < l; i ++ ) { + + v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } + + } + + } + + } + + return function expandByObject( object ) { + + scope = this; + + object.updateMatrixWorld( true ); + + object.traverse( traverse ); + + return this; + + }; + + }(), + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; + + }, + + containsBox: function ( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + }, + + getParameter: function ( point, 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 ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + + }, + + intersectsSphere: ( function () { + + var closestPoint = new Vector3(); + + return function intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, closestPoint ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }; + + } )(), + + intersectsPlane: function ( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + var min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= plane.constant && max >= plane.constant ); + + }, + + intersectsTriangle: ( function () { + + // 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 testAxis = new Vector3(); + + var center = new Vector3(); + var extents = new Vector3(); + + var triangleNormal = new Vector3(); + + function satForAxes( axes ) { + + var i, j; + + for ( 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; + + } + + return 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 ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes ) ) { + + 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 ); + + }; + + } )(), + + clampPoint: function ( 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 ); + + }, + + distanceToPoint: function () { + + var v1 = new Vector3(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + getBoundingSphere: function () { + + var v1 = new Vector3(); + + return function getBoundingSphere( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' ); + target = new Sphere(); + + } + + this.getCenter( target.center ); + + target.radius = this.getSize( v1 ).length() * 0.5; + + return target; + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function () { + + var points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() + ]; + + return function applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( points ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} ); + + +export { Box3 }; diff --git a/src.original/math/Color.js b/src.original/math/Color.js new file mode 100644 index 00000000000000..5590100f05dbc5 --- /dev/null +++ b/src.original/math/Color.js @@ -0,0 +1,606 @@ +import { _Math } from './Math.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +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 }; + +function Color( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + +} + +Object.assign( Color.prototype, { + + isColor: true, + + r: 1, g: 1, b: 1, + + set: function ( value ) { + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + return this; + + }, + + setScalar: function ( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + }, + + setHex: function ( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + }, + + setRGB: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSL: function () { + + function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + + } + + return function setHSL( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = _Math.euclideanModulo( h, 1 ); + s = _Math.clamp( s, 0, 1 ); + l = _Math.clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + return this; + + }; + + }(), + + setStyle: function ( style ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + var m; + + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 5 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + + // hex color + + var hex = m[ 1 ]; + var size = hex.length; + + if ( size === 3 ) { + + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + + return this; + + } else if ( size === 6 ) { + + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + + return this; + + } + + } + + if ( style && style.length > 0 ) { + + // color keywords + var hex = ColorKeywords[ style ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + } + + return this; + + }, + + clone: function () { + + return new this.constructor( this.r, this.g, this.b ); + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + }, + + copyLinearToGamma: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + }, + + convertGammaToLinear: function ( gammaFactor ) { + + this.copyGammaToLinear( this, gammaFactor ); + + return this; + + }, + + convertLinearToGamma: function ( gammaFactor ) { + + this.copyLinearToGamma( this, gammaFactor ); + + return this; + + }, + + copySRGBToLinear: function () { + + function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + + } + + return function copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + }; + + }(), + + copyLinearToSRGB: function () { + + function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + + } + + return function copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + }; + + }(), + + convertSRGBToLinear: function () { + + this.copySRGBToLinear( this ); + + return this; + + }, + + convertLinearToSRGB: function () { + + this.copyLinearToSRGB( this ); + + return this; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getHexString: function () { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + }, + + getHSL: function ( 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; + + }, + + getStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + offsetHSL: function () { + + var hsl = {}; + + return function ( h, s, l ) { + + this.getHSL( hsl ); + + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); + + return this; + + }; + + }(), + + add: function ( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + }, + + addColors: function ( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + }, + + addScalar: function ( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + }, + + sub: function ( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + }, + + multiply: function ( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + }, + + lerp: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + lerpHSL: function () { + + var hslA = { h: 0, s: 0, l: 0 }; + var hslB = { h: 0, s: 0, l: 0 }; + + return function lerpHSL( color, alpha ) { + + this.getHSL( hslA ); + color.getHSL( hslB ); + + var h = _Math.lerp( hslA.h, hslB.h, alpha ); + var s = _Math.lerp( hslA.s, hslB.s, alpha ); + var l = _Math.lerp( hslA.l, hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + }; + + }(), + + equals: function ( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + }, + + toJSON: function () { + + return this.getHex(); + + } + +} ); + + +export { Color }; diff --git a/src.original/math/Cylindrical.js b/src.original/math/Cylindrical.js new file mode 100644 index 00000000000000..32681a8a465d95 --- /dev/null +++ b/src.original/math/Cylindrical.js @@ -0,0 +1,59 @@ +/** + * @author Mugen87 / https://github.com/Mugen87 + * + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + * + */ + +function Cylindrical( radius, theta, y ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane + this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane + + return this; + +} + +Object.assign( Cylindrical.prototype, { + + set: function ( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + }, + + setFromVector3: function ( vec3 ) { + + this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); + this.theta = Math.atan2( vec3.x, vec3.z ); + this.y = vec3.y; + + return this; + + } + +} ); + + +export { Cylindrical }; diff --git a/src.original/math/Euler.js b/src.original/math/Euler.js new file mode 100644 index 00000000000000..8f8d3b69184a2a --- /dev/null +++ b/src.original/math/Euler.js @@ -0,0 +1,352 @@ +import { Quaternion } from './Quaternion.js'; +import { Vector3 } from './Vector3.js'; +import { Matrix4 } from './Matrix4.js'; +import { _Math } from './Math.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +function Euler( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || Euler.DefaultOrder; + +} + +Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + +Euler.DefaultOrder = 'XYZ'; + +Object.defineProperties( Euler.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this.onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this.onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); + + } + + }, + + order: { + + get: function () { + + return this._order; + + }, + + set: function ( value ) { + + this._order = value; + this.onChangeCallback(); + + } + + } + +} ); + +Object.assign( Euler.prototype, { + + isEuler: true, + + set: function ( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + }, + + copy: function ( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m, order, update ) { + + var clamp = _Math.clamp; + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.99999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.99999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + } else { + + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function () { + + var matrix = new Matrix4(); + + return function setFromQuaternion( q, order, update ) { + + matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( matrix, order, update ); + + }; + + }(), + + setFromVector3: function ( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + }, + + reorder: function () { + + // WARNING: this discards revolution information -bhouston + + var q = new Quaternion(); + + return function reorder( newOrder ) { + + q.setFromEuler( this ); + + return this.setFromQuaternion( q, newOrder ); + + }; + + }(), + + equals: function ( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + }, + + fromArray: function ( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + }, + + toVector3: function ( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new Vector3( this._x, this._y, this._z ); + + } + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + +} ); + + +export { Euler }; diff --git a/src.original/math/Frustum.js b/src.original/math/Frustum.js new file mode 100644 index 00000000000000..6c0f15e43b17a1 --- /dev/null +++ b/src.original/math/Frustum.js @@ -0,0 +1,194 @@ +import { Vector3 } from './Vector3.js'; +import { Sphere } from './Sphere.js'; +import { Plane } from './Plane.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + +function Frustum( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new Plane(), + ( p1 !== undefined ) ? p1 : new Plane(), + ( p2 !== undefined ) ? p2 : new Plane(), + ( p3 !== undefined ) ? p3 : new Plane(), + ( p4 !== undefined ) ? p4 : new Plane(), + ( p5 !== undefined ) ? p5 : new Plane() + + ]; + +} + +Object.assign( Frustum.prototype, { + + set: function ( p0, p1, p2, p3, p4, p5 ) { + + var planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( frustum ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + }, + + setFromMatrix: function ( m ) { + + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + return this; + + }, + + intersectsObject: function () { + + var sphere = new Sphere(); + + return function intersectsObject( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSprite: function () { + + var sphere = new Sphere(); + + return function intersectsSprite( sprite ) { + + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; + + for ( var i = 0; i < 6; i ++ ) { + + var distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + }, + + intersectsBox: function () { + + var p = new Vector3(); + + return function intersectsBox( box ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + var plane = planes[ i ]; + + // corner at max distance + + p.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( p ) < 0 ) { + + return false; + + } + + } + + return true; + + }; + + }(), + + containsPoint: function ( point ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + +} ); + + +export { Frustum }; diff --git a/src.original/math/Interpolant.js b/src.original/math/Interpolant.js new file mode 100644 index 00000000000000..4fbe74bcbf031f --- /dev/null +++ b/src.original/math/Interpolant.js @@ -0,0 +1,259 @@ +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ + +function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + +} + +Object.assign( Interpolant.prototype, { + + evaluate: function ( t ) { + + var pp = this.parameterPositions, + i1 = this._cachedIndex, + + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + var right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( var giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + var t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( var giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + var mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + }, + + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. + + // --- Protected interface + + DefaultSettings_: {}, + + getSettings_: function () { + + return this.settings || this.DefaultSettings_; + + }, + + copySampleValue_: function ( index ) { + + // copies a sample value to the result buffer + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + }, + + // Template methods for derived classes: + + interpolate_: function ( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + }, + + intervalChanged_: function ( /* i1, t0, t1 */ ) { + + // empty + + } + +} ); + +//!\ 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_, + +} ); + + +export { Interpolant }; diff --git a/src.original/math/Line3.js b/src.original/math/Line3.js new file mode 100644 index 00000000000000..4afb80c4f1dfb2 --- /dev/null +++ b/src.original/math/Line3.js @@ -0,0 +1,152 @@ +import { Vector3 } from './Vector3.js'; +import { _Math } from './Math.js'; + +/** + * @author bhouston / http://clara.io + */ + +function Line3( start, end ) { + + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); + +} + +Object.assign( Line3.prototype, { + + set: function ( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + }, + + getCenter: function ( 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 ); + + }, + + delta: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Line3: .delta() target is now required' ); + target = new Vector3(); + + } + + return target.subVectors( this.end, this.start ); + + }, + + distanceSq: function () { + + return this.start.distanceToSquared( this.end ); + + }, + + distance: function () { + + return this.start.distanceTo( this.end ); + + }, + + at: function ( 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 ); + + }, + + closestPointToPointParameter: function () { + + var startP = new Vector3(); + var startEnd = new Vector3(); + + return function closestPointToPointParameter( point, clampToLine ) { + + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); + + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); + + var t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = _Math.clamp( t, 0, 1 ); + + } + + return t; + + }; + + }(), + + closestPointToPoint: function ( point, clampToLine, 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 ); + + }, + + applyMatrix4: function ( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + }, + + equals: function ( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + +} ); + + +export { Line3 }; diff --git a/src.original/math/Math.js b/src.original/math/Math.js new file mode 100644 index 00000000000000..6b03033dd3ebbc --- /dev/null +++ b/src.original/math/Math.js @@ -0,0 +1,153 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +var _Math = { + + 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 lut = []; + + for ( var i = 0; i < 256; i ++ ) { + + lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ); + + } + + return function generateUUID() { + + 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 to range + + 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 interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + degToRad: function ( degrees ) { + + return degrees * _Math.DEG2RAD; + + }, + + radToDeg: function ( radians ) { + + return radians * _Math.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 ) ); + + } + +}; + + +export { _Math }; diff --git a/src.original/math/Matrix3.js b/src.original/math/Matrix3.js new file mode 100644 index 00000000000000..5918293a056b8c --- /dev/null +++ b/src.original/math/Matrix3.js @@ -0,0 +1,388 @@ +import { Vector3 } from './Vector3.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ + +function Matrix3() { + + 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.' ); + + } + +} + +Object.assign( Matrix3.prototype, { + + isMatrix3: true, + + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new this.constructor().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var 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; + + }, + + setFromMatrix4: function ( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + }, + + applyToBufferAttribute: function () { + + var v1 = new Vector3(); + + return function applyToBufferAttribute( attribute ) { + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); + + v1.applyMatrix3( this ); + + attribute.setXYZ( i, v1.x, v1.y, v1.z ); + + } + + return attribute; + + }; + + }(), + + multiply: function ( m ) { + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 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; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + }, + + determinant: function () { + + var te = this.elements; + + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + }, + + getInverse: function ( matrix, throwOnDegenerate ) { + + if ( matrix && matrix.isMatrix4 ) { + + console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); + + } + + var me = matrix.elements, + te = this.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) { + + var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + }, + + transpose: function () { + + var tmp, m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + }, + + getNormalMatrix: function ( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + + }, + + transposeIntoArray: function ( r ) { + + var m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + }, + + setUvTransform: function ( 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 + ); + + }, + + scale: function ( 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; + + }, + + rotate: function ( 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; + + }, + + translate: function ( 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; + + }, + + equals: function ( 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; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + +} ); + + +export { Matrix3 }; diff --git a/src.original/math/Matrix4.js b/src.original/math/Matrix4.js new file mode 100644 index 00000000000000..53a1b506197725 --- /dev/null +++ b/src.original/math/Matrix4.js @@ -0,0 +1,938 @@ +import { Vector3 } from './Vector3.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +function Matrix4() { + + this.elements = [ + + 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.' ); + + } + +} + +Object.assign( Matrix4.prototype, { + + isMatrix4: true, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new Matrix4().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + 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; + + }, + + copyPosition: function ( m ) { + + var te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + }, + + extractBasis: function ( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + }, + + makeBasis: function ( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + }, + + extractRotation: function () { + + var v1 = new Vector3(); + + return function extractRotation( m ) { + + // this method does not support reflection matrices + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 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; + + }; + + }(), + + makeRotationFromEuler: function ( 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 = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // 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; + + }, + + makeRotationFromQuaternion: function () { + + var zero = new Vector3( 0, 0, 0 ); + var one = new Vector3( 1, 1, 1 ); + + return function makeRotationFromQuaternion( q ) { + + return this.compose( zero, q, one ); + + }; + + }(), + + lookAt: function () { + + var x = new Vector3(); + var y = new Vector3(); + var z = new Vector3(); + + return 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; + + }; + + }(), + + multiply: function ( m, n ) { + + if ( n !== undefined ) { + + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); + + } + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + }, + + applyToBufferAttribute: function () { + + var v1 = new Vector3(); + + return function applyToBufferAttribute( attribute ) { + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + v1.x = attribute.getX( i ); + v1.y = attribute.getY( i ); + v1.z = attribute.getZ( i ); + + v1.applyMatrix4( this ); + + attribute.setXYZ( i, v1.x, v1.y, v1.z ); + + } + + return attribute; + + }; + + }(), + + determinant: function () { + + var te = this.elements; + + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + }, + + setPosition: function ( v ) { + + var te = this.elements; + + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) { + + var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate === true ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + }, + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationY: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationZ: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationAxis: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeScale: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeShear: function ( x, y, z ) { + + this.set( + + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + compose: function ( position, quaternion, scale ) { + + 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; + + }, + + decompose: function () { + + var vector = new Vector3(); + var matrix = new Matrix4(); + + return function decompose( position, quaternion, scale ) { + + var te = this.elements; + + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + matrix.copy( this ); + + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; + + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; + + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; + + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( matrix ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + }; + + }(), + + makePerspective: function ( left, right, top, bottom, near, far ) { + + if ( far === undefined ) { + + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + + } + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( far - near ); + + var x = ( right + left ) * w; + var y = ( top + bottom ) * h; + var z = ( far + near ) * p; + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +} ); + + +export { Matrix4 }; diff --git a/src.original/math/Plane.js b/src.original/math/Plane.js new file mode 100644 index 00000000000000..2f20965fc5820c --- /dev/null +++ b/src.original/math/Plane.js @@ -0,0 +1,245 @@ +import { Matrix3 } from './Matrix3.js'; +import { Vector3 } from './Vector3.js'; + +/** + * @author bhouston / http://clara.io + */ + +function Plane( normal, constant ) { + + // normal is assumed to be normalized + + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + +} + +Object.assign( Plane.prototype, { + + set: function ( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + }, + + setComponents: function ( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + }, + + setFromNormalAndCoplanarPoint: function ( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + }, + + setFromCoplanarPoints: function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function setFromCoplanarPoints( a, b, c ) { + + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + }, + + normalize: function () { + + // Note: will lead to a divide by zero if the plane is invalid. + + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + }, + + negate: function () { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + }, + + distanceToPoint: function ( point ) { + + return this.normal.dot( point ) + this.constant; + + }, + + distanceToSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + }, + + projectPoint: function ( point, 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 ); + + }, + + intersectLine: function () { + + var v1 = new Vector3(); + + return function intersectLine( line, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .intersectLine() target is now required' ); + target = new Vector3(); + + } + + var direction = line.delta( v1 ); + + var denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return 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 ); + + }; + + }(), + + intersectsLine: function ( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsPlane( this ); + + }, + + intersectsSphere: function ( sphere ) { + + return sphere.intersectsPlane( this ); + + }, + + coplanarPoint: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function () { + + var v1 = new Vector3(); + var m1 = new Matrix3(); + + return function applyMatrix4( matrix, optionalNormalMatrix ) { + + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + }, + + equals: function ( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + +} ); + + +export { Plane }; diff --git a/src.original/math/Quaternion.js b/src.original/math/Quaternion.js new file mode 100644 index 00000000000000..019823e932034a --- /dev/null +++ b/src.original/math/Quaternion.js @@ -0,0 +1,635 @@ +import { _Math } from './Math.js'; +import { Vector3 } from './Vector3.js'; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +function Quaternion( x, y, z, w ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; + +} + +Object.assign( Quaternion, { + + slerp: function ( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + + }, + + slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], + + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + var s = 1 - t, + + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + var tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + +} ); + +Object.defineProperties( Quaternion.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this.onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this.onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this.onChangeCallback(); + + } + + }, + + w: { + + get: function () { + + return this._w; + + }, + + set: function ( value ) { + + this._w = value; + this.onChangeCallback(); + + } + + } + +} ); + +Object.assign( Quaternion.prototype, { + + set: function ( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + }, + + copy: function ( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this.onChangeCallback(); + + return this; + + }, + + setFromEuler: function ( euler, update ) { + + if ( ! ( euler && euler.isEuler ) ) { + + 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 ); + + if ( order === 'XYZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'YXZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'ZXY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'ZYX' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'YZX' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'XZY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33, + s; + + if ( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this.onChangeCallback(); + + return this; + + }, + + setFromUnitVectors: function () { + + // assumes direction vectors vFrom and vTo are normalized + + var v1 = new Vector3(); + var r; + + var EPS = 0.000001; + + return function setFromUnitVectors( vFrom, vTo ) { + + if ( v1 === undefined ) v1 = new Vector3(); + + r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + v1.set( - vFrom.y, vFrom.x, 0 ); + + } else { + + v1.set( 0, - vFrom.z, vFrom.y ); + + } + + } else { + + v1.crossVectors( vFrom, vTo ); + + } + + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; + + return this.normalize(); + + }; + + }(), + + angleTo: function ( q ) { + + return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) ); + + }, + + rotateTowards: function ( 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; + + }, + + inverse: function () { + + // quaternion is assumed to have unit length + + return this.conjugate(); + + }, + + conjugate: function () { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this.onChangeCallback(); + + return this; + + }, + + dot: function ( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + }, + + lengthSq: function () { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + }, + + length: function () { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + }, + + normalize: function () { + + var l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this.onChangeCallback(); + + return this; + + }, + + multiply: function ( q, p ) { + + if ( p !== undefined ) { + + console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); + + } + + return this.multiplyQuaternions( this, q ); + + }, + + premultiply: function ( q ) { + + return this.multiplyQuaternions( q, this ); + + }, + + multiplyQuaternions: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this.onChangeCallback(); + + return this; + + }, + + slerp: function ( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + var 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; + + return this.normalize(); + + } + + 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; + + }, + + equals: function ( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + +} ); + + +export { Quaternion }; diff --git a/src.original/math/Ray.js b/src.original/math/Ray.js new file mode 100644 index 00000000000000..1d6531127c71b8 --- /dev/null +++ b/src.original/math/Ray.js @@ -0,0 +1,546 @@ +import { Vector3 } from './Vector3.js'; + +/** + * @author bhouston / http://clara.io + */ + +function Ray( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3(); + +} + +Object.assign( Ray.prototype, { + + set: function ( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + }, + + at: function ( t, 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 ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + }, + + recast: function () { + + var v1 = new Vector3(); + + return function recast( t ) { + + this.origin.copy( this.at( t, v1 ) ); + + return this; + + }; + + }(), + + closestPointToPoint: function ( point, 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 ); + + }, + + distanceToPoint: function ( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + }, + + distanceSqToPoint: function () { + + var v1 = new Vector3(); + + return function distanceSqToPoint( point ) { + + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceToSquared( point ); + + }; + + }(), + + distanceSqToSegment: function () { + + var segCenter = new Vector3(); + var segDir = new Vector3(); + var diff = new Vector3(); + + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); + + var segExtent = v0.distanceTo( v1 ) * 0.5; + var a01 = - this.direction.dot( segDir ); + var b0 = diff.dot( this.direction ); + var b1 = - diff.dot( segDir ); + var c = diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + + } + + return sqrDist; + + }; + + }(), + + intersectSphere: function () { + + var v1 = new Vector3(); + + return function intersectSphere( sphere, target ) { + + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + var thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) <= sphere.radius; + + }, + + distanceToPlane: function ( plane ) { + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + }, + + intersectPlane: function ( plane, target ) { + + var t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + }, + + intersectsPlane: function ( plane ) { + + // check if the ray lies on the plane first + + var distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + }, + + intersectBox: function ( box, 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 ); + + }, + + intersectsBox: ( function () { + + var v = new Vector3(); + + return function intersectsBox( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + } )(), + + intersectTriangle: function () { + + // Compute the offset origin, edges, and normal. + var diff = new Vector3(); + var edge1 = new Vector3(); + var edge2 = new Vector3(); + var normal = new Vector3(); + + return function intersectTriangle( a, b, c, backfaceCulling, target ) { + + // 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 ); + + }; + + }(), + + applyMatrix4: function ( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + }, + + equals: function ( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + +} ); + + +export { Ray }; diff --git a/src.original/math/Sphere.js b/src.original/math/Sphere.js new file mode 100644 index 00000000000000..430c8363c0052f --- /dev/null +++ b/src.original/math/Sphere.js @@ -0,0 +1,180 @@ +import { Box3 } from './Box3.js'; +import { Vector3 } from './Vector3.js'; + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +function Sphere( center, radius ) { + + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + +} + +Object.assign( Sphere.prototype, { + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + }, + + setFromPoints: function () { + + var box = new Box3(); + + return function setFromPoints( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + box.setFromPoints( points ).getCenter( center ); + + } + + var maxRadiusSq = 0; + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + }, + + empty: function () { + + return ( this.radius <= 0 ); + + }, + + containsPoint: function ( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + }, + + distanceToPoint: function ( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + }, + + intersectsSphere: function ( sphere ) { + + var radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsSphere( this ); + + }, + + intersectsPlane: function ( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + }, + + clampPoint: function ( 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; + + }, + + getBoundingBox: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); + target = new Box3(); + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + }, + + applyMatrix4: function ( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + }, + + translate: function ( offset ) { + + this.center.add( offset ); + + return this; + + }, + + equals: function ( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + +} ); + + +export { Sphere }; diff --git a/src.original/math/Spherical.js b/src.original/math/Spherical.js new file mode 100644 index 00000000000000..7e893ff1943274 --- /dev/null +++ b/src.original/math/Spherical.js @@ -0,0 +1,84 @@ +import { _Math } from './Math.js'; + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ + +function Spherical( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + + return this; + +} + +Object.assign( Spherical.prototype, { + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + }, + + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function () { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + }, + + setFromVector3: function ( vec3 ) { + + this.radius = vec3.length(); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + + } + + return this; + + } + +} ); + + +export { Spherical }; diff --git a/src.original/math/Triangle.js b/src.original/math/Triangle.js new file mode 100644 index 00000000000000..d9c7281394118a --- /dev/null +++ b/src.original/math/Triangle.js @@ -0,0 +1,324 @@ +import { Vector3 } from './Vector3.js'; + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +function Triangle( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); + +} + +Object.assign( Triangle, { + + getNormal: function () { + + var v0 = new Vector3(); + + return 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.subVectors( a, b ); + target.cross( v0 ); + + 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 + getBarycoord: function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function getBarycoord( point, a, b, c, target ) { + + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); + + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); + + var denom = ( dot00 * dot11 - dot01 * dot01 ); + + 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 ); + + }; + + }(), + + containsPoint: function () { + + var v1 = new Vector3(); + + return function containsPoint( point, a, b, c ) { + + Triangle.getBarycoord( point, a, b, c, v1 ); + + return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); + + }; + + }() + +} ); + +Object.assign( Triangle.prototype, { + + set: function ( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + }, + + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + }, + + getArea: function () { + + var v0 = new Vector3(); + var v1 = new Vector3(); + + return function getArea() { + + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); + + return v0.cross( v1 ).length() * 0.5; + + }; + + }(), + + getMidpoint: function ( 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 ); + + }, + + getNormal: function ( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + }, + + getPlane: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getPlane() target is now required' ); + target = new Vector3(); + + } + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + getBarycoord: function ( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + }, + + containsPoint: function ( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsTriangle( this ); + + }, + + closestPointToPoint: function () { + + var vab = new Vector3(); + var vac = new Vector3(); + var vbc = new Vector3(); + var vap = new Vector3(); + var vbp = new Vector3(); + var vcp = new Vector3(); + + return 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 ); + + }; + + }(), + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} ); + + +export { Triangle }; diff --git a/src.original/math/Vector2.js b/src.original/math/Vector2.js new file mode 100644 index 00000000000000..2e6de62e8b44f2 --- /dev/null +++ b/src.original/math/Vector2.js @@ -0,0 +1,499 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +function Vector2( x, y ) { + + this.x = x || 0; + this.y = y || 0; + +} + +Object.defineProperties( Vector2.prototype, { + + "width": { + + get: function () { + + return this.x; + + }, + + set: function ( value ) { + + this.x = value; + + } + + }, + + "height": { + + get: function () { + + return this.y; + + }, + + set: function ( value ) { + + this.y = value; + + } + + } + +} ); + +Object.assign( Vector2.prototype, { + + isVector2: true, + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( 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; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + }, + + sub: function ( 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; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + multiply: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + applyMatrix3: function ( 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; + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + }, + + clamp: function ( min, max ) { + + // 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; + + }, + + clampScalar: function () { + + var min = new Vector2(); + var max = new Vector2(); + + return function clampScalar( minVal, maxVal ) { + + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + cross: function ( v ) { + + return this.x * v.y - this.y * v.x; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + angle: function () { + + // computes the angle in radians with respect to the positive x-axis + + var angle = Math.atan2( this.y, this.x ); + + if ( angle < 0 ) angle += 2 * Math.PI; + + return angle; + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + }, + + rotateAround: function ( center, angle ) { + + var c = Math.cos( angle ), s = Math.sin( angle ); + + var x = this.x - center.x; + var y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + +} ); + + +export { Vector2 }; diff --git a/src.original/math/Vector3.js b/src.original/math/Vector3.js new file mode 100644 index 00000000000000..9c8db59f5e932d --- /dev/null +++ b/src.original/math/Vector3.js @@ -0,0 +1,730 @@ +import { _Math } from './Math.js'; +import { Matrix4 } from './Matrix4.js'; +import { Quaternion } from './Quaternion.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function Vector3( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +} + +Object.assign( Vector3.prototype, { + + isVector3: true, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + multiply: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); + + } + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + }, + + multiplyVectors: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + applyEuler: function () { + + var quaternion = new Quaternion(); + + return 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 ) ); + + }; + + }(), + + applyAxisAngle: function () { + + var quaternion = new Quaternion(); + + return function applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + + }; + + }(), + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + 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; + + }, + + applyQuaternion: function ( q ) { + + var x = this.x, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + }, + + project: function () { + + var matrix = new Matrix4(); + + return function project( camera ) { + + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyMatrix4( matrix ); + + }; + + }(), + + unproject: function () { + + var matrix = new Matrix4(); + + return function unproject( camera ) { + + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyMatrix4( matrix ); + + }; + + }(), + + transformDirection: function ( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + }, + + clamp: function ( min, max ) { + + // 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; + + }, + + clampScalar: function () { + + var min = new Vector3(); + var max = new Vector3(); + + return function clampScalar( minVal, maxVal ) { + + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + // TODO lengthSquared? + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + cross: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); + + } + + return this.crossVectors( this, v ); + + }, + + crossVectors: function ( a, b ) { + + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + }, + + projectOnVector: function ( vector ) { + + var scalar = vector.dot( this ) / vector.lengthSq(); + + return this.copy( vector ).multiplyScalar( scalar ); + + }, + + projectOnPlane: function () { + + var v1 = new Vector3(); + + return function projectOnPlane( planeNormal ) { + + v1.copy( this ).projectOnVector( planeNormal ); + + return this.sub( v1 ); + + }; + + }(), + + reflect: function () { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + var v1 = new Vector3(); + + return function reflect( normal ) { + + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + }; + + }(), + + angleTo: function ( v ) { + + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + + // clamp, to handle numerical problems + + return Math.acos( _Math.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + }, + + setFromSpherical: function ( s ) { + + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); + + return this; + + }, + + setFromCylindrical: function ( c ) { + + this.x = c.radius * Math.sin( c.theta ); + this.y = c.y; + this.z = c.radius * Math.cos( c.theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + var e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + +} ); + + +export { Vector3 }; diff --git a/src.original/math/Vector4.js b/src.original/math/Vector4.js new file mode 100644 index 00000000000000..7b148aed437fea --- /dev/null +++ b/src.original/math/Vector4.js @@ -0,0 +1,629 @@ +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +function Vector4( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +} + +Object.assign( Vector4.prototype, { + + isVector4: true, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setW: function ( w ) { + + this.w = w; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z, w = this.w; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + setAxisAngleFromQuaternion: function ( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + var s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + }, + + setAxisAngleFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + }, + + clamp: function ( min, max ) { + + // 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; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new Vector4(); + max = new Vector4(); + + } + + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + +} ); + + +export { Vector4 }; diff --git a/src.original/math/interpolants/CubicInterpolant.js b/src.original/math/interpolants/CubicInterpolant.js new file mode 100644 index 00000000000000..152505d8fc8448 --- /dev/null +++ b/src.original/math/interpolants/CubicInterpolant.js @@ -0,0 +1,156 @@ +import { ZeroCurvatureEnding } from '../../constants.js'; +import { Interpolant } from '../Interpolant.js'; +import { WrapAroundEnding, ZeroSlopeEnding } from '../../constants.js'; + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ + +function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + +} + +CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: CubicInterpolant, + + DefaultSettings_: { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }, + + intervalChanged_: function ( i1, t0, t1 ) { + + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + var halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + }, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} ); + + +export { CubicInterpolant }; diff --git a/src.original/math/interpolants/DiscreteInterpolant.js b/src.original/math/interpolants/DiscreteInterpolant.js new file mode 100644 index 00000000000000..5d3f8e60053ae3 --- /dev/null +++ b/src.original/math/interpolants/DiscreteInterpolant.js @@ -0,0 +1,30 @@ +import { Interpolant } from '../Interpolant.js'; + +/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ + +function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: DiscreteInterpolant, + + interpolate_: function ( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} ); + + +export { DiscreteInterpolant }; diff --git a/src.original/math/interpolants/LinearInterpolant.js b/src.original/math/interpolants/LinearInterpolant.js new file mode 100644 index 00000000000000..32d6aee9bf9397 --- /dev/null +++ b/src.original/math/interpolants/LinearInterpolant.js @@ -0,0 +1,44 @@ +import { Interpolant } from '../Interpolant.js'; + +/** + * @author tschw + */ + +function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: LinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} ); + + +export { LinearInterpolant }; diff --git a/src.original/math/interpolants/QuaternionLinearInterpolant.js b/src.original/math/interpolants/QuaternionLinearInterpolant.js new file mode 100644 index 00000000000000..d90bbff7269c75 --- /dev/null +++ b/src.original/math/interpolants/QuaternionLinearInterpolant.js @@ -0,0 +1,43 @@ +import { Interpolant } from '../Interpolant.js'; +import { Quaternion } from '../Quaternion.js'; + +/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + +function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: QuaternionLinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset = i1 * stride, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + for ( var end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} ); + + +export { QuaternionLinearInterpolant }; diff --git a/src.original/objects/Bone.js b/src.original/objects/Bone.js new file mode 100644 index 00000000000000..bbe66db0cc4f21 --- /dev/null +++ b/src.original/objects/Bone.js @@ -0,0 +1,26 @@ +import { Object3D } from '../core/Object3D.js'; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +function Bone() { + + Object3D.call( this ); + + this.type = 'Bone'; + +} + +Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Bone, + + isBone: true + +} ); + + +export { Bone }; diff --git a/src.original/objects/Group.js b/src.original/objects/Group.js new file mode 100644 index 00000000000000..d4ded34d68fb96 --- /dev/null +++ b/src.original/objects/Group.js @@ -0,0 +1,24 @@ +import { Object3D } from '../core/Object3D.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Group() { + + Object3D.call( this ); + + this.type = 'Group'; + +} + +Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Group, + + isGroup: true + +} ); + + +export { Group }; diff --git a/src.original/objects/LOD.js b/src.original/objects/LOD.js new file mode 100644 index 00000000000000..1c64296b283499 --- /dev/null +++ b/src.original/objects/LOD.js @@ -0,0 +1,176 @@ +import { Vector3 } from '../math/Vector3.js'; +import { Object3D } from '../core/Object3D.js'; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +function LOD() { + + Object3D.call( this ); + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); + +} + +LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LOD, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source, false ); + + var levels = source.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance ); + + } + + return this; + + }, + + addLevel: function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + var levels = this.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, object: object } ); + + this.add( object ); + + }, + + getObjectForDistance: function ( distance ) { + + var levels = this.levels; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance < levels[ i ].distance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + }, + + raycast: ( function () { + + var matrixPosition = new Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + }; + + }() ), + + update: function () { + + var v1 = new Vector3(); + var v2 = new Vector3(); + + return function update( camera ) { + + var levels = this.levels; + + if ( levels.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + levels[ 0 ].object.visible = true; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance >= levels[ i ].distance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + }; + + }(), + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.levels = []; + + var levels = this.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); + + } + + return data; + + } + +} ); + + +export { LOD }; diff --git a/src.original/objects/Line.js b/src.original/objects/Line.js new file mode 100644 index 00000000000000..32e281fa19b27a --- /dev/null +++ b/src.original/objects/Line.js @@ -0,0 +1,253 @@ +import { Sphere } from '../math/Sphere.js'; +import { Ray } from '../math/Ray.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { Object3D } from '../core/Object3D.js'; +import { Vector3 } from '../math/Vector3.js'; +import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +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( { color: Math.random() * 0xffffff } ); + +} + +Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Line, + + isLine: true, + + computeLineDistances: ( function () { + + var start = new Vector3(); + var end = new Vector3(); + + return function computeLineDistances() { + + 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.addAttribute( '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 = geometry.lineDistances; + + lineDistances[ 0 ] = 0; + + for ( var i = 1, l = vertices.length; i < l; i ++ ) { + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); + + } + + } + + return this; + + }; + + }() ), + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = ( this && this.isLineSegments ) ? 2 : 1; + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + + var a = indices[ i ]; + var b = indices[ i + 1 ]; + + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + + for ( var i = 0; i < nbVertices - 1; i += step ) { + + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + + +export { Line }; diff --git a/src.original/objects/LineLoop.js b/src.original/objects/LineLoop.js new file mode 100644 index 00000000000000..9fc29cd88d09d0 --- /dev/null +++ b/src.original/objects/LineLoop.js @@ -0,0 +1,24 @@ +import { Line } from './Line.js'; + +/** + * @author mgreter / http://github.com/mgreter + */ + +function LineLoop( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineLoop'; + +} + +LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineLoop, + + isLineLoop: true, + +} ); + + +export { LineLoop }; diff --git a/src.original/objects/LineSegments.js b/src.original/objects/LineSegments.js new file mode 100644 index 00000000000000..cb350df06186a3 --- /dev/null +++ b/src.original/objects/LineSegments.js @@ -0,0 +1,85 @@ +import { Line } from './Line.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Float32BufferAttribute } from '../core/BufferAttribute'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LineSegments( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + +} + +LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineSegments, + + isLineSegments: true, + + computeLineDistances: ( function () { + + var start = new Vector3(); + var end = new Vector3(); + + return function computeLineDistances() { + + 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.fromBufferAttribute( positionAttribute, i ); + end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + + } + + geometry.addAttribute( '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 = geometry.lineDistances; + + for ( var i = 0, l = vertices.length; i < l; i += 2 ) { + + start.copy( vertices[ i ] ); + end.copy( vertices[ i + 1 ] ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); + + } + + } + + return this; + + }; + + }() ) + +} ); + + +export { LineSegments }; diff --git a/src.original/objects/Mesh.js b/src.original/objects/Mesh.js new file mode 100644 index 00000000000000..4e84ac134285a0 --- /dev/null +++ b/src.original/objects/Mesh.js @@ -0,0 +1,478 @@ +import { Vector3 } from '../math/Vector3.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Sphere } from '../math/Sphere.js'; +import { Ray } from '../math/Ray.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { Object3D } from '../core/Object3D.js'; +import { Triangle } from '../math/Triangle.js'; +import { Face3 } from '../core/Face3.js'; +import { DoubleSide, BackSide, TrianglesDrawMode } from '../constants.js'; +import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + +function Mesh( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.drawMode = TrianglesDrawMode; + + this.updateMorphTargets(); + +} + +Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Mesh, + + isMesh: true, + + setDrawMode: function ( value ) { + + this.drawMode = value; + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.drawMode = source.drawMode; + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + return this; + + }, + + updateMorphTargets: function () { + + var geometry = this.geometry; + var m, ml, name; + + 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 ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + 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 ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) { + + name = morphTargets[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + }, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + var vA = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); + + var tempA = new Vector3(); + var tempB = new Vector3(); + var tempC = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + var barycoord = new Vector3(); + + var intersectionPoint = new Vector3(); + var intersectionPointWorld = new Vector3(); + + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + + Triangle.getBarycoord( point, p1, p2, p3, barycoord ); + + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); + + uv1.add( uv2 ).add( uv3 ); + + return uv1.clone(); + + } + + function checkIntersection( object, 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, uv, a, b, c ) { + + vA.fromBufferAttribute( position, a ); + vB.fromBufferAttribute( position, b ); + vC.fromBufferAttribute( position, c ); + + 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 = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + + } + + var face = new Face3( a, b, c ); + Triangle.getNormal( vA, vB, vC, face.normal ); + + intersection.face = face; + + } + + return intersection; + + } + + return function raycast( raycaster, intersects ) { + + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + var intersection; + + if ( geometry.isBufferGeometry ) { + + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var uv = geometry.attributes.uv; + var groups = geometry.groups; + var drawRange = geometry.drawRange; + var i, j, il, jl; + var group, groupMaterial; + var start, end; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); + + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = j; + b = j + 1; + c = j + 2; + + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } else if ( geometry.isGeometry ) { + + var fvA, fvB, fvC; + 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; + + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; + + if ( faceMaterial.morphTargets === true ) { + + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; + + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); + + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + + var influence = morphInfluences[ t ]; + + if ( influence === 0 ) continue; + + var targets = morphTargets[ t ].vertices; + + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + + } + + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); + + fvA = vA; + fvB = vB; + fvC = vC; + + } + + intersection = checkIntersection( this, 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 = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + + } + + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + + } + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + + +export { Mesh }; diff --git a/src.original/objects/Points.js b/src.original/objects/Points.js new file mode 100644 index 00000000000000..5e81384e7e0ae7 --- /dev/null +++ b/src.original/objects/Points.js @@ -0,0 +1,148 @@ +import { Sphere } from '../math/Sphere.js'; +import { Ray } from '../math/Ray.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { Object3D } from '../core/Object3D.js'; +import { Vector3 } from '../math/Vector3.js'; +import { PointsMaterial } from '../materials/PointsMaterial.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Points( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); + +} + +Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Points, + + isPoints: true, + + raycast: ( function () { + + var inverseMatrix = new Matrix4(); + var ray = new Ray(); + var sphere = new Sphere(); + + return function raycast( raycaster, intersects ) { + + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new Vector3(); + var intersectPoint = new Vector3(); + + function testPoint( point, index ) { + + var rayPointDistanceSq = ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + ray.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.clone(), + index: index, + face: null, + object: object + + } ); + + } + + } + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, il = indices.length; i < il; i ++ ) { + + var a = indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + + position.fromArray( positions, i * 3 ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = geometry.vertices; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + + +export { Points }; diff --git a/src.original/objects/Skeleton.js b/src.original/objects/Skeleton.js new file mode 100644 index 00000000000000..8764e93cecd9b8 --- /dev/null +++ b/src.original/objects/Skeleton.js @@ -0,0 +1,178 @@ +import { Matrix4 } from '../math/Matrix4.js'; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + +function Skeleton( bones, boneInverses ) { + + // copy the bone array + + bones = bones || []; + + this.bones = bones.slice( 0 ); + this.boneMatrices = new Float32Array( this.bones.length * 16 ); + + // 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 () { + + var bone, i, il; + + // recover the bind-time world matrices + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + }, + + update: ( function () { + + var offsetMatrix = new Matrix4(); + var identityMatrix = new Matrix4(); + + return function update() { + + 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; + + } + +} ); + + +export { Skeleton }; diff --git a/src.original/objects/SkinnedMesh.js b/src.original/objects/SkinnedMesh.js new file mode 100644 index 00000000000000..cb1af1dc89b7e0 --- /dev/null +++ b/src.original/objects/SkinnedMesh.js @@ -0,0 +1,209 @@ +import { Mesh } from './Mesh.js'; +import { Vector4 } from '../math/Vector4.js'; +import { Skeleton } from './Skeleton.js'; +import { Bone } from './Bone.js'; +import { Matrix4 } from '../math/Matrix4.js'; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +function SkinnedMesh( geometry, material ) { + + Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + var bones = this.initBones(); + var skeleton = new Skeleton( bones ); + + this.bind( skeleton, this.matrixWorld ); + + this.normalizeSkinWeights(); + +} + +SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + + constructor: SkinnedMesh, + + isSkinnedMesh: true, + + initBones: function () { + + var bones = [], bone, gbone; + var i, il; + + if ( this.geometry && this.geometry.bones !== undefined ) { + + // first, create array of 'Bone' objects from geometry data + + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + + gbone = this.geometry.bones[ i ]; + + // create new 'Bone' object + + bone = new Bone(); + bones.push( bone ); + + // apply values + + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + + } + + // second, create bone hierarchy + + for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { + + gbone = this.geometry.bones[ i ]; + + if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { + + // subsequent bones in the hierarchy + + bones[ gbone.parent ].add( bones[ i ] ); + + } else { + + // topmost bone, immediate child of the skinned mesh + + this.add( bones[ i ] ); + + } + + } + + } + + // now the bones are part of the scene graph and children of the skinned mesh. + // let's update the corresponding matrices + + this.updateMatrixWorld( true ); + + return bones; + + }, + + 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 scale, i; + + if ( this.geometry && this.geometry.isGeometry ) { + + for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { + + var sw = this.geometry.skinWeights[ i ]; + + scale = 1.0 / sw.manhattanLength(); + + if ( scale !== Infinity ) { + + sw.multiplyScalar( scale ); + + } else { + + sw.set( 1, 0, 0, 0 ); // do something reasonable + + } + + } + + } else if ( this.geometry && this.geometry.isBufferGeometry ) { + + var vec = new Vector4(); + + var skinWeight = this.geometry.attributes.skinWeight; + + for ( i = 0; i < skinWeight.count; i ++ ) { + + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); + + scale = 1.0 / vec.manhattanLength(); + + if ( scale !== Infinity ) { + + vec.multiplyScalar( scale ); + + } else { + + vec.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + + } + + } + + }, + + updateMatrixWorld: function ( force ) { + + Mesh.prototype.updateMatrixWorld.call( this, 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 ); + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + + +export { SkinnedMesh }; diff --git a/src.original/objects/Sprite.js b/src.original/objects/Sprite.js new file mode 100644 index 00000000000000..f49892d0cc48f3 --- /dev/null +++ b/src.original/objects/Sprite.js @@ -0,0 +1,169 @@ +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +import { Vector2 } from '../math/Vector2.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { Object3D } from '../core/Object3D.js'; +import { BufferGeometry } from '../core/BufferGeometry.js'; +import { InterleavedBuffer } from '../core/InterleavedBuffer.js'; +import { InterleavedBufferAttribute } from '../core/InterleavedBufferAttribute.js'; +import { SpriteMaterial } from '../materials/SpriteMaterial.js'; + +var geometry; + +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.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + geometry.addAttribute( '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 () { + + 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 = new Vector3(); + var vB = new Vector3(); + var vC = new Vector3(); + + 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 ); + + } + + return function raycast( raycaster, intersects ) { + + worldScale.setFromMatrixScale( this.matrixWorld ); + viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); + mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + + 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.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + + // check first triangle + var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); + intersect = raycaster.ray.intersectTriangle( vA, vC, vB, 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(), + face: null, + object: this + + } ); + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.material ).copy( this ); + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + return this; + + } + + +} ); + +export { Sprite }; diff --git a/src.original/polyfills.js b/src.original/polyfills.js new file mode 100644 index 00000000000000..7b618faffc533e --- /dev/null +++ b/src.original/polyfills.js @@ -0,0 +1,98 @@ +// Polyfills + +if ( Number.EPSILON === undefined ) { + + Number.EPSILON = Math.pow( 2, - 52 ); + +} + +if ( Number.isInteger === undefined ) { + + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + + Number.isInteger = function ( value ) { + + return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; + + }; + +} + +// + +if ( Math.sign === undefined ) { + + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + + Math.sign = function ( x ) { + + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; + + }; + +} + +if ( 'name' in Function.prototype === false ) { + + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + + Object.defineProperty( Function.prototype, 'name', { + + get: function () { + + return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; + + } + + } ); + +} + +if ( Object.assign === undefined ) { + + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + + ( function () { + + Object.assign = function ( target ) { + + 'use strict'; + + if ( target === undefined || target === null ) { + + throw new TypeError( 'Cannot convert undefined or null to object' ); + + } + + var output = Object( target ); + + for ( var index = 1; index < arguments.length; index ++ ) { + + var source = arguments[ index ]; + + if ( source !== undefined && source !== null ) { + + for ( var nextKey in source ) { + + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + + output[ nextKey ] = source[ nextKey ]; + + } + + } + + } + + } + + return output; + + }; + + } )(); + +} diff --git a/src.original/renderers/WebGL2Renderer.js b/src.original/renderers/WebGL2Renderer.js new file mode 100644 index 00000000000000..d0ad1c344c82d3 --- /dev/null +++ b/src.original/renderers/WebGL2Renderer.js @@ -0,0 +1,189 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { REVISION } from '../constants.js'; +import { WebGLExtensions } from './webgl/WebGLExtensions.js'; +import { WebGLState } from './webgl/WebGLState.js'; +import { Color } from '../math/Color.js'; +import { Vector4 } from '../math/Vector4.js'; + +function WebGL2Renderer( parameters ) { + + console.log( 'THREE.WebGL2Renderer', REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default'; + + // initialize + + var gl; + + try { + + var attributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', function () { } ); + + gl = _context || _canvas.getContext( 'webgl2', attributes ); + + if ( gl === null ) { + + if ( _canvas.getContext( 'webgl2' ) !== null ) { + + throw new Error( 'Error creating WebGL2 context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL2 context.' ); + + } + + } + + } catch ( error ) { + + console.error( 'THREE.WebGL2Renderer: ' + error.message ); + + } + + // + + var _autoClear = true, + _autoClearColor = true, + _autoClearDepth = true, + _autoClearStencil = true, + + _clearColor = new Color( 0x000000 ), + _clearAlpha = 0, + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _viewport = new Vector4( 0, 0, _width, _height ); + + var extensions = new WebGLExtensions( gl ); + var state = new WebGLState( gl, extensions, function () {} ); + + // + + function clear( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= gl.STENCIL_BUFFER_BIT; + + gl.clear( bits ); + + } + + function setPixelRatio( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + setSize( _viewport.z, _viewport.w, false ); + + } + + function setSize( width, height, updateStyle ) { + + _width = width; + _height = height; + + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + setViewport( 0, 0, width, height ); + + } + + function setViewport( x, y, width, height ) { + + state.viewport( _viewport.set( x, y, width, height ) ); + + } + + function render( scene, camera ) { + + if ( camera !== undefined && camera.isCamera !== true ) { + + console.error( 'THREE.WebGL2Renderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var background = scene.background; + var forceClear = false; + + if ( background === null ) { + + state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha ); + + } else if ( background && background.isColor ) { + + state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha ); + forceClear = true; + + } + + if ( _autoClear || forceClear ) { + + this.clear( _autoClearColor, _autoClearDepth, _autoClearStencil ); + + } + + } + + function onContextLost( event ) { + + event.preventDefault(); + + } + + return { + domElement: _canvas, + + clear: clear, + setPixelRatio: setPixelRatio, + setSize: setSize, + render: render + }; + +} + + +export { WebGL2Renderer }; diff --git a/src.original/renderers/WebGLRenderTarget.js b/src.original/renderers/WebGLRenderTarget.js new file mode 100644 index 00000000000000..f5313b3f4231cf --- /dev/null +++ b/src.original/renderers/WebGLRenderTarget.js @@ -0,0 +1,95 @@ +import { EventDispatcher } from '../core/EventDispatcher.js'; +import { Texture } from '../textures/Texture.js'; +import { LinearFilter } from '../constants.js'; +import { Vector4 } from '../math/Vector4.js'; + +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +function WebGLRenderTarget( width, height, options ) { + + this.width = width; + this.height = height; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + options = options || {}; + + if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + + this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + +} + +WebGLRenderTarget.prototype = 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.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' } ); + + } + +} ); + + +export { WebGLRenderTarget }; diff --git a/src.original/renderers/WebGLRenderTargetCube.js b/src.original/renderers/WebGLRenderTargetCube.js new file mode 100644 index 00000000000000..666201693982e0 --- /dev/null +++ b/src.original/renderers/WebGLRenderTargetCube.js @@ -0,0 +1,22 @@ +import { WebGLRenderTarget } from './WebGLRenderTarget.js'; + +/** + * @author alteredq / http://alteredqualia.com + */ + +function WebGLRenderTargetCube( width, height, options ) { + + WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + +} + +WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); +WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + +WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + + +export { WebGLRenderTargetCube }; diff --git a/src.original/renderers/WebGLRenderer.js b/src.original/renderers/WebGLRenderer.js new file mode 100644 index 00000000000000..4d8b2fd723b98b --- /dev/null +++ b/src.original/renderers/WebGLRenderer.js @@ -0,0 +1,2647 @@ +import { + REVISION, + RGBAFormat, + HalfFloatType, + FloatType, + UnsignedByteType, + TriangleFanDrawMode, + TriangleStripDrawMode, + TrianglesDrawMode, + LinearToneMapping, + BackSide +} from '../constants.js'; +import { _Math } from '../math/Math.js'; +import { DataTexture } from '../textures/DataTexture.js'; +import { Frustum } from '../math/Frustum.js'; +import { Matrix4 } from '../math/Matrix4.js'; +import { ShaderLib } from './shaders/ShaderLib.js'; +import { UniformsLib } from './shaders/UniformsLib.js'; +import { UniformsUtils } from './shaders/UniformsUtils.js'; +import { Vector3 } from '../math/Vector3.js'; +import { Vector4 } from '../math/Vector4.js'; +import { WebGLAnimation } from './webgl/WebGLAnimation.js'; +import { WebGLAttributes } from './webgl/WebGLAttributes.js'; +import { WebGLBackground } from './webgl/WebGLBackground.js'; +import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js'; +import { WebGLCapabilities } from './webgl/WebGLCapabilities.js'; +import { WebGLClipping } from './webgl/WebGLClipping.js'; +import { WebGLExtensions } from './webgl/WebGLExtensions.js'; +import { WebGLGeometries } from './webgl/WebGLGeometries.js'; +import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js'; +import { WebGLInfo } from './webgl/WebGLInfo.js'; +import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js'; +import { WebGLObjects } from './webgl/WebGLObjects.js'; +import { WebGLPrograms } from './webgl/WebGLPrograms.js'; +import { WebGLProperties } from './webgl/WebGLProperties.js'; +import { WebGLRenderLists } from './webgl/WebGLRenderLists.js'; +import { WebGLRenderStates } from './webgl/WebGLRenderStates.js'; +import { WebGLShadowMap } from './webgl/WebGLShadowMap.js'; +import { WebGLState } from './webgl/WebGLState.js'; +import { WebGLTextures } from './webgl/WebGLTextures.js'; +import { WebGLUniforms } from './webgl/WebGLUniforms.js'; +import { WebGLUtils } from './webgl/WebGLUtils.js'; +import { WebVRManager } from './webvr/WebVRManager.js'; +import { WebXRManager } from './webvr/WebXRManager.js'; + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ + +function WebGLRenderer( parameters ) { + + console.log( 'THREE.WebGLRenderer', REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default'; + + var currentRenderList = null; + var currentRenderState = null; + + // public properties + + this.domElement = _canvas; + this.context = null; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // internal properties + + var _this = this, + + _isContextLost = false, + + // internal state cache + + _framebuffer = null, + + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + + // geometry and program caching + + _currentGeometryProgram = { + geometry: null, + program: null, + wireframe: false + }, + + _currentCamera = null, + _currentArrayCamera = null, + + _currentViewport = new Vector4(), + _currentScissor = new Vector4(), + _currentScissorTest = null, + + // + + _usedTextureUnits = 0, + + // + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _viewport = new Vector4( 0, 0, _width, _height ), + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + // frustum + + _frustum = new Frustum(), + + // clipping + + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + // camera matrices cache + + _projScreenMatrix = new Matrix4(), + + _vector3 = new Vector3(); + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + var _gl; + + try { + + var contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + + _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl' ) !== null ) { + + 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 ); + + } + + var extensions, capabilities, state, info; + var properties, textures, attributes, geometries, objects; + var programCache, renderLists, renderStates; + + var background, morphtargets, bufferRenderer, indexedBufferRenderer; + + var utils; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + if ( ! capabilities.isWebGL2 ) { + + 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( 'ANGLE_instanced_arrays' ); + + } + + extensions.get( 'OES_texture_float_linear' ); + + utils = new WebGLUtils( _gl, extensions, capabilities ); + + state = new WebGLState( _gl, extensions, utils, capabilities ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + attributes = new WebGLAttributes( _gl ); + geometries = new WebGLGeometries( _gl, attributes, info ); + objects = new WebGLObjects( geometries, info ); + morphtargets = new WebGLMorphtargets( _gl ); + programCache = new WebGLPrograms( _this, extensions, capabilities ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates(); + + background = new WebGLBackground( _this, state, objects, _premultipliedAlpha ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); + + info.programs = programCache.programs; + + _this.context = _gl; + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // vr + + var vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this ); + + this.vr = vr; + + // 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 () { + + return { + width: _width, + height: _height + }; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + if ( vr.isPresenting() ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function () { + + return { + width: _width * _pixelRatio, + height: _height * _pixelRatio + }; + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + _canvas.width = width * pixelRatio; + _canvas.height = height * pixelRatio; + + this.setViewport( 0, 0, width, height ); + + }; + + this.getCurrentViewport = function () { + + return _currentViewport; + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewport.set( x, _height - y - height, width, height ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _scissor.set( x, _height - y - height, width, height ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + // 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 |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // + + this.dispose = function () { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + objects.dispose(); + + vr.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; + + material.program = undefined; + + 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 ) { + + state.initAttributes(); + + var buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + var programAttributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.normal ); + _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.uv ); + _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( programAttributes.color ); + _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + + var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 ); + + state.setMaterial( material, frontFaceCW ); + + var program = setProgram( camera, fog, material, object ); + + var updateBuffers = false; + + if ( _currentGeometryProgram.geometry !== geometry.id || + _currentGeometryProgram.program !== program.id || + _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) { + + _currentGeometryProgram.geometry = geometry.id; + _currentGeometryProgram.program = program.id; + _currentGeometryProgram.wireframe = material.wireframe === true; + updateBuffers = true; + + } + + if ( object.morphTargetInfluences ) { + + morphtargets.update( object, geometry, material, program ); + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + var rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + var attribute; + var renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry ); + + if ( index !== null ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer ); + + } + + } + + // + + var dataCount = Infinity; + + if ( index !== null ) { + + dataCount = index.count; + + } else if ( position !== undefined ) { + + dataCount = position.count; + + } + + var rangeStart = geometry.drawRange.start * rangeFactor; + var rangeCount = geometry.drawRange.count * rangeFactor; + + var groupStart = group !== null ? group.start * rangeFactor : 0; + var groupCount = group !== null ? group.count * rangeFactor : Infinity; + + var drawStart = Math.max( rangeStart, groupStart ); + var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + if ( drawCount === 0 ) return; + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + switch ( object.drawMode ) { + + case TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; + + case TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; + + case TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; + + } + + } + + + } else if ( object.isLine ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } else if ( object.isSprite ) { + + renderer.setMode( _gl.TRIANGLES ); + + } + + if ( geometry && geometry.isInstancedBufferGeometry ) { + + if ( geometry.maxInstancedCount > 0 ) { + + renderer.renderInstances( geometry, drawStart, drawCount ); + + } + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( material, program, geometry ) { + + if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { + + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + state.initAttributes(); + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.getAttributes(); + + var materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( var name in programAttributes ) { + + var programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + var normalized = geometryAttribute.normalized; + var size = geometryAttribute.itemSize; + + var 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 ) { + + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = data.meshPerAttribute * data.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement ); + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 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 ); + + } + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + // 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 ); + + scene.traverse( function ( object ) { + + if ( object.material ) { + + if ( Array.isArray( object.material ) ) { + + for ( var i = 0; i < object.material.length; i ++ ) { + + initMaterial( object.material[ i ], scene.fog, object ); + + } + + } else { + + initMaterial( object.material, scene.fog, object ); + + } + + } + + } ); + + }; + + // Animation Loop + + var onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( vr.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; + vr.setAnimationLoop( callback ); + + animation.start(); + + }; + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( ! ( camera && camera.isCamera ) ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost ) return; + + // reset caching for this frame + + _currentGeometryProgram.geometry = null; + _currentGeometryProgram.program = null; + _currentGeometryProgram.wireframe = false; + _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 ( vr.enabled ) { + + camera = vr.getCamera( camera ); + + } + + // + + currentRenderState = renderStates.get( scene, camera ); + currentRenderState.init(); + + scene.onBeforeRender( _this, scene, camera, renderTarget ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + currentRenderList = renderLists.get( scene, camera ); + currentRenderList.init(); + + projectObject( scene, camera, _this.sortObjects ); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort(); + + } + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + var shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + currentRenderState.setupLights( camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + if ( this.info.autoReset ) this.info.reset(); + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + // + + background.render( currentRenderList, scene, camera, forceClear ); + + // render scene + + var opaqueObjects = currentRenderList.opaque; + var transparentObjects = currentRenderList.transparent; + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + + // transparent pass (back-to-front order) + + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + + } + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget ) { + + textures.updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + scene.onAfterRender( _this, scene, camera ); + + if ( vr.enabled ) { + + vr.submitFrame(); + + } + + // _gl.finish(); + + currentRenderList = null; + currentRenderState = null; + + }; + + /* + // TODO Duplicated code (Frustum) + + var _sphere = new Sphere(); + + function isObjectViewable( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSpriteViewable( sprite ) { + + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSphereViewable( sphere ) { + + if ( ! _frustum.intersectsSphere( sphere ) ) return false; + + var numPlanes = _clipping.numPlanes; + + if ( numPlanes === 0 ) return true; + + var planes = _this.clippingPlanes, + + center = sphere.center, + negRad = - sphere.radius, + i = 0; + + do { + + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + + } while ( ++ i !== numPlanes ); + + return true; + + } + */ + + function projectObject( object, camera, sortObjects ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible ) { + + 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; + + currentRenderList.push( object, geometry, material, _vector3.z, null ); + + } + + } else if ( object.isImmediateRenderObject ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + currentRenderList.push( object, null, object.material, _vector3.z, null ); + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( object.isSkinnedMesh ) { + + object.skeleton.update(); + + } + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, _vector3.z, null ); + + } + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, sortObjects ); + + } + + } + + function renderObjects( renderList, scene, camera, overrideMaterial ) { + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var renderItem = renderList[ i ]; + + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; + + 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 ) ) { + + if ( 'viewport' in camera2 ) { // XR + + state.viewport( _currentViewport.copy( camera2.viewport ) ); + + } else { + + var bounds = camera2.bounds; + + var x = bounds.x * _width; + var y = bounds.y * _height; + var width = bounds.z * _width; + var height = bounds.w * _height; + + state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) ); + + } + + 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 ) { + + state.setMaterial( material ); + + var program = setProgram( camera, scene.fog, material, object ); + + _currentGeometryProgram.geometry = null; + _currentGeometryProgram.program = null; + _currentGeometryProgram.wireframe = false; + + renderObjectImmediate( object, program ); + + } else { + + _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); + + } + + function initMaterial( material, fog, object ) { + + var materialProperties = properties.get( material ); + + var lights = currentRenderState.state.lights; + var shadowsArray = currentRenderState.state.shadowsArray; + + var lightsHash = materialProperties.lightsHash; + var lightsStateHash = lights.state.hash; + + var parameters = programCache.getParameters( + material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object ); + + var code = programCache.getProgramCode( material, parameters ); + + var program = materialProperties.program; + var programChange = true; + + if ( program === undefined ) { + + // new material + material.addEventListener( 'dispose', onMaterialDispose ); + + } else if ( program.code !== code ) { + + // changed glsl or parameters + releaseMaterialProgramReference( material ); + + } else if ( lightsHash.stateID !== lightsStateHash.stateID || + lightsHash.directionalLength !== lightsStateHash.directionalLength || + lightsHash.pointLength !== lightsStateHash.pointLength || + lightsHash.spotLength !== lightsStateHash.spotLength || + lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || + lightsHash.hemiLength !== lightsStateHash.hemiLength || + lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) { + + lightsHash.stateID = lightsStateHash.stateID; + lightsHash.directionalLength = lightsStateHash.directionalLength; + lightsHash.pointLength = lightsStateHash.pointLength; + lightsHash.spotLength = lightsStateHash.spotLength; + lightsHash.rectAreaLength = lightsStateHash.rectAreaLength; + lightsHash.hemiLength = lightsStateHash.hemiLength; + lightsHash.shadowsLength = lightsStateHash.shadowsLength; + + programChange = false; + + } else if ( parameters.shaderID !== undefined ) { + + // same glsl and uniform list + return; + + } else { + + // only rebuild uniform list + programChange = false; + + } + + if ( programChange ) { + + if ( parameters.shaderID ) { + + var shader = ShaderLib[ parameters.shaderID ]; + + materialProperties.shader = { + name: material.type, + uniforms: UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; + + } else { + + materialProperties.shader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; + + } + + material.onBeforeCompile( materialProperties.shader, _this ); + + // Computing code again as onBeforeCompile may have changed the shaders + code = programCache.getProgramCode( material, parameters ); + + program = programCache.acquireProgram( material, materialProperties.shader, parameters, code ); + + materialProperties.program = program; + material.program = program; + + } + + var programAttributes = program.getAttributes(); + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + + if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + var uniforms = materialProperties.shader.uniforms; + + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { + + materialProperties.numClippingPlanes = _clipping.numPlanes; + materialProperties.numIntersection = _clipping.numIntersection; + uniforms.clippingPlanes = _clipping.uniform; + + } + + materialProperties.fog = fog; + + // store the light setup it was created for + if ( lightsHash === undefined ) { + + materialProperties.lightsHash = lightsHash = {}; + + } + + lightsHash.stateID = lightsStateHash.stateID; + lightsHash.directionalLength = lightsStateHash.directionalLength; + lightsHash.pointLength = lightsStateHash.pointLength; + lightsHash.spotLength = lightsStateHash.spotLength; + lightsHash.rectAreaLength = lightsStateHash.rectAreaLength; + lightsHash.hemiLength = lightsStateHash.hemiLength; + lightsHash.shadowsLength = lightsStateHash.shadowsLength; + + if ( material.lights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.directionalLights.value = lights.state.directional; + uniforms.spotLights.value = lights.state.spot; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.pointLights.value = lights.state.point; + 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(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.uniformsList = uniformsList; + + } + + function setProgram( camera, fog, material, object ) { + + _usedTextureUnits = 0; + + var materialProperties = properties.get( material ); + var lights = currentRenderState.state.lights; + + var lightsHash = materialProperties.lightsHash; + var lightsStateHash = lights.state.hash; + + if ( _clippingEnabled ) { + + if ( _localClippingEnabled || camera !== _currentCamera ) { + + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + _clipping.setState( + material.clippingPlanes, material.clipIntersection, material.clipShadows, + camera, materialProperties, useCache ); + + } + + } + + if ( material.needsUpdate === false ) { + + if ( materialProperties.program === undefined ) { + + material.needsUpdate = true; + + } else if ( material.fog && materialProperties.fog !== fog ) { + + material.needsUpdate = true; + + } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID || + lightsHash.directionalLength !== lightsStateHash.directionalLength || + lightsHash.pointLength !== lightsStateHash.pointLength || + lightsHash.spotLength !== lightsStateHash.spotLength || + lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || + lightsHash.hemiLength !== lightsStateHash.hemiLength || + lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) { + + material.needsUpdate = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== _clipping.numPlanes || + materialProperties.numIntersection !== _clipping.numIntersection ) ) { + + material.needsUpdate = true; + + } + + } + + if ( material.needsUpdate ) { + + initMaterial( material, fog, object ); + material.needsUpdate = false; + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.shader.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || camera !== _currentCamera ) { + + 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 ) ); + + } + + // Avoid unneeded uniform updates per ArrayCamera's sub-camera + + if ( _currentCamera !== ( _currentArrayCamera || camera ) ) { + + _currentCamera = ( _currentArrayCamera || camera ); + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshStandardMaterial || + material.envMap ) { + + var uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + } + + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // not sure why, but otherwise weird things happen + + if ( material.skinning ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + var skeleton = object.skeleton; + + if ( skeleton ) { + + 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 = _Math.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 ); + boneTexture.needsUpdate = true; + + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; + + } + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); + + if ( material.lights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshToonMaterial ) { + + refreshUniformsToon( m_uniforms, material ); + + } else { + + refreshUniformsPhong( m_uniforms, material ); + + } + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material ); + + } else { + + refreshUniformsStandard( m_uniforms, material ); + + } + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDepth( m_uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDistance( m_uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsNormal( m_uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( m_uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( m_uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + m_uniforms.color.value = material.color; + m_uniforms.opacity.value = material.opacity; + + } + + // RectAreaLight Texture + // TODO (mrdoob): Find a nicer implementation + + if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; + if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); + 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; + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value = 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; + + } + + if ( material.envMap ) { + + uniforms.envMap.value = material.envMap; + + // don't flip CubeTexture envMaps, flip everything else: + // WebGLRenderTargetCube will be flipped for backwards compatibility + // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture + // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future + uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + uniforms.maxMipLevel.value = properties.get( material.envMap ).__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. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.roughnessMap ) { + + uvScaleMap = material.roughnessMap; + + } else if ( material.metalnessMap ) { + + uvScaleMap = material.metalnessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _height * 0.5; + + uniforms.map.value = material.map; + + if ( material.map !== null ) { + + if ( material.map.matrixAutoUpdate === true ) { + + material.map.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( material.map.matrix ); + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + uniforms.map.value = material.map; + + if ( material.map !== null ) { + + if ( material.map.matrixAutoUpdate === true ) { + + material.map.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( material.map.matrix ); + + } + + } + + function refreshUniformsFog( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshUniformsLambert( uniforms, material ) { + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.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 ) { + + refreshUniformsPhong( uniforms, material ); + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.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; + + } + + if ( material.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; + + } + + 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; + + } + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + // Textures + + function allocTextureUnit() { + + var textureUnit = _usedTextureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + } + + this.allocTextureUnit = allocTextureUnit; + + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function () { + + var warned = false; + + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { + + if ( texture && texture.isWebGLRenderTarget ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTexture = ( function () { + + var warned = false; + + return function setTexture( texture, slot ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTextureCube = ( function () { + + var warned = false; + + return function setTextureCube( texture, slot ) { + + // backwards compatibility: peel texture.texture + if ( texture && texture.isWebGLRenderTargetCube ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( ( texture && texture.isCubeTexture ) || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); + + } else { + + // assumed: texture property of THREE.WebGLRenderTargetCube + + textures.setTextureCubeDynamic( texture, slot ); + + } + + }; + + }() ); + + // + + this.setFramebuffer = function ( value ) { + + _framebuffer = value; + + }; + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget ) { + + _currentRenderTarget = renderTarget; + + 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.isWebGLRenderTargetCube ) { + + framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; + isCube = true; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( framebuffer ) { + + var restore = false; + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + restore = true; + + } + + try { + + var texture = renderTarget.texture; + var textureFormat = texture.format; + var textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // 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( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, 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( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + + this.copyFramebufferToTexture = function ( position, texture, level ) { + + var width = texture.image.width; + var height = texture.image.height; + var glFormat = utils.convert( texture.format ); + + this.setTexture2D( texture, 0 ); + + _gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 ); + + }; + + this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) { + + var width = srcTexture.image.width; + var height = srcTexture.image.height; + var glFormat = utils.convert( dstTexture.format ); + var glType = utils.convert( dstTexture.type ); + + this.setTexture2D( dstTexture, 0 ); + + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); + + } else { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image ); + + } + + }; + +} + + +export { WebGLRenderer }; diff --git a/src.original/renderers/shaders/ShaderChunk.js b/src.original/renderers/shaders/ShaderChunk.js new file mode 100644 index 00000000000000..a07b23f8b9e88f --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk.js @@ -0,0 +1,235 @@ +import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl'; +import alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl'; +import alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl'; +import aomap_fragment from './ShaderChunk/aomap_fragment.glsl'; +import aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl'; +import begin_vertex from './ShaderChunk/begin_vertex.glsl'; +import beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl'; +import bsdfs from './ShaderChunk/bsdfs.glsl'; +import bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl'; +import clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl'; +import clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl'; +import clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl'; +import clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl'; +import color_fragment from './ShaderChunk/color_fragment.glsl'; +import color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl'; +import color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl'; +import color_vertex from './ShaderChunk/color_vertex.glsl'; +import common from './ShaderChunk/common.glsl'; +import cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl'; +import defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl'; +import displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl'; +import displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl'; +import emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl'; +import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl'; +import encodings_fragment from './ShaderChunk/encodings_fragment.glsl'; +import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl'; +import envmap_fragment from './ShaderChunk/envmap_fragment.glsl'; +import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl'; +import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl'; +import envmap_vertex from './ShaderChunk/envmap_vertex.glsl'; +import fog_vertex from './ShaderChunk/fog_vertex.glsl'; +import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl'; +import fog_fragment from './ShaderChunk/fog_fragment.glsl'; +import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl'; +import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl'; +import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl'; +import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl'; +import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl'; +import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl'; +import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl'; +import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl'; +import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl'; +import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl'; +import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl'; +import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl'; +import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl'; +import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl'; +import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl'; +import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl'; +import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl'; +import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl'; +import map_fragment from './ShaderChunk/map_fragment.glsl'; +import map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl'; +import map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl'; +import map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl'; +import metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl'; +import metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl'; +import morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl'; +import morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl'; +import morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl'; +import normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl'; +import normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl'; +import normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl'; +import packing from './ShaderChunk/packing.glsl'; +import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl'; +import project_vertex from './ShaderChunk/project_vertex.glsl'; +import dithering_fragment from './ShaderChunk/dithering_fragment.glsl'; +import dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl'; +import roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl'; +import roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl'; +import shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl'; +import shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl'; +import shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl'; +import shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl'; +import skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl'; +import skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl'; +import skinning_vertex from './ShaderChunk/skinning_vertex.glsl'; +import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl'; +import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl'; +import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl'; +import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl'; +import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl'; +import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl'; +import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl'; +import uv_vertex from './ShaderChunk/uv_vertex.glsl'; +import uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl'; +import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl'; +import uv2_vertex from './ShaderChunk/uv2_vertex.glsl'; +import worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl'; + +import cube_frag from './ShaderLib/cube_frag.glsl'; +import cube_vert from './ShaderLib/cube_vert.glsl'; +import depth_frag from './ShaderLib/depth_frag.glsl'; +import depth_vert from './ShaderLib/depth_vert.glsl'; +import distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl'; +import distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl'; +import equirect_frag from './ShaderLib/equirect_frag.glsl'; +import equirect_vert from './ShaderLib/equirect_vert.glsl'; +import linedashed_frag from './ShaderLib/linedashed_frag.glsl'; +import linedashed_vert from './ShaderLib/linedashed_vert.glsl'; +import meshbasic_frag from './ShaderLib/meshbasic_frag.glsl'; +import meshbasic_vert from './ShaderLib/meshbasic_vert.glsl'; +import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl'; +import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl'; +import meshphong_frag from './ShaderLib/meshphong_frag.glsl'; +import meshphong_vert from './ShaderLib/meshphong_vert.glsl'; +import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl'; +import meshphysical_vert from './ShaderLib/meshphysical_vert.glsl'; +import normal_frag from './ShaderLib/normal_frag.glsl'; +import normal_vert from './ShaderLib/normal_vert.glsl'; +import points_frag from './ShaderLib/points_frag.glsl'; +import points_vert from './ShaderLib/points_vert.glsl'; +import shadow_frag from './ShaderLib/shadow_frag.glsl'; +import shadow_vert from './ShaderLib/shadow_vert.glsl'; +import sprite_frag from './ShaderLib/sprite_frag.glsl'; +import sprite_vert from './ShaderLib/sprite_vert.glsl'; + +export var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + 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, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + 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_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + 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_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, + 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, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert, + sprite_frag: sprite_frag, + sprite_vert: sprite_vert +}; diff --git a/src.original/renderers/shaders/ShaderChunk/alphamap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/alphamap_fragment.glsl new file mode 100644 index 00000000000000..1aa712eb3aaa9c --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/alphamap_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_ALPHAMAP + + diffuseColor.a *= texture2D( alphaMap, vUv ).g; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl new file mode 100644 index 00000000000000..4a84b4997f9749 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_ALPHAMAP + + uniform sampler2D alphaMap; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/alphatest_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/alphatest_fragment.glsl new file mode 100644 index 00000000000000..448b2bf55661f7 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/alphatest_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef ALPHATEST + + if ( diffuseColor.a < ALPHATEST ) discard; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/aomap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/aomap_fragment.glsl new file mode 100644 index 00000000000000..4b5df8ebd41463 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/aomap_fragment.glsl @@ -0,0 +1,16 @@ +#ifdef USE_AOMAP + + // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture + float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0; + + reflectedLight.indirectDiffuse *= ambientOcclusion; + + #if defined( USE_ENVMAP ) && defined( PHYSICAL ) + + float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + + reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness ); + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl new file mode 100644 index 00000000000000..73277ab4b1eba9 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl @@ -0,0 +1,6 @@ +#ifdef USE_AOMAP + + uniform sampler2D aoMap; + uniform float aoMapIntensity; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/begin_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/begin_vertex.glsl new file mode 100644 index 00000000000000..9f681c6600faa8 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/begin_vertex.glsl @@ -0,0 +1,2 @@ + +vec3 transformed = vec3( position ); diff --git a/src.original/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl new file mode 100644 index 00000000000000..f24d6d48030552 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl @@ -0,0 +1,2 @@ + +vec3 objectNormal = vec3( normal ); diff --git a/src.original/renderers/shaders/ShaderChunk/bsdfs.glsl b/src.original/renderers/shaders/ShaderChunk/bsdfs.glsl new file mode 100644 index 00000000000000..4bbf56a73d5c23 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/bsdfs.glsl @@ -0,0 +1,289 @@ +float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) { + + if( decayExponent > 0.0 ) { + +#if defined ( PHYSICALLY_CORRECT_LIGHTS ) + + // based upon Frostbite 3 Moving to Physically-based Rendering + // page 32, equation 26: E[window1] + // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + // this is intended to be used on spot and point lights who are represented as luminous intensity + // but who must be converted to luminous irradiance for surface lighting calculation + float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 ); + float maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) ); + return distanceFalloff * maxDistanceCutoffFactor; + +#else + + return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent ); + +#endif + + } + + return 1.0; + +} + +vec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) { + + return RECIPROCAL_PI * diffuseColor; + +} // validated + +vec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) { + + // Original approximation by Christophe Schlick '94 + // float fresnel = pow( 1.0 - dotLH, 5.0 ); + + // Optimized variant (presented by Epic at SIGGRAPH '13) + // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf + float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH ); + + return ( 1.0 - specularColor ) * fresnel + specularColor; + +} // validated + +// Microfacet Models for Refraction through Rough Surfaces - equation (34) +// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html +// alpha is "roughness squared" in Disney’s reparameterization +float G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) { + + // geometry term (normalized) = G(l)⋅G(v) / 4(n⋅l)(n⋅v) + // also see #12151 + + float a2 = pow2( alpha ); + + float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); + float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); + + return 1.0 / ( gl * gv ); + +} // validated + +// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2 +// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf +float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) { + + float a2 = pow2( alpha ); + + // dotNL and dotNV are explicitly swapped. This is not a mistake. + float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); + float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); + + return 0.5 / max( gv + gl, EPSILON ); + +} + +// Microfacet Models for Refraction through Rough Surfaces - equation (33) +// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html +// alpha is "roughness squared" in Disney’s reparameterization +float D_GGX( const in float alpha, const in float dotNH ) { + + float a2 = pow2( alpha ); + + float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1 + + return RECIPROCAL_PI * a2 / pow2( denom ); + +} + +// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility +vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) { + + float alpha = pow2( roughness ); // UE4's roughness + + vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir ); + + float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) ); + float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + float dotNH = saturate( dot( geometry.normal, halfDir ) ); + float dotLH = saturate( dot( incidentLight.direction, halfDir ) ); + + vec3 F = F_Schlick( specularColor, dotLH ); + + float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV ); + + float D = D_GGX( alpha, dotNH ); + + return F * ( G * D ); + +} // validated + +// Rect Area Light + +// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines +// by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt +// code: https://github.com/selfshadow/ltc_code/ + +vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) { + + const float LUT_SIZE = 64.0; + const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; + const float LUT_BIAS = 0.5 / LUT_SIZE; + + float dotNV = saturate( dot( N, V ) ); + + // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) ) + vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) ); + + uv = uv * LUT_SCALE + LUT_BIAS; + + return uv; + +} + +float LTC_ClippedSphereFormFactor( const in vec3 f ) { + + // Real-Time Area Lighting: a Journey from Research to Production (p.102) + // An approximation of the form factor of a horizon-clipped rectangle. + + float l = length( f ); + + return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 ); + +} + +vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) { + + float x = dot( v1, v2 ); + + float y = abs( x ); + + // rational polynomial approximation to theta / sin( theta ) / 2PI + float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y; + float b = 3.4175940 + ( 4.1616724 + y ) * y; + float v = a / b; + + float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v; + + return cross( v1, v2 ) * theta_sintheta; + +} + +vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) { + + // bail if point is on back side of plane of light + // assumes ccw winding order of light vertices + vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ]; + vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ]; + vec3 lightNormal = cross( v1, v2 ); + + if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 ); + + // construct orthonormal basis around N + vec3 T1, T2; + T1 = normalize( V - N * dot( V, N ) ); + T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system + + // compute transform + mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) ); + + // transform rect + vec3 coords[ 4 ]; + coords[ 0 ] = mat * ( rectCoords[ 0 ] - P ); + coords[ 1 ] = mat * ( rectCoords[ 1 ] - P ); + coords[ 2 ] = mat * ( rectCoords[ 2 ] - P ); + coords[ 3 ] = mat * ( rectCoords[ 3 ] - P ); + + // project rect onto sphere + coords[ 0 ] = normalize( coords[ 0 ] ); + coords[ 1 ] = normalize( coords[ 1 ] ); + coords[ 2 ] = normalize( coords[ 2 ] ); + coords[ 3 ] = normalize( coords[ 3 ] ); + + // calculate vector form factor + vec3 vectorFormFactor = vec3( 0.0 ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] ); + + // adjust for horizon clipping + float result = LTC_ClippedSphereFormFactor( vectorFormFactor ); + +/* + // alternate method of adjusting for horizon clipping (see referece) + // refactoring required + float len = length( vectorFormFactor ); + float z = vectorFormFactor.z / len; + + const float LUT_SIZE = 64.0; + const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; + const float LUT_BIAS = 0.5 / LUT_SIZE; + + // tabulated horizon-clipped sphere, apparently... + vec2 uv = vec2( z * 0.5 + 0.5, len ); + uv = uv * LUT_SCALE + LUT_BIAS; + + float scale = texture2D( ltc_2, uv ).w; + + float result = len * scale; +*/ + + return vec3( result ); + +} + +// End Rect Area Light + +// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile +vec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) { + + float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + + const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 ); + + const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 ); + + vec4 r = roughness * c0 + c1; + + float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y; + + vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw; + + return specularColor * AB.x + AB.y; + +} // validated + + +float G_BlinnPhong_Implicit( /* const in float dotNL, const in float dotNV */ ) { + + // geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v) + return 0.25; + +} + +float D_BlinnPhong( const in float shininess, const in float dotNH ) { + + return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess ); + +} + +vec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) { + + vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir ); + + //float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) ); + //float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + float dotNH = saturate( dot( geometry.normal, halfDir ) ); + float dotLH = saturate( dot( incidentLight.direction, halfDir ) ); + + vec3 F = F_Schlick( specularColor, dotLH ); + + float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ ); + + float D = D_BlinnPhong( shininess, dotNH ); + + return F * ( G * D ); + +} // validated + +// source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html +float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) { + return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 ); +} + +float BlinnExponentToGGXRoughness( const in float blinnExponent ) { + return sqrt( 2.0 / ( blinnExponent + 2.0 ) ); +} diff --git a/src.original/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl new file mode 100644 index 00000000000000..5de9a65f733a56 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl @@ -0,0 +1,44 @@ +#ifdef USE_BUMPMAP + + uniform sampler2D bumpMap; + uniform float bumpScale; + + // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen + // http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf + + // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2) + + vec2 dHdxy_fwd() { + + vec2 dSTdx = dFdx( vUv ); + vec2 dSTdy = dFdy( vUv ); + + float Hll = bumpScale * texture2D( bumpMap, vUv ).x; + float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll; + float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll; + + return vec2( dBx, dBy ); + + } + + vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) { + + // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988 + + vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) ); + vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) ); + vec3 vN = surf_norm; // normalized + + vec3 R1 = cross( vSigmaY, vN ); + vec3 R2 = cross( vN, vSigmaX ); + + float fDet = dot( vSigmaX, R1 ); + + fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 ); + + vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 ); + return normalize( abs( fDet ) * surf_norm - vGrad ); + + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl new file mode 100644 index 00000000000000..bea6ffa126ae35 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl @@ -0,0 +1,29 @@ +#if NUM_CLIPPING_PLANES > 0 + + vec4 plane; + + #pragma unroll_loop + for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) { + + plane = clippingPlanes[ i ]; + if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard; + + } + + #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES + + bool clipped = true; + + #pragma unroll_loop + for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) { + + plane = clippingPlanes[ i ]; + clipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped; + + } + + if ( clipped ) discard; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl new file mode 100644 index 00000000000000..3eb44cdadebebb --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl @@ -0,0 +1,9 @@ +#if NUM_CLIPPING_PLANES > 0 + + #if ! defined( PHYSICAL ) && ! defined( PHONG ) + varying vec3 vViewPosition; + #endif + + uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ]; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl new file mode 100644 index 00000000000000..d83f96d56c1994 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl @@ -0,0 +1,3 @@ +#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) + varying vec3 vViewPosition; +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl new file mode 100644 index 00000000000000..d3fa83858ea6c4 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl @@ -0,0 +1,4 @@ +#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) + vViewPosition = - mvPosition.xyz; +#endif + diff --git a/src.original/renderers/shaders/ShaderChunk/color_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/color_fragment.glsl new file mode 100644 index 00000000000000..693fdf061c226f --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/color_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_COLOR + + diffuseColor.rgb *= vColor; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/color_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/color_pars_fragment.glsl new file mode 100644 index 00000000000000..4f59898b6ef7fd --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/color_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_COLOR + + varying vec3 vColor; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/color_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/color_pars_vertex.glsl new file mode 100644 index 00000000000000..f3862c30b66d43 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/color_pars_vertex.glsl @@ -0,0 +1,5 @@ +#ifdef USE_COLOR + + varying vec3 vColor; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/color_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/color_vertex.glsl new file mode 100644 index 00000000000000..7bd534d9cf170f --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/color_vertex.glsl @@ -0,0 +1,5 @@ +#ifdef USE_COLOR + + vColor.xyz = color.xyz; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/common.glsl b/src.original/renderers/shaders/ShaderChunk/common.glsl new file mode 100644 index 00000000000000..2ed7888da48640 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/common.glsl @@ -0,0 +1,95 @@ +#define PI 3.14159265359 +#define PI2 6.28318530718 +#define PI_HALF 1.5707963267949 +#define RECIPROCAL_PI 0.31830988618 +#define RECIPROCAL_PI2 0.15915494 +#define LOG2 1.442695 +#define EPSILON 1e-6 + +#define saturate(a) clamp( a, 0.0, 1.0 ) +#define whiteCompliment(a) ( 1.0 - saturate( a ) ) + +float pow2( const in float x ) { return x*x; } +float pow3( const in float x ) { return x*x*x; } +float pow4( const in float x ) { float x2 = x*x; return x2*x2; } +float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } +// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range. +// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +highp float rand( const in vec2 uv ) { + const highp float a = 12.9898, b = 78.233, c = 43758.5453; + highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); + return fract(sin(sn) * c); +} + +struct IncidentLight { + vec3 color; + vec3 direction; + bool visible; +}; + +struct ReflectedLight { + vec3 directDiffuse; + vec3 directSpecular; + vec3 indirectDiffuse; + vec3 indirectSpecular; +}; + +struct GeometricContext { + vec3 position; + vec3 normal; + vec3 viewDir; +}; + +vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + +} + +// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations +vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); + +} + +vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { + + float distance = dot( planeNormal, point - pointOnPlane ); + + return - distance * planeNormal + point; + +} + +float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { + + return sign( dot( point - pointOnPlane, planeNormal ) ); + +} + +vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { + + return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine; + +} + +mat3 transposeMat3( const in mat3 m ) { + + mat3 tmp; + + tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x ); + tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y ); + tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z ); + + return tmp; + +} + +// https://en.wikipedia.org/wiki/Relative_luminance +float linearToRelativeLuminance( const in vec3 color ) { + + vec3 weights = vec3( 0.2126, 0.7152, 0.0722 ); + + return dot( weights, color.rgb ); + +} diff --git a/src.original/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl new file mode 100644 index 00000000000000..70239891d5333b --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl @@ -0,0 +1,128 @@ +#ifdef ENVMAP_TYPE_CUBE_UV + +#define cubeUV_textureSize (1024.0) + +int getFaceFromDirection(vec3 direction) { + vec3 absDirection = abs(direction); + int face = -1; + if( absDirection.x > absDirection.z ) { + if(absDirection.x > absDirection.y ) + face = direction.x > 0.0 ? 0 : 3; + else + face = direction.y > 0.0 ? 1 : 4; + } + else { + if(absDirection.z > absDirection.y ) + face = direction.z > 0.0 ? 2 : 5; + else + face = direction.y > 0.0 ? 1 : 4; + } + return face; +} +#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0) +#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0)) + +vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) { + float scale = exp2(cubeUV_maxLods1 - roughnessLevel); + float dxRoughness = dFdx(roughness); + float dyRoughness = dFdy(roughness); + vec3 dx = dFdx( vec * scale * dxRoughness ); + vec3 dy = dFdy( vec * scale * dyRoughness ); + float d = max( dot( dx, dx ), dot( dy, dy ) ); + // Clamp the value to the max mip level counts. hard coded to 6 mips + d = clamp(d, 1.0, cubeUV_rangeClamp); + float mipLevel = 0.5 * log2(d); + return vec2(floor(mipLevel), fract(mipLevel)); +} + +#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0) +#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize) + +vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) { + mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel; + float a = 16.0 * cubeUV_rcpTextureSize; + + vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) ); + vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed; + // float powScale = exp2(roughnessLevel + mipLevel); + float powScale = exp2_packed.x * exp2_packed.y; + // float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel); + float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25; + // float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel); + float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x; + + bool bRes = mipLevel == 0.0; + scale = bRes && (scale < a) ? a : scale; + + vec3 r; + vec2 offset; + int face = getFaceFromDirection(direction); + + float rcpPowScale = 1.0 / powScale; + + if( face == 0) { + r = vec3(direction.x, -direction.z, direction.y); + offset = vec2(0.0+mipOffset,0.75 * rcpPowScale); + offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y; + } + else if( face == 1) { + r = vec3(direction.y, direction.x, direction.z); + offset = vec2(scale+mipOffset, 0.75 * rcpPowScale); + offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y; + } + else if( face == 2) { + r = vec3(direction.z, direction.x, direction.y); + offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale); + offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y; + } + else if( face == 3) { + r = vec3(direction.x, direction.z, direction.y); + offset = vec2(0.0+mipOffset,0.5 * rcpPowScale); + offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y; + } + else if( face == 4) { + r = vec3(direction.y, direction.x, -direction.z); + offset = vec2(scale+mipOffset, 0.5 * rcpPowScale); + offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y; + } + else { + r = vec3(direction.z, -direction.x, direction.y); + offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale); + offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y; + } + r = normalize(r); + float texelOffset = 0.5 * cubeUV_rcpTextureSize; + vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5; + vec2 base = offset + vec2( texelOffset ); + return base + s * ( scale - 2.0 * texelOffset ); +} + +#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0) + +vec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) { + float roughnessVal = roughness* cubeUV_maxLods3; + float r1 = floor(roughnessVal); + float r2 = r1 + 1.0; + float t = fract(roughnessVal); + vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness); + float s = mipInfo.y; + float level0 = mipInfo.x; + float level1 = level0 + 1.0; + level1 = level1 > 5.0 ? 5.0 : level1; + + // round to nearest mipmap if we are not interpolating. + level0 += min( floor( s + 0.5 ), 5.0 ); + + // Tri linear interpolation. + vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0); + vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10)); + + vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0); + vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20)); + + vec4 result = mix(color10, color20, t); + + return vec4(result.rgb, 1.0); +} + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl new file mode 100644 index 00000000000000..38c9509ad90286 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl @@ -0,0 +1,7 @@ +vec3 transformedNormal = normalMatrix * objectNormal; + +#ifdef FLIP_SIDED + + transformedNormal = - transformedNormal; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl new file mode 100644 index 00000000000000..5e771596b11f94 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl @@ -0,0 +1,7 @@ +#ifdef USE_DISPLACEMENTMAP + + uniform sampler2D displacementMap; + uniform float displacementScale; + uniform float displacementBias; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl new file mode 100644 index 00000000000000..0c8dce0997efb6 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl @@ -0,0 +1,5 @@ +#ifdef USE_DISPLACEMENTMAP + + transformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/dithering_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/dithering_fragment.glsl new file mode 100644 index 00000000000000..a81e01d0c85c39 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/dithering_fragment.glsl @@ -0,0 +1,5 @@ +#if defined( DITHERING ) + + gl_FragColor.rgb = dithering( gl_FragColor.rgb ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl new file mode 100644 index 00000000000000..591bfc4b0c610d --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl @@ -0,0 +1,18 @@ +#if defined( DITHERING ) + + // based on https://www.shadertoy.com/view/MslGR8 + vec3 dithering( vec3 color ) { + //Calculate grid position + float grid_position = rand( gl_FragCoord.xy ); + + //Shift the individual colors differently, thus making it even harder to see the dithering pattern + vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 ); + + //modify shift acording to grid position. + dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position ); + + //shift the color by dither_shift + return color + dither_shift_RGB; + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl new file mode 100644 index 00000000000000..1d65996de11701 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl @@ -0,0 +1,9 @@ +#ifdef USE_EMISSIVEMAP + + vec4 emissiveColor = texture2D( emissiveMap, vUv ); + + emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb; + + totalEmissiveRadiance *= emissiveColor.rgb; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl new file mode 100644 index 00000000000000..c05bb7f55180a0 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_EMISSIVEMAP + + uniform sampler2D emissiveMap; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/encodings_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/encodings_fragment.glsl new file mode 100644 index 00000000000000..189d735b547723 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/encodings_fragment.glsl @@ -0,0 +1 @@ + gl_FragColor = linearToOutputTexel( gl_FragColor ); diff --git a/src.original/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl new file mode 100644 index 00000000000000..029cc2d1588bcb --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl @@ -0,0 +1,78 @@ +// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/ + +vec4 LinearToLinear( in vec4 value ) { + return value; +} + +vec4 GammaToLinear( in vec4 value, in float gammaFactor ) { + return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w ); +} +vec4 LinearToGamma( in vec4 value, in float gammaFactor ) { + return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w ); +} + +vec4 sRGBToLinear( in vec4 value ) { + return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w ); +} +vec4 LinearTosRGB( in vec4 value ) { + return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w ); +} + +vec4 RGBEToLinear( in vec4 value ) { + return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 ); +} +vec4 LinearToRGBE( in vec4 value ) { + float maxComponent = max( max( value.r, value.g ), value.b ); + float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 ); + return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 ); +// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 ); +} + +// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html +vec4 RGBMToLinear( in vec4 value, in float maxRange ) { + return vec4( value.xyz * value.w * maxRange, 1.0 ); +} +vec4 LinearToRGBM( in vec4 value, in float maxRange ) { + float maxRGB = max( value.x, max( value.g, value.b ) ); + float M = clamp( maxRGB / maxRange, 0.0, 1.0 ); + M = ceil( M * 255.0 ) / 255.0; + return vec4( value.rgb / ( M * maxRange ), M ); +} + +// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html +vec4 RGBDToLinear( in vec4 value, in float maxRange ) { + return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 ); +} +vec4 LinearToRGBD( in vec4 value, in float maxRange ) { + float maxRGB = max( value.x, max( value.g, value.b ) ); + float D = max( maxRange / maxRGB, 1.0 ); + D = min( floor( D ) / 255.0, 1.0 ); + return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D ); +} + +// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html + +// M matrix, for encoding +const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 ); +vec4 LinearToLogLuv( in vec4 value ) { + vec3 Xp_Y_XYZp = value.rgb * cLogLuvM; + Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6)); + vec4 vResult; + vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; + float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; + vResult.w = fract(Le); + vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0; + return vResult; +} + +// Inverse M matrix, for decoding +const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 ); +vec4 LogLuvToLinear( in vec4 value ) { + float Le = value.z * 255.0 + value.w; + vec3 Xp_Y_XYZp; + Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0); + Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y; + Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z; + vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM; + return vec4( max(vRGB, 0.0), 1.0 ); +} diff --git a/src.original/renderers/shaders/ShaderChunk/envmap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/envmap_fragment.glsl new file mode 100644 index 00000000000000..d401e2b7cdbb75 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/envmap_fragment.glsl @@ -0,0 +1,72 @@ +#ifdef USE_ENVMAP + + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) + + vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition ); + + // Transforming Normal Vectors with the Inverse Transformation + vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); + + #ifdef ENVMAP_MODE_REFLECTION + + vec3 reflectVec = reflect( cameraToVertex, worldNormal ); + + #else + + vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio ); + + #endif + + #else + + vec3 reflectVec = vReflect; + + #endif + + #ifdef ENVMAP_TYPE_CUBE + + vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); + + #elif defined( ENVMAP_TYPE_EQUIREC ) + + vec2 sampleUV; + + reflectVec = normalize( reflectVec ); + + sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; + + sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5; + + vec4 envColor = texture2D( envMap, sampleUV ); + + #elif defined( ENVMAP_TYPE_SPHERE ) + + reflectVec = normalize( reflectVec ); + + vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) ); + + vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 ); + + #else + + vec4 envColor = vec4( 0.0 ); + + #endif + + envColor = envMapTexelToLinear( envColor ); + + #ifdef ENVMAP_BLENDING_MULTIPLY + + outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); + + #elif defined( ENVMAP_BLENDING_MIX ) + + outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); + + #elif defined( ENVMAP_BLENDING_ADD ) + + outgoingLight += envColor.xyz * specularStrength * reflectivity; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl new file mode 100644 index 00000000000000..3e6e377c5e2bbe --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl @@ -0,0 +1,26 @@ +#if defined( USE_ENVMAP ) || defined( PHYSICAL ) + uniform float reflectivity; + uniform float envMapIntensity; +#endif + +#ifdef USE_ENVMAP + + #if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) ) + varying vec3 vWorldPosition; + #endif + + #ifdef ENVMAP_TYPE_CUBE + uniform samplerCube envMap; + #else + uniform sampler2D envMap; + #endif + uniform float flipEnvMap; + uniform int maxMipLevel; + + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL ) + uniform float refractionRatio; + #else + varying vec3 vReflect; + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl new file mode 100644 index 00000000000000..7feab7532e506d --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl @@ -0,0 +1,13 @@ +#ifdef USE_ENVMAP + + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) + varying vec3 vWorldPosition; + + #else + + varying vec3 vReflect; + uniform float refractionRatio; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl new file mode 100644 index 00000000000000..db22ff077772c5 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl @@ -0,0 +1,133 @@ +#if defined( USE_ENVMAP ) && defined( PHYSICAL ) + + vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) { + + vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix ); + + #ifdef ENVMAP_TYPE_CUBE + + vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz ); + + // TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level + // of a specular cubemap, or just the default level of a specially created irradiance cubemap. + + #ifdef TEXTURE_LOD_EXT + + vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) ); + + #else + + // force the bias high to get the last LOD level as it is the most blurred. + vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) ); + + #endif + + envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; + + #elif defined( ENVMAP_TYPE_CUBE_UV ) + + vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz ); + vec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 ); + + #else + + vec4 envMapColor = vec4( 0.0 ); + + #endif + + return PI * envMapColor.rgb * envMapIntensity; + + } + + // taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html + float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) { + + //float envMapWidth = pow( 2.0, maxMIPLevelScalar ); + //float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 ); + + float maxMIPLevelScalar = float( maxMIPLevel ); + float desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 ); + + // clamp to allowable LOD ranges. + return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar ); + + } + + vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) { + + #ifdef ENVMAP_MODE_REFLECTION + + vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal ); + + #else + + vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio ); + + #endif + + reflectVec = inverseTransformDirection( reflectVec, viewMatrix ); + + float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel ); + + #ifdef ENVMAP_TYPE_CUBE + + vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz ); + + #ifdef TEXTURE_LOD_EXT + + vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel ); + + #else + + vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel ); + + #endif + + envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; + + #elif defined( ENVMAP_TYPE_CUBE_UV ) + + vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz ); + vec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent )); + + #elif defined( ENVMAP_TYPE_EQUIREC ) + + vec2 sampleUV; + sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; + sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5; + + #ifdef TEXTURE_LOD_EXT + + vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel ); + + #else + + vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel ); + + #endif + + envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; + + #elif defined( ENVMAP_TYPE_SPHERE ) + + vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) ); + + #ifdef TEXTURE_LOD_EXT + + vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel ); + + #else + + vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel ); + + #endif + + envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb; + + #endif + + return envMapColor.rgb * envMapIntensity; + + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/envmap_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/envmap_vertex.glsl new file mode 100644 index 00000000000000..ce32d522895622 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/envmap_vertex.glsl @@ -0,0 +1,25 @@ +#ifdef USE_ENVMAP + + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) + + vWorldPosition = worldPosition.xyz; + + #else + + vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); + + vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); + + #ifdef ENVMAP_MODE_REFLECTION + + vReflect = reflect( cameraToVertex, worldNormal ); + + #else + + vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); + + #endif + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/fog_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/fog_fragment.glsl new file mode 100644 index 00000000000000..46cc3788640aff --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/fog_fragment.glsl @@ -0,0 +1,17 @@ +#ifdef USE_FOG + + float fogDepth = length( vFogPosition ); + + #ifdef FOG_EXP2 + + float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) ); + + #else + + float fogFactor = smoothstep( fogNear, fogFar, fogDepth ); + + #endif + + gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl new file mode 100644 index 00000000000000..12e54eb8d4a6dc --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl @@ -0,0 +1,17 @@ +#ifdef USE_FOG + + uniform vec3 fogColor; + varying vec3 vFogPosition; + + #ifdef FOG_EXP2 + + uniform float fogDensity; + + #else + + uniform float fogNear; + uniform float fogFar; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl new file mode 100644 index 00000000000000..208ca86a7fa14d --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl @@ -0,0 +1,5 @@ +#ifdef USE_FOG + + varying vec3 vFogPosition; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/fog_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/fog_vertex.glsl new file mode 100644 index 00000000000000..e922ff810299c7 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/fog_vertex.glsl @@ -0,0 +1,5 @@ +#ifdef USE_FOG + + vFogPosition = mvPosition.xyz; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl new file mode 100644 index 00000000000000..c8332bae36558f --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl @@ -0,0 +1,24 @@ +#ifdef TOON + + uniform sampler2D gradientMap; + + vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) { + + // dotNL will be from -1.0 to 1.0 + float dotNL = dot( normal, lightDirection ); + vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 ); + + #ifdef USE_GRADIENTMAP + + return texture2D( gradientMap, coord ).rgb; + + #else + + return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 ); + + #endif + + + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lightmap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/lightmap_fragment.glsl new file mode 100644 index 00000000000000..1392a6097c96e5 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lightmap_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_LIGHTMAP + + reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl new file mode 100644 index 00000000000000..a75c38f7edc244 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl @@ -0,0 +1,6 @@ +#ifdef USE_LIGHTMAP + + uniform sampler2D lightMap; + uniform float lightMapIntensity; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl b/src.original/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl new file mode 100644 index 00000000000000..7af8dfbc3d2860 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl @@ -0,0 +1,123 @@ +/** + * This is a template that can be used to light a material, it uses pluggable + * RenderEquations (RE)for specific lighting scenarios. + * + * Instructions for use: + * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined + * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ??? + * - Create a material parameter that is to be passed as the third parameter to your lighting functions. + * + * TODO: + * - Add area light support. + * - Add sphere light support. + * - Add diffuse light probe (irradiance cubemap) support. + */ + +GeometricContext geometry; + +geometry.position = - vViewPosition; +geometry.normal = normal; +geometry.viewDir = normalize( vViewPosition ); + +IncidentLight directLight; + +#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) + + PointLight pointLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + + pointLight = pointLights[ i ]; + + getPointDirectLightIrradiance( pointLight, geometry, directLight ); + + #ifdef USE_SHADOWMAP + directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0; + #endif + + RE_Direct( directLight, geometry, material, reflectedLight ); + + } + +#endif + +#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) + + SpotLight spotLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + + spotLight = spotLights[ i ]; + + getSpotDirectLightIrradiance( spotLight, geometry, directLight ); + + #ifdef USE_SHADOWMAP + directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; + #endif + + RE_Direct( directLight, geometry, material, reflectedLight ); + + } + +#endif + +#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) + + DirectionalLight directionalLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + + directionalLight = directionalLights[ i ]; + + getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight ); + + #ifdef USE_SHADOWMAP + directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + #endif + + RE_Direct( directLight, geometry, material, reflectedLight ); + + } + +#endif + +#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea ) + + RectAreaLight rectAreaLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { + + rectAreaLight = rectAreaLights[ i ]; + RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight ); + + } + +#endif + +#if defined( RE_IndirectDiffuse ) + + vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); + + #if ( NUM_HEMI_LIGHTS > 0 ) + + #pragma unroll_loop + for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { + + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); + + } + + #endif + +#endif + +#if defined( RE_IndirectSpecular ) + + vec3 radiance = vec3( 0.0 ); + vec3 clearCoatRadiance = vec3( 0.0 ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lights_fragment_end.glsl b/src.original/renderers/shaders/ShaderChunk/lights_fragment_end.glsl new file mode 100644 index 00000000000000..c727183cb8fde2 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_fragment_end.glsl @@ -0,0 +1,11 @@ +#if defined( RE_IndirectDiffuse ) + + RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); + +#endif + +#if defined( RE_IndirectSpecular ) + + RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl b/src.original/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl new file mode 100644 index 00000000000000..dfba6041289889 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl @@ -0,0 +1,33 @@ +#if defined( RE_IndirectDiffuse ) + + #ifdef USE_LIGHTMAP + + vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; + + #ifndef PHYSICALLY_CORRECT_LIGHTS + + lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage + + #endif + + irradiance += lightMapIrradiance; + + #endif + + #if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV ) + + irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel ); + + #endif + +#endif + +#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) + + radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), maxMipLevel ); + + #ifndef STANDARD + clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel ); + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl new file mode 100644 index 00000000000000..b6f56606f4d44c --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl @@ -0,0 +1,115 @@ +vec3 diffuse = vec3( 1.0 ); + +GeometricContext geometry; +geometry.position = mvPosition.xyz; +geometry.normal = normalize( transformedNormal ); +geometry.viewDir = normalize( -mvPosition.xyz ); + +GeometricContext backGeometry; +backGeometry.position = geometry.position; +backGeometry.normal = -geometry.normal; +backGeometry.viewDir = geometry.viewDir; + +vLightFront = vec3( 0.0 ); + +#ifdef DOUBLE_SIDED + vLightBack = vec3( 0.0 ); +#endif + +IncidentLight directLight; +float dotNL; +vec3 directLightColor_Diffuse; + +#if NUM_POINT_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + + getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight ); + + dotNL = dot( geometry.normal, directLight.direction ); + directLightColor_Diffuse = PI * directLight.color; + + vLightFront += saturate( dotNL ) * directLightColor_Diffuse; + + #ifdef DOUBLE_SIDED + + vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; + + #endif + + } + +#endif + +#if NUM_SPOT_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + + getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight ); + + dotNL = dot( geometry.normal, directLight.direction ); + directLightColor_Diffuse = PI * directLight.color; + + vLightFront += saturate( dotNL ) * directLightColor_Diffuse; + + #ifdef DOUBLE_SIDED + + vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; + + #endif + } + +#endif + +/* +#if NUM_RECT_AREA_LIGHTS > 0 + + for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { + + // TODO (abelnation): implement + + } + +#endif +*/ + +#if NUM_DIR_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + + getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight ); + + dotNL = dot( geometry.normal, directLight.direction ); + directLightColor_Diffuse = PI * directLight.color; + + vLightFront += saturate( dotNL ) * directLightColor_Diffuse; + + #ifdef DOUBLE_SIDED + + vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; + + #endif + + } + +#endif + +#if NUM_HEMI_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { + + vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); + + #ifdef DOUBLE_SIDED + + vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry ); + + #endif + + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lights_pars_begin.glsl b/src.original/renderers/shaders/ShaderChunk/lights_pars_begin.glsl new file mode 100644 index 00000000000000..071be7c90d7a0e --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_pars_begin.glsl @@ -0,0 +1,170 @@ +uniform vec3 ambientLightColor; + +vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { + + vec3 irradiance = ambientLightColor; + + #ifndef PHYSICALLY_CORRECT_LIGHTS + + irradiance *= PI; + + #endif + + return irradiance; + +} + +#if NUM_DIR_LIGHTS > 0 + + struct DirectionalLight { + vec3 direction; + vec3 color; + + int shadow; + float shadowBias; + float shadowRadius; + vec2 shadowMapSize; + }; + + uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ]; + + void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) { + + directLight.color = directionalLight.color; + directLight.direction = directionalLight.direction; + directLight.visible = true; + + } + +#endif + + +#if NUM_POINT_LIGHTS > 0 + + struct PointLight { + vec3 position; + vec3 color; + float distance; + float decay; + + int shadow; + float shadowBias; + float shadowRadius; + vec2 shadowMapSize; + float shadowCameraNear; + float shadowCameraFar; + }; + + uniform PointLight pointLights[ NUM_POINT_LIGHTS ]; + + // directLight is an out parameter as having it as a return value caused compiler errors on some devices + void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) { + + vec3 lVector = pointLight.position - geometry.position; + directLight.direction = normalize( lVector ); + + float lightDistance = length( lVector ); + + directLight.color = pointLight.color; + directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay ); + directLight.visible = ( directLight.color != vec3( 0.0 ) ); + + } + +#endif + + +#if NUM_SPOT_LIGHTS > 0 + + struct SpotLight { + vec3 position; + vec3 direction; + vec3 color; + float distance; + float decay; + float coneCos; + float penumbraCos; + + int shadow; + float shadowBias; + float shadowRadius; + vec2 shadowMapSize; + }; + + uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ]; + + // directLight is an out parameter as having it as a return value caused compiler errors on some devices + void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) { + + vec3 lVector = spotLight.position - geometry.position; + directLight.direction = normalize( lVector ); + + float lightDistance = length( lVector ); + float angleCos = dot( directLight.direction, spotLight.direction ); + + if ( angleCos > spotLight.coneCos ) { + + float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos ); + + directLight.color = spotLight.color; + directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay ); + directLight.visible = true; + + } else { + + directLight.color = vec3( 0.0 ); + directLight.visible = false; + + } + } + +#endif + + +#if NUM_RECT_AREA_LIGHTS > 0 + + struct RectAreaLight { + vec3 color; + vec3 position; + vec3 halfWidth; + vec3 halfHeight; + }; + + // Pre-computed values of LinearTransformedCosine approximation of BRDF + // BRDF approximation Texture is 64x64 + uniform sampler2D ltc_1; // RGBA Float + uniform sampler2D ltc_2; // RGBA Float + + uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ]; + +#endif + + +#if NUM_HEMI_LIGHTS > 0 + + struct HemisphereLight { + vec3 direction; + vec3 skyColor; + vec3 groundColor; + }; + + uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ]; + + vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { + + float dotNL = dot( geometry.normal, hemiLight.direction ); + float hemiDiffuseWeight = 0.5 * dotNL + 0.5; + + vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight ); + + #ifndef PHYSICALLY_CORRECT_LIGHTS + + irradiance *= PI; + + #endif + + return irradiance; + + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl new file mode 100644 index 00000000000000..3bc610a44da972 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl @@ -0,0 +1,5 @@ +BlinnPhongMaterial material; +material.diffuseColor = diffuseColor.rgb; +material.specularColor = specular; +material.specularShininess = shininess; +material.specularStrength = specularStrength; diff --git a/src.original/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl new file mode 100644 index 00000000000000..4e412279783195 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl @@ -0,0 +1,53 @@ +varying vec3 vViewPosition; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + + +struct BlinnPhongMaterial { + + vec3 diffuseColor; + vec3 specularColor; + float specularShininess; + float specularStrength; + +}; + +void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { + + #ifdef TOON + + vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color; + + #else + + float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + vec3 irradiance = dotNL * directLight.color; + + #endif + + #ifndef PHYSICALLY_CORRECT_LIGHTS + + irradiance *= PI; // punctual light + + #endif + + reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); + + reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength; + +} + +void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { + + reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); + +} + +#define RE_Direct RE_Direct_BlinnPhong +#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong + +#define Material_LightProbeLOD( material ) (0) diff --git a/src.original/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl new file mode 100644 index 00000000000000..c72658008dd165 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl @@ -0,0 +1,10 @@ +PhysicalMaterial material; +material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); +material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); +#ifdef STANDARD + material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor ); +#else + material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor ); + material.clearCoat = saturate( clearCoat ); // Burley clearcoat model + material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 ); +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl new file mode 100644 index 00000000000000..32ed0f22f81798 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl @@ -0,0 +1,135 @@ +struct PhysicalMaterial { + + vec3 diffuseColor; + float specularRoughness; + vec3 specularColor; + + #ifndef STANDARD + float clearCoat; + float clearCoatRoughness; + #endif + +}; + +#define MAXIMUM_SPECULAR_COEFFICIENT 0.16 +#define DEFAULT_SPECULAR_COEFFICIENT 0.04 + +// Clear coat directional hemishperical reflectance (this approximation should be improved) +float clearCoatDHRApprox( const in float roughness, const in float dotNL ) { + + return DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) ); + +} + +#if NUM_RECT_AREA_LIGHTS > 0 + + void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + + vec3 normal = geometry.normal; + vec3 viewDir = geometry.viewDir; + vec3 position = geometry.position; + vec3 lightPos = rectAreaLight.position; + vec3 halfWidth = rectAreaLight.halfWidth; + vec3 halfHeight = rectAreaLight.halfHeight; + vec3 lightColor = rectAreaLight.color; + float roughness = material.specularRoughness; + + vec3 rectCoords[ 4 ]; + rectCoords[ 0 ] = lightPos - halfWidth - halfHeight; // counterclockwise + rectCoords[ 1 ] = lightPos + halfWidth - halfHeight; + rectCoords[ 2 ] = lightPos + halfWidth + halfHeight; + rectCoords[ 3 ] = lightPos - halfWidth + halfHeight; + + vec2 uv = LTC_Uv( normal, viewDir, roughness ); + + vec4 t1 = texture2D( ltc_1, uv ); + vec4 t2 = texture2D( ltc_2, uv ); + + mat3 mInv = mat3( + vec3( t1.x, 0, t1.y ), + vec3( 0, 1, 0 ), + vec3( t1.z, 0, t1.w ) + ); + + // LTC Fresnel Approximation by Stephen Hill + // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf + vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y ); + + reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords ); + + reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords ); + + } + +#endif + +void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + + float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + + vec3 irradiance = dotNL * directLight.color; + + #ifndef PHYSICALLY_CORRECT_LIGHTS + + irradiance *= PI; // punctual light + + #endif + + #ifndef STANDARD + float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL ); + #else + float clearCoatDHR = 0.0; + #endif + + reflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness ); + + reflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); + + #ifndef STANDARD + + reflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness ); + + #endif + +} + +void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + + reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); + +} + +void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + + #ifndef STANDARD + float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + float dotNL = dotNV; + float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL ); + #else + float clearCoatDHR = 0.0; + #endif + + reflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness ); + + #ifndef STANDARD + + reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness ); + + #endif + +} + +#define RE_Direct RE_Direct_Physical +#define RE_Direct_RectArea RE_Direct_RectArea_Physical +#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical +#define RE_IndirectSpecular RE_IndirectSpecular_Physical + +#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness ) +#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness ) + +// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf +float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) { + + return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); + +} diff --git a/src.original/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl new file mode 100644 index 00000000000000..55833fb009a7ac --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl @@ -0,0 +1,5 @@ +#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) + + gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl new file mode 100644 index 00000000000000..38b2586b139f97 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl @@ -0,0 +1,6 @@ +#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) + + uniform float logDepthBufFC; + varying float vFragDepth; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl new file mode 100644 index 00000000000000..08da5adcff889b --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl @@ -0,0 +1,13 @@ +#ifdef USE_LOGDEPTHBUF + + #ifdef USE_LOGDEPTHBUF_EXT + + varying float vFragDepth; + + #else + + uniform float logDepthBufFC; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl new file mode 100644 index 00000000000000..7c7c8526f5bff1 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl @@ -0,0 +1,15 @@ +#ifdef USE_LOGDEPTHBUF + + #ifdef USE_LOGDEPTHBUF_EXT + + vFragDepth = 1.0 + gl_Position.w; + + #else + + gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0; + + gl_Position.z *= gl_Position.w; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/map_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/map_fragment.glsl new file mode 100644 index 00000000000000..b5fb51b16c7ecf --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/map_fragment.glsl @@ -0,0 +1,8 @@ +#ifdef USE_MAP + + vec4 texelColor = texture2D( map, vUv ); + + texelColor = mapTexelToLinear( texelColor ); + diffuseColor *= texelColor; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/map_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/map_pars_fragment.glsl new file mode 100644 index 00000000000000..d9a03464ba71ec --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/map_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_MAP + + uniform sampler2D map; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/map_particle_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/map_particle_fragment.glsl new file mode 100644 index 00000000000000..65b041f03055f9 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/map_particle_fragment.glsl @@ -0,0 +1,7 @@ +#ifdef USE_MAP + + vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy; + vec4 mapTexel = texture2D( map, uv ); + diffuseColor *= mapTexelToLinear( mapTexel ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl new file mode 100644 index 00000000000000..8ff80838fe4d4c --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl @@ -0,0 +1,6 @@ +#ifdef USE_MAP + + uniform mat3 uvTransform; + uniform sampler2D map; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl new file mode 100644 index 00000000000000..f01ba6f10ffcaa --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl @@ -0,0 +1,10 @@ +float metalnessFactor = metalness; + +#ifdef USE_METALNESSMAP + + vec4 texelMetalness = texture2D( metalnessMap, vUv ); + + // reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture + metalnessFactor *= texelMetalness.b; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl new file mode 100644 index 00000000000000..1d9c869e0e10b4 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_METALNESSMAP + + uniform sampler2D metalnessMap; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl new file mode 100644 index 00000000000000..b14763b1909e97 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl @@ -0,0 +1,8 @@ +#ifdef USE_MORPHNORMALS + + objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ]; + objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ]; + objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ]; + objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ]; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl new file mode 100644 index 00000000000000..a6664a526a1cec --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl @@ -0,0 +1,13 @@ +#ifdef USE_MORPHTARGETS + + #ifndef USE_MORPHNORMALS + + uniform float morphTargetInfluences[ 8 ]; + + #else + + uniform float morphTargetInfluences[ 4 ]; + + #endif + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl new file mode 100644 index 00000000000000..baa0d6d944d818 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl @@ -0,0 +1,17 @@ +#ifdef USE_MORPHTARGETS + + transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ]; + transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ]; + transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ]; + transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ]; + + #ifndef USE_MORPHNORMALS + + transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ]; + transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ]; + transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ]; + transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ]; + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl b/src.original/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl new file mode 100644 index 00000000000000..acc515a8026bf9 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl @@ -0,0 +1,19 @@ +#ifdef FLAT_SHADED + + // Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ... + + vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) ); + vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) ); + vec3 normal = normalize( cross( fdx, fdy ) ); + +#else + + vec3 normal = normalize( vNormal ); + + #ifdef DOUBLE_SIDED + + normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 ); + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl b/src.original/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl new file mode 100644 index 00000000000000..5339430ae94691 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl @@ -0,0 +1,31 @@ +#ifdef USE_NORMALMAP + + #ifdef OBJECTSPACE_NORMALMAP + + normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals + + #ifdef FLIP_SIDED + + normal = - normal; + + #endif + + #ifdef DOUBLE_SIDED + + normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 ); + + #endif + + normal = normalize( normalMatrix * normal ); + + #else // tangent-space normal map + + normal = perturbNormal2Arb( -vViewPosition, normal ); + + #endif + +#elif defined( USE_BUMPMAP ) + + normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl new file mode 100644 index 00000000000000..c3470182c4b3ea --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl @@ -0,0 +1,42 @@ +#ifdef USE_NORMALMAP + + uniform sampler2D normalMap; + uniform vec2 normalScale; + + #ifdef OBJECTSPACE_NORMALMAP + + uniform mat3 normalMatrix; + + #else + + // Per-Pixel Tangent Space Normal Mapping + // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html + + vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) { + + // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988 + + vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) ); + vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) ); + vec2 st0 = dFdx( vUv.st ); + vec2 st1 = dFdy( vUv.st ); + + float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude + + vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale ); + vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale ); + vec3 N = normalize( surf_norm ); + mat3 tsn = mat3( S, T, N ); + + vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; + + mapN.xy *= normalScale; + mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 ); + + return normalize( tsn * mapN ); + + } + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/packing.glsl b/src.original/renderers/shaders/ShaderChunk/packing.glsl new file mode 100644 index 00000000000000..24c8e34cd5e840 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/packing.glsl @@ -0,0 +1,41 @@ +vec3 packNormalToRGB( const in vec3 normal ) { + return normalize( normal ) * 0.5 + 0.5; +} + +vec3 unpackRGBToNormal( const in vec3 rgb ) { + return 2.0 * rgb.xyz - 1.0; +} + +const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1) +const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1) + +const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. ); +const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. ); + +const float ShiftRight8 = 1. / 256.; + +vec4 packDepthToRGBA( const in float v ) { + vec4 r = vec4( fract( v * PackFactors ), v ); + r.yzw -= r.xyz * ShiftRight8; // tidy overflow + return r * PackUpscale; +} + +float unpackRGBAToDepth( const in vec4 v ) { + return dot( v, UnpackFactors ); +} + +// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions + +float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) { + return ( viewZ + near ) / ( near - far ); +} +float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) { + return linearClipZ * ( near - far ) - near; +} + +float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) { + return (( near + viewZ ) * far ) / (( far - near ) * viewZ ); +} +float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) { + return ( near * far ) / ( ( far - near ) * invClipZ - far ); +} diff --git a/src.original/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl new file mode 100644 index 00000000000000..412731941c17b0 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl @@ -0,0 +1,6 @@ +#ifdef PREMULTIPLIED_ALPHA + + // Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation. + gl_FragColor.rgb *= gl_FragColor.a; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/project_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/project_vertex.glsl new file mode 100644 index 00000000000000..32061dda398059 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/project_vertex.glsl @@ -0,0 +1,3 @@ +vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 ); + +gl_Position = projectionMatrix * mvPosition; diff --git a/src.original/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl new file mode 100644 index 00000000000000..2de01516d7ca9a --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl @@ -0,0 +1,10 @@ +float roughnessFactor = roughness; + +#ifdef USE_ROUGHNESSMAP + + vec4 texelRoughness = texture2D( roughnessMap, vUv ); + + // reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture + roughnessFactor *= texelRoughness.g; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl new file mode 100644 index 00000000000000..0f257121d1a11a --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_ROUGHNESSMAP + + uniform sampler2D roughnessMap; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl new file mode 100644 index 00000000000000..5f0c598ae1f7fb --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl @@ -0,0 +1,243 @@ +#ifdef USE_SHADOWMAP + + #if NUM_DIR_LIGHTS > 0 + + uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ]; + varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ]; + + #endif + + #if NUM_SPOT_LIGHTS > 0 + + uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ]; + varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ]; + + #endif + + #if NUM_POINT_LIGHTS > 0 + + uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ]; + varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ]; + + #endif + + /* + #if NUM_RECT_AREA_LIGHTS > 0 + + // TODO (abelnation): create uniforms for area light shadows + + #endif + */ + + float texture2DCompare( sampler2D depths, vec2 uv, float compare ) { + + return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) ); + + } + + float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) { + + const vec2 offset = vec2( 0.0, 1.0 ); + + vec2 texelSize = vec2( 1.0 ) / size; + vec2 centroidUV = floor( uv * size + 0.5 ) / size; + + float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare ); + float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare ); + float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare ); + float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare ); + + vec2 f = fract( uv * size + 0.5 ); + + float a = mix( lb, lt, f.y ); + float b = mix( rb, rt, f.y ); + float c = mix( a, b, f.x ); + + return c; + + } + + float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) { + + float shadow = 1.0; + + shadowCoord.xyz /= shadowCoord.w; + shadowCoord.z += shadowBias; + + // if ( something && something ) breaks ATI OpenGL shader compiler + // if ( all( something, something ) ) using this instead + + bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 ); + bool inFrustum = all( inFrustumVec ); + + bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 ); + + bool frustumTest = all( frustumTestVec ); + + if ( frustumTest ) { + + #if defined( SHADOWMAP_TYPE_PCF ) + + vec2 texelSize = vec2( 1.0 ) / shadowMapSize; + + float dx0 = - texelSize.x * shadowRadius; + float dy0 = - texelSize.y * shadowRadius; + float dx1 = + texelSize.x * shadowRadius; + float dy1 = + texelSize.y * shadowRadius; + + shadow = ( + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) + ) * ( 1.0 / 9.0 ); + + #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) + + vec2 texelSize = vec2( 1.0 ) / shadowMapSize; + + float dx0 = - texelSize.x * shadowRadius; + float dy0 = - texelSize.y * shadowRadius; + float dx1 = + texelSize.x * shadowRadius; + float dy1 = + texelSize.y * shadowRadius; + + shadow = ( + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + + texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) + ) * ( 1.0 / 9.0 ); + + #else // no percentage-closer filtering: + + shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ); + + #endif + + } + + return shadow; + + } + + // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D + // vector suitable for 2D texture mapping. This code uses the following layout for the + // 2D texture: + // + // xzXZ + // y Y + // + // Y - Positive y direction + // y - Negative y direction + // X - Positive x direction + // x - Negative x direction + // Z - Positive z direction + // z - Negative z direction + // + // Source and test bed: + // https://gist.github.com/tschw/da10c43c467ce8afd0c4 + + vec2 cubeToUV( vec3 v, float texelSizeY ) { + + // Number of texels to avoid at the edge of each square + + vec3 absV = abs( v ); + + // Intersect unit cube + + float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) ); + absV *= scaleToCube; + + // Apply scale to avoid seams + + // two texels less per square (one texel will do for NEAREST) + v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY ); + + // Unwrap + + // space: -1 ... 1 range for each square + // + // #X## dim := ( 4 , 2 ) + // # # center := ( 1 , 1 ) + + vec2 planar = v.xy; + + float almostATexel = 1.5 * texelSizeY; + float almostOne = 1.0 - almostATexel; + + if ( absV.z >= almostOne ) { + + if ( v.z > 0.0 ) + planar.x = 4.0 - v.x; + + } else if ( absV.x >= almostOne ) { + + float signX = sign( v.x ); + planar.x = v.z * signX + 2.0 * signX; + + } else if ( absV.y >= almostOne ) { + + float signY = sign( v.y ); + planar.x = v.x + 2.0 * signY + 2.0; + planar.y = v.z * signY - 2.0; + + } + + // Transform to UV space + + // scale := 0.5 / dim + // translate := ( center + 0.5 ) / dim + return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 ); + + } + + float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) { + + vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) ); + + // for point lights, the uniform @vShadowCoord is re-purposed to hold + // the vector from the light to the world-space position of the fragment. + vec3 lightToPosition = shadowCoord.xyz; + + // dp = normalized distance from light to fragment position + float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp? + dp += shadowBias; + + // bd3D = base direction 3D + vec3 bd3D = normalize( lightToPosition ); + + #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) + + vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y; + + return ( + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) + ) * ( 1.0 / 9.0 ); + + #else // no percentage-closer filtering + + return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ); + + #endif + + } + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl new file mode 100644 index 00000000000000..7417a5a8fa49b5 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl @@ -0,0 +1,32 @@ +#ifdef USE_SHADOWMAP + + #if NUM_DIR_LIGHTS > 0 + + uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ]; + varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ]; + + #endif + + #if NUM_SPOT_LIGHTS > 0 + + uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ]; + varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ]; + + #endif + + #if NUM_POINT_LIGHTS > 0 + + uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ]; + varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ]; + + #endif + + /* + #if NUM_RECT_AREA_LIGHTS > 0 + + // TODO (abelnation): uniforms for area light shadows + + #endif + */ + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl new file mode 100644 index 00000000000000..c06a68019c9ff6 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl @@ -0,0 +1,44 @@ +#ifdef USE_SHADOWMAP + + #if NUM_DIR_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + + vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition; + + } + + #endif + + #if NUM_SPOT_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + + vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition; + + } + + #endif + + #if NUM_POINT_LIGHTS > 0 + + #pragma unroll_loop + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + + vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition; + + } + + #endif + + /* + #if NUM_RECT_AREA_LIGHTS > 0 + + // TODO (abelnation): update vAreaShadowCoord with area light info + + #endif + */ + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl new file mode 100644 index 00000000000000..ea953bcec284ba --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl @@ -0,0 +1,61 @@ +float getShadowMask() { + + float shadow = 1.0; + + #ifdef USE_SHADOWMAP + + #if NUM_DIR_LIGHTS > 0 + + DirectionalLight directionalLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + + directionalLight = directionalLights[ i ]; + shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + + } + + #endif + + #if NUM_SPOT_LIGHTS > 0 + + SpotLight spotLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + + spotLight = spotLights[ i ]; + shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; + + } + + #endif + + #if NUM_POINT_LIGHTS > 0 + + PointLight pointLight; + + #pragma unroll_loop + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + + pointLight = pointLights[ i ]; + shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0; + + } + + #endif + + /* + #if NUM_RECT_AREA_LIGHTS > 0 + + // TODO (abelnation): update shadow for Area light + + #endif + */ + + #endif + + return shadow; + +} diff --git a/src.original/renderers/shaders/ShaderChunk/skinbase_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/skinbase_vertex.glsl new file mode 100644 index 00000000000000..d1b3d3936fa72d --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/skinbase_vertex.glsl @@ -0,0 +1,8 @@ +#ifdef USE_SKINNING + + mat4 boneMatX = getBoneMatrix( skinIndex.x ); + mat4 boneMatY = getBoneMatrix( skinIndex.y ); + mat4 boneMatZ = getBoneMatrix( skinIndex.z ); + mat4 boneMatW = getBoneMatrix( skinIndex.w ); + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl new file mode 100644 index 00000000000000..65459eb81b6714 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl @@ -0,0 +1,46 @@ +#ifdef USE_SKINNING + + uniform mat4 bindMatrix; + uniform mat4 bindMatrixInverse; + + #ifdef BONE_TEXTURE + + uniform sampler2D boneTexture; + uniform int boneTextureSize; + + mat4 getBoneMatrix( const in float i ) { + + float j = i * 4.0; + float x = mod( j, float( boneTextureSize ) ); + float y = floor( j / float( boneTextureSize ) ); + + float dx = 1.0 / float( boneTextureSize ); + float dy = 1.0 / float( boneTextureSize ); + + y = dy * ( y + 0.5 ); + + vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); + vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); + vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); + vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); + + mat4 bone = mat4( v1, v2, v3, v4 ); + + return bone; + + } + + #else + + uniform mat4 boneMatrices[ MAX_BONES ]; + + mat4 getBoneMatrix( const in float i ) { + + mat4 bone = boneMatrices[ int(i) ]; + return bone; + + } + + #endif + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/skinning_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/skinning_vertex.glsl new file mode 100644 index 00000000000000..6a116e64d51d74 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/skinning_vertex.glsl @@ -0,0 +1,13 @@ +#ifdef USE_SKINNING + + vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); + + vec4 skinned = vec4( 0.0 ); + skinned += boneMatX * skinVertex * skinWeight.x; + skinned += boneMatY * skinVertex * skinWeight.y; + skinned += boneMatZ * skinVertex * skinWeight.z; + skinned += boneMatW * skinVertex * skinWeight.w; + + transformed = ( bindMatrixInverse * skinned ).xyz; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl new file mode 100644 index 00000000000000..b378a67bd90559 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl @@ -0,0 +1,12 @@ +#ifdef USE_SKINNING + + mat4 skinMatrix = mat4( 0.0 ); + skinMatrix += skinWeight.x * boneMatX; + skinMatrix += skinWeight.y * boneMatY; + skinMatrix += skinWeight.z * boneMatZ; + skinMatrix += skinWeight.w * boneMatW; + skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; + + objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/specularmap_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/specularmap_fragment.glsl new file mode 100644 index 00000000000000..8afac608c5ee00 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/specularmap_fragment.glsl @@ -0,0 +1,12 @@ +float specularStrength; + +#ifdef USE_SPECULARMAP + + vec4 texelSpecular = texture2D( specularMap, vUv ); + specularStrength = texelSpecular.r; + +#else + + specularStrength = 1.0; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl new file mode 100644 index 00000000000000..3df2e4269f6ddb --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl @@ -0,0 +1,5 @@ +#ifdef USE_SPECULARMAP + + uniform sampler2D specularMap; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl new file mode 100644 index 00000000000000..ce35d9ac329768 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl @@ -0,0 +1,5 @@ +#if defined( TONE_MAPPING ) + + gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl new file mode 100644 index 00000000000000..f5a8742ca9f065 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl @@ -0,0 +1,41 @@ +#ifndef saturate + #define saturate(a) clamp( a, 0.0, 1.0 ) +#endif + +uniform float toneMappingExposure; +uniform float toneMappingWhitePoint; + +// exposure only +vec3 LinearToneMapping( vec3 color ) { + + return toneMappingExposure * color; + +} + +// source: https://www.cs.utah.edu/~reinhard/cdrom/ +vec3 ReinhardToneMapping( vec3 color ) { + + color *= toneMappingExposure; + return saturate( color / ( vec3( 1.0 ) + color ) ); + +} + +// source: http://filmicgames.com/archives/75 +#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) ) +vec3 Uncharted2ToneMapping( vec3 color ) { + + // John Hable's filmic operator from Uncharted 2 video game + color *= toneMappingExposure; + return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) ); + +} + +// source: http://filmicgames.com/archives/75 +vec3 OptimizedCineonToneMapping( vec3 color ) { + + // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson + color *= toneMappingExposure; + color = max( vec3( 0.0 ), color - 0.004 ); + return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); + +} diff --git a/src.original/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl new file mode 100644 index 00000000000000..37274dbbfbaecf --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl @@ -0,0 +1,5 @@ +#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + + varying vec2 vUv2; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl new file mode 100644 index 00000000000000..6aaa13e304108e --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl @@ -0,0 +1,6 @@ +#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + + attribute vec2 uv2; + varying vec2 vUv2; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/uv2_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/uv2_vertex.glsl new file mode 100644 index 00000000000000..72d546a36e3487 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/uv2_vertex.glsl @@ -0,0 +1,5 @@ +#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + + vUv2 = uv2; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl b/src.original/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl new file mode 100644 index 00000000000000..d1bb9548cb14f0 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl @@ -0,0 +1,5 @@ +#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) + + varying vec2 vUv; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl new file mode 100644 index 00000000000000..b92d9e5a39abcb --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl @@ -0,0 +1,6 @@ +#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) + + varying vec2 vUv; + uniform mat3 uvTransform; + +#endif diff --git a/src.original/renderers/shaders/ShaderChunk/uv_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/uv_vertex.glsl new file mode 100644 index 00000000000000..16a75b0654d8f3 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/uv_vertex.glsl @@ -0,0 +1,5 @@ +#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) + + vUv = ( uvTransform * vec3( uv, 1 ) ).xy; + +#endif \ No newline at end of file diff --git a/src.original/renderers/shaders/ShaderChunk/worldpos_vertex.glsl b/src.original/renderers/shaders/ShaderChunk/worldpos_vertex.glsl new file mode 100644 index 00000000000000..daccd25a232fd6 --- /dev/null +++ b/src.original/renderers/shaders/ShaderChunk/worldpos_vertex.glsl @@ -0,0 +1,5 @@ +#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) + + vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 ); + +#endif diff --git a/src.original/renderers/shaders/ShaderLib.js b/src.original/renderers/shaders/ShaderLib.js new file mode 100644 index 00000000000000..e3e874c874758a --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib.js @@ -0,0 +1,256 @@ +import { ShaderChunk } from './ShaderChunk.js'; +import { UniformsUtils } from './UniformsUtils.js'; +import { Vector3 } from '../../math/Vector3.js'; +import { UniformsLib } from './UniformsLib.js'; +import { Color } from '../../math/Color.js'; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +var ShaderLib = { + + basic: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: UniformsUtils.merge( [ + 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: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.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: 0.5 }, + metalness: { value: 0.5 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + points: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + + }, + + sprite: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + 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: UniformsUtils.merge( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: UniformsUtils.merge( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: UniformsUtils.merge( [ + ShaderLib.standard.uniforms, + { + clearCoat: { value: 0 }, + clearCoatRoughness: { value: 0 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + + +export { ShaderLib }; diff --git a/src.original/renderers/shaders/ShaderLib/cube_frag.glsl b/src.original/renderers/shaders/ShaderLib/cube_frag.glsl new file mode 100644 index 00000000000000..81e2724eeaf4b1 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/cube_frag.glsl @@ -0,0 +1,12 @@ +uniform samplerCube tCube; +uniform float tFlip; +uniform float opacity; + +varying vec3 vWorldPosition; + +void main() { + + gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) ); + gl_FragColor.a *= opacity; + +} diff --git a/src.original/renderers/shaders/ShaderLib/cube_vert.glsl b/src.original/renderers/shaders/ShaderLib/cube_vert.glsl new file mode 100644 index 00000000000000..91fc307f3b220d --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/cube_vert.glsl @@ -0,0 +1,14 @@ +varying vec3 vWorldPosition; + +#include + +void main() { + + vWorldPosition = transformDirection( position, modelMatrix ); + + #include + #include + + gl_Position.z = gl_Position.w; // set z to camera.far + +} diff --git a/src.original/renderers/shaders/ShaderLib/depth_frag.glsl b/src.original/renderers/shaders/ShaderLib/depth_frag.glsl new file mode 100644 index 00000000000000..d53113ef0feb00 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/depth_frag.glsl @@ -0,0 +1,43 @@ +#if DEPTH_PACKING == 3200 + + uniform float opacity; + +#endif + +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec4 diffuseColor = vec4( 1.0 ); + + #if DEPTH_PACKING == 3200 + + diffuseColor.a = opacity; + + #endif + + #include + #include + #include + + #include + + #if DEPTH_PACKING == 3200 + + gl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity ); + + #elif DEPTH_PACKING == 3201 + + gl_FragColor = packDepthToRGBA( gl_FragCoord.z ); + + #endif + +} diff --git a/src.original/renderers/shaders/ShaderLib/depth_vert.glsl b/src.original/renderers/shaders/ShaderLib/depth_vert.glsl new file mode 100644 index 00000000000000..edf12fb744183b --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/depth_vert.glsl @@ -0,0 +1,31 @@ +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + #include + + #ifdef USE_DISPLACEMENTMAP + + #include + #include + #include + + #endif + + #include + #include + #include + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl b/src.original/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl new file mode 100644 index 00000000000000..8dbf8f401106d1 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl @@ -0,0 +1,31 @@ +#define DISTANCE + +uniform vec3 referencePosition; +uniform float nearDistance; +uniform float farDistance; +varying vec3 vWorldPosition; + +#include +#include +#include +#include +#include +#include + +void main () { + + #include + + vec4 diffuseColor = vec4( 1.0 ); + + #include + #include + #include + + float dist = length( vWorldPosition - referencePosition ); + dist = ( dist - nearDistance ) / ( farDistance - nearDistance ); + dist = saturate( dist ); // clamp to [ 0, 1 ] + + gl_FragColor = packDepthToRGBA( dist ); + +} diff --git a/src.original/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl b/src.original/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl new file mode 100644 index 00000000000000..abecdefa7fc0c2 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl @@ -0,0 +1,36 @@ +#define DISTANCE + +varying vec3 vWorldPosition; + +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + #include + + #ifdef USE_DISPLACEMENTMAP + + #include + #include + #include + + #endif + + #include + #include + #include + #include + #include + #include + #include + + vWorldPosition = worldPosition.xyz; + +} diff --git a/src.original/renderers/shaders/ShaderLib/equirect_frag.glsl b/src.original/renderers/shaders/ShaderLib/equirect_frag.glsl new file mode 100644 index 00000000000000..e33b09e71ee511 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/equirect_frag.glsl @@ -0,0 +1,19 @@ +uniform sampler2D tEquirect; + +varying vec3 vWorldPosition; + +#include + +void main() { + + vec3 direction = normalize( vWorldPosition ); + + vec2 sampleUV; + + sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; + + sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5; + + gl_FragColor = texture2D( tEquirect, sampleUV ); + +} diff --git a/src.original/renderers/shaders/ShaderLib/equirect_vert.glsl b/src.original/renderers/shaders/ShaderLib/equirect_vert.glsl new file mode 100644 index 00000000000000..d2ca8a2b0754d6 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/equirect_vert.glsl @@ -0,0 +1,12 @@ +varying vec3 vWorldPosition; + +#include + +void main() { + + vWorldPosition = transformDirection( position, modelMatrix ); + + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/linedashed_frag.glsl b/src.original/renderers/shaders/ShaderLib/linedashed_frag.glsl new file mode 100644 index 00000000000000..3c93173641c085 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/linedashed_frag.glsl @@ -0,0 +1,40 @@ +uniform vec3 diffuse; +uniform float opacity; + +uniform float dashSize; +uniform float totalSize; + +varying float vLineDistance; + +#include +#include +#include +#include +#include + +void main() { + + #include + + if ( mod( vLineDistance, totalSize ) > dashSize ) { + + discard; + + } + + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include + #include + + outgoingLight = diffuseColor.rgb; // simple shader + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/linedashed_vert.glsl b/src.original/renderers/shaders/ShaderLib/linedashed_vert.glsl new file mode 100644 index 00000000000000..5d7057dbf1d623 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/linedashed_vert.glsl @@ -0,0 +1,25 @@ +uniform float scale; +attribute float lineDistance; + +varying float vLineDistance; + +#include +#include +#include +#include +#include + +void main() { + + #include + + vLineDistance = scale * lineDistance; + + vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); + gl_Position = projectionMatrix * mvPosition; + + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshbasic_frag.glsl b/src.original/renderers/shaders/ShaderLib/meshbasic_frag.glsl new file mode 100644 index 00000000000000..f0bc5397258a33 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshbasic_frag.glsl @@ -0,0 +1,66 @@ +uniform vec3 diffuse; +uniform float opacity; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include + #include + #include + #include + #include + #include + + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + + // accumulation (baked indirect lighting only) + #ifdef USE_LIGHTMAP + + reflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; + + #else + + reflectedLight.indirectDiffuse += vec3( 1.0 ); + + #endif + + // modulation + #include + + reflectedLight.indirectDiffuse *= diffuseColor.rgb; + + vec3 outgoingLight = reflectedLight.indirectDiffuse; + + #include + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshbasic_vert.glsl b/src.original/renderers/shaders/ShaderLib/meshbasic_vert.glsl new file mode 100644 index 00000000000000..20f3c15cbfe6bd --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshbasic_vert.glsl @@ -0,0 +1,39 @@ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + #include + #include + #include + + #ifdef USE_ENVMAP + + #include + #include + #include + #include + + #endif + + #include + #include + #include + #include + #include + + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshlambert_frag.glsl b/src.original/renderers/shaders/ShaderLib/meshlambert_frag.glsl new file mode 100644 index 00000000000000..5f1c222847f7fb --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshlambert_frag.glsl @@ -0,0 +1,84 @@ +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float opacity; + +varying vec3 vLightFront; + +#ifdef DOUBLE_SIDED + + varying vec3 vLightBack; + +#endif + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + + #include + #include + #include + #include + #include + #include + #include + + // accumulation + reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor ); + + #include + + reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ); + + #ifdef DOUBLE_SIDED + + reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; + + #else + + reflectedLight.directDiffuse = vLightFront; + + #endif + + reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask(); + + // modulation + #include + + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; + + #include + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshlambert_vert.glsl b/src.original/renderers/shaders/ShaderLib/meshlambert_vert.glsl new file mode 100644 index 00000000000000..77b2a61e920a9f --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshlambert_vert.glsl @@ -0,0 +1,50 @@ +#define LAMBERT + +varying vec3 vLightFront; + +#ifdef DOUBLE_SIDED + + varying vec3 vLightBack; + +#endif + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + #include + #include + + #include + #include + #include + #include + #include + + #include + #include + #include + #include + #include + #include + + #include + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshphong_frag.glsl b/src.original/renderers/shaders/ShaderLib/meshphong_frag.glsl new file mode 100644 index 00000000000000..57c8239750b809 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshphong_frag.glsl @@ -0,0 +1,72 @@ +#define PHONG + +uniform vec3 diffuse; +uniform vec3 emissive; +uniform vec3 specular; +uniform float shininess; +uniform float opacity; + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + + #include + #include + #include + #include + #include + #include + #include + #include + #include + + // accumulation + #include + #include + #include + #include + + // modulation + #include + + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; + + #include + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshphong_vert.glsl b/src.original/renderers/shaders/ShaderLib/meshphong_vert.glsl new file mode 100644 index 00000000000000..e79d5fe416750c --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshphong_vert.glsl @@ -0,0 +1,57 @@ +#define PHONG + +varying vec3 vViewPosition; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + #include + #include + + #include + #include + #include + #include + #include + +#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED + + vNormal = normalize( transformedNormal ); + +#endif + + #include + #include + #include + #include + #include + #include + #include + + vViewPosition = - mvPosition.xyz; + + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshphysical_frag.glsl b/src.original/renderers/shaders/ShaderLib/meshphysical_frag.glsl new file mode 100644 index 00000000000000..a428ebd1702a9b --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshphysical_frag.glsl @@ -0,0 +1,86 @@ +#define PHYSICAL + +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float roughness; +uniform float metalness; +uniform float opacity; + +#ifndef STANDARD + uniform float clearCoat; + uniform float clearCoatRoughness; +#endif + +varying vec3 vViewPosition; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + + // accumulation + #include + #include + #include + #include + + // modulation + #include + + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/meshphysical_vert.glsl b/src.original/renderers/shaders/ShaderLib/meshphysical_vert.glsl new file mode 100644 index 00000000000000..4dbc2d41e02811 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/meshphysical_vert.glsl @@ -0,0 +1,55 @@ +#define PHYSICAL + +varying vec3 vViewPosition; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +void main() { + + #include + #include + #include + + #include + #include + #include + #include + #include + +#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED + + vNormal = normalize( transformedNormal ); + +#endif + + #include + #include + #include + #include + #include + #include + #include + + vViewPosition = - mvPosition.xyz; + + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/normal_frag.glsl b/src.original/renderers/shaders/ShaderLib/normal_frag.glsl new file mode 100644 index 00000000000000..88a2c4331c659e --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/normal_frag.glsl @@ -0,0 +1,31 @@ +#define NORMAL + +uniform float opacity; + +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) + + varying vec3 vViewPosition; + +#endif + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include +#include +#include +#include +#include + +void main() { + + #include + #include + #include + + gl_FragColor = vec4( packNormalToRGB( normal ), opacity ); + +} diff --git a/src.original/renderers/shaders/ShaderLib/normal_vert.glsl b/src.original/renderers/shaders/ShaderLib/normal_vert.glsl new file mode 100644 index 00000000000000..131edc6a03cf5a --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/normal_vert.glsl @@ -0,0 +1,50 @@ +#define NORMAL + +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) + + varying vec3 vViewPosition; + +#endif + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include +#include +#include +#include +#include + +void main() { + + #include + + #include + #include + #include + #include + #include + +#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED + + vNormal = normalize( transformedNormal ); + +#endif + + #include + #include + #include + #include + #include + #include + +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) + + vViewPosition = - mvPosition.xyz; + +#endif + +} diff --git a/src.original/renderers/shaders/ShaderLib/points_frag.glsl b/src.original/renderers/shaders/ShaderLib/points_frag.glsl new file mode 100644 index 00000000000000..c891d0f320e757 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/points_frag.glsl @@ -0,0 +1,32 @@ +uniform vec3 diffuse; +uniform float opacity; + +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include + #include + #include + #include + + outgoingLight = diffuseColor.rgb; + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/points_vert.glsl b/src.original/renderers/shaders/ShaderLib/points_vert.glsl new file mode 100644 index 00000000000000..968e89b2321445 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/points_vert.glsl @@ -0,0 +1,29 @@ +uniform float size; +uniform float scale; + +#include +#include +#include +#include +#include +#include + +void main() { + + #include + #include + #include + #include + + #ifdef USE_SIZEATTENUATION + gl_PointSize = size * ( scale / - mvPosition.z ); + #else + gl_PointSize = size; + #endif + + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/shadow_frag.glsl b/src.original/renderers/shaders/ShaderLib/shadow_frag.glsl new file mode 100644 index 00000000000000..67ead617e7e07a --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/shadow_frag.glsl @@ -0,0 +1,18 @@ +uniform vec3 color; +uniform float opacity; + +#include +#include +#include +#include +#include +#include +#include + +void main() { + + gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) ); + + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/shadow_vert.glsl b/src.original/renderers/shaders/ShaderLib/shadow_vert.glsl new file mode 100644 index 00000000000000..82fe4dd06d3c20 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/shadow_vert.glsl @@ -0,0 +1,12 @@ +#include +#include + +void main() { + + #include + #include + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/sprite_frag.glsl b/src.original/renderers/shaders/ShaderLib/sprite_frag.glsl new file mode 100644 index 00000000000000..5ca65b65908dd8 --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/sprite_frag.glsl @@ -0,0 +1,30 @@ +uniform vec3 diffuse; +uniform float opacity; + +#include +#include +#include +#include +#include +#include + +void main() { + + #include + + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include + #include + #include + + outgoingLight = diffuseColor.rgb; + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/ShaderLib/sprite_vert.glsl b/src.original/renderers/shaders/ShaderLib/sprite_vert.glsl new file mode 100644 index 00000000000000..78fd66e4d9a6fd --- /dev/null +++ b/src.original/renderers/shaders/ShaderLib/sprite_vert.glsl @@ -0,0 +1,35 @@ +uniform float rotation; +uniform vec2 center; + +#include +#include +#include +#include +#include + +void main() { + + #include + + vec2 scale; + scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) ); + scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) ); + + vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale; + + vec2 rotatedPosition; + rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y; + rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y; + + vec4 mvPosition; + + mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 ); + mvPosition.xy += rotatedPosition; + + gl_Position = projectionMatrix * mvPosition; + + #include + #include + #include + +} diff --git a/src.original/renderers/shaders/UniformsLib.js b/src.original/renderers/shaders/UniformsLib.js new file mode 100644 index 00000000000000..47b859bc00138c --- /dev/null +++ b/src.original/renderers/shaders/UniformsLib.js @@ -0,0 +1,200 @@ +import { Color } from '../../math/Color.js'; +import { Vector2 } from '../../math/Vector2.js'; +import { Matrix3 } from '../../math/Matrix3.js'; + +/** + * 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() }, + + 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: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {}, + + shadow: {}, + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + 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: {} + } } + + }, + + points: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { 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 }, + uvTransform: { value: new Matrix3() } + + } + +}; + +export { UniformsLib }; diff --git a/src.original/renderers/shaders/UniformsUtils.js b/src.original/renderers/shaders/UniformsUtils.js new file mode 100644 index 00000000000000..8e31adbdb0e92c --- /dev/null +++ b/src.original/renderers/shaders/UniformsUtils.js @@ -0,0 +1,67 @@ +/** + * Uniform Utilities + */ + +var UniformsUtils = { + + merge: function ( uniforms ) { + + var merged = {}; + + for ( var u = 0; u < uniforms.length; u ++ ) { + + var tmp = this.clone( uniforms[ u ] ); + + for ( var p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var uniforms_dst = {}; + + for ( var u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( var p in uniforms_src[ u ] ) { + + var parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src && ( parameter_src.isColor || + parameter_src.isMatrix3 || parameter_src.isMatrix4 || + parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || + parameter_src.isTexture ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( Array.isArray( parameter_src ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + + +export { UniformsUtils }; diff --git a/src.original/renderers/webgl/WebGLAnimation.js b/src.original/renderers/webgl/WebGLAnimation.js new file mode 100644 index 00000000000000..3943d991c8253c --- /dev/null +++ b/src.original/renderers/webgl/WebGLAnimation.js @@ -0,0 +1,56 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLAnimation() { + + var context = null; + var isAnimating = false; + var animationLoop = null; + + function onAnimationFrame( time, frame ) { + + if ( isAnimating === false ) return; + + animationLoop( time, frame ); + + context.requestAnimationFrame( onAnimationFrame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + + context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +export { WebGLAnimation }; diff --git a/src.original/renderers/webgl/WebGLAttributes.js b/src.original/renderers/webgl/WebGLAttributes.js new file mode 100644 index 00000000000000..586ef5853c314f --- /dev/null +++ b/src.original/renderers/webgl/WebGLAttributes.js @@ -0,0 +1,155 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLAttributes( gl ) { + + var buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + var array = attribute.array; + var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + + var buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + var type = gl.FLOAT; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( array instanceof Float64Array ) { + + console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); + + } else if ( array instanceof Uint16Array ) { + + type = gl.UNSIGNED_SHORT; + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } + + 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 ( attribute.dynamic === false ) { + + gl.bufferData( bufferType, array, gl.STATIC_DRAW ); + + } else if ( updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, array ); + + } else if ( updateRange.count === 0 ) { + + console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); + + } else { + + gl.bufferSubData( bufferType, 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.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 + + }; + +} + + +export { WebGLAttributes }; diff --git a/src.original/renderers/webgl/WebGLBackground.js b/src.original/renderers/webgl/WebGLBackground.js new file mode 100644 index 00000000000000..3a787aa428d278 --- /dev/null +++ b/src.original/renderers/webgl/WebGLBackground.js @@ -0,0 +1,141 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { BackSide } from '../../constants.js'; +import { OrthographicCamera } from '../../cameras/OrthographicCamera.js'; +import { BoxBufferGeometry } from '../../geometries/BoxGeometry.js'; +import { PlaneBufferGeometry } from '../../geometries/PlaneGeometry.js'; +import { MeshBasicMaterial } from '../../materials/MeshBasicMaterial.js'; +import { ShaderMaterial } from '../../materials/ShaderMaterial.js'; +import { Color } from '../../math/Color.js'; +import { Mesh } from '../../objects/Mesh.js'; +import { ShaderLib } from '../shaders/ShaderLib.js'; + +function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { + + var clearColor = new Color( 0x000000 ); + var clearAlpha = 0; + + var planeCamera, planeMesh; + var boxMesh; + + function render( renderList, scene, camera, forceClear ) { + + var background = scene.background; + + 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 ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxBufferGeometry( 1, 1, 1 ), + new ShaderMaterial( { + uniforms: ShaderLib.cube.uniforms, + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: true, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.removeAttribute( 'normal' ); + boxMesh.geometry.removeAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + objects.update( boxMesh ); + + } + + boxMesh.material.uniforms.tCube.value = background; + + renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeCamera === undefined ) { + + planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + + planeMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); + + objects.update( planeMesh ); + + } + + planeMesh.material.map = background; + + // TODO Push this to renderList + + renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, 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 + + }; + +} + + +export { WebGLBackground }; diff --git a/src.original/renderers/webgl/WebGLBufferRenderer.js b/src.original/renderers/webgl/WebGLBufferRenderer.js new file mode 100644 index 00000000000000..2978c56a2c9cf2 --- /dev/null +++ b/src.original/renderers/webgl/WebGLBufferRenderer.js @@ -0,0 +1,59 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLBufferRenderer( gl, extensions, info, capabilities ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode ); + + } + + function renderInstances( geometry, start, count ) { + + var extension; + + if ( capabilities.isWebGL2 ) { + + extension = gl; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount ); + + info.update( count, mode, geometry.maxInstancedCount ); + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + +} + + +export { WebGLBufferRenderer }; diff --git a/src.original/renderers/webgl/WebGLCapabilities.js b/src.original/renderers/webgl/WebGLCapabilities.js new file mode 100644 index 00000000000000..ccb3624b40c672 --- /dev/null +++ b/src.original/renderers/webgl/WebGLCapabilities.js @@ -0,0 +1,116 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLCapabilities( gl, extensions, parameters ) { + + var maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext; + + 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( gl.MAX_TEXTURE_IMAGE_UNITS ); + var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; + + 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 + + }; + +} + + +export { WebGLCapabilities }; diff --git a/src.original/renderers/webgl/WebGLClipping.js b/src.original/renderers/webgl/WebGLClipping.js new file mode 100644 index 00000000000000..9107fbc6351682 --- /dev/null +++ b/src.original/renderers/webgl/WebGLClipping.js @@ -0,0 +1,164 @@ +/** + * @author tschw + */ + +import { Matrix3 } from '../../math/Matrix3.js'; +import { Plane } from '../../math/Plane.js'; + +function WebGLClipping() { + + var scope = this, + + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, + + plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping, camera ) { + + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + resetGlobalState(); + + }; + + this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, + + dstArray = cache.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + + for ( var i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + cache.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + + return dstArray; + + } + +} + + +export { WebGLClipping }; diff --git a/src.original/renderers/webgl/WebGLExtensions.js b/src.original/renderers/webgl/WebGLExtensions.js new file mode 100644 index 00000000000000..bff3fd828a6e69 --- /dev/null +++ b/src.original/renderers/webgl/WebGLExtensions.js @@ -0,0 +1,61 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLExtensions( gl ) { + + var extensions = {}; + + return { + + get: function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + }; + +} + + +export { WebGLExtensions }; diff --git a/src.original/renderers/webgl/WebGLGeometries.js b/src.original/renderers/webgl/WebGLGeometries.js new file mode 100644 index 00000000000000..8ef204e526c913 --- /dev/null +++ b/src.original/renderers/webgl/WebGLGeometries.js @@ -0,0 +1,184 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Uint16BufferAttribute, Uint32BufferAttribute } from '../../core/BufferAttribute.js'; +import { BufferGeometry } from '../../core/BufferGeometry.js'; +import { arrayMax } from '../../utils.js'; + +function WebGLGeometries( gl, attributes, info ) { + + var geometries = {}; + var wireframeAttributes = {}; + + function onGeometryDispose( event ) { + + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry.index !== null ) { + + attributes.remove( buffergeometry.index ); + + } + + for ( var name in buffergeometry.attributes ) { + + attributes.remove( buffergeometry.attributes[ name ] ); + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + var attribute = wireframeAttributes[ buffergeometry.id ]; + + if ( attribute ) { + + attributes.remove( attribute ); + delete wireframeAttributes[ buffergeometry.id ]; + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + var buffergeometry = geometries[ geometry.id ]; + + 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[ geometry.id ] = buffergeometry; + + info.memory.geometries ++; + + return buffergeometry; + + } + + function update( geometry ) { + + var index = geometry.index; + var geometryAttributes = geometry.attributes; + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + for ( var name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + var morphAttributes = geometry.morphAttributes; + + for ( var name in morphAttributes ) { + + var array = morphAttributes[ name ]; + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + } + + function getWireframeAttribute( geometry ) { + + var attribute = wireframeAttributes[ geometry.id ]; + + if ( attribute ) return attribute; + + var indices = []; + + var geometryIndex = geometry.index; + var geometryAttributes = geometry.attributes; + + // console.time( 'wireframe' ); + + if ( geometryIndex !== null ) { + + var array = geometryIndex.array; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + var array = geometryAttributes.position.array; + + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + var a = i + 0; + var b = i + 1; + var c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + // console.timeEnd( 'wireframe' ); + + attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + + attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); + + wireframeAttributes[ geometry.id ] = attribute; + + return attribute; + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + + +export { WebGLGeometries }; diff --git a/src.original/renderers/webgl/WebGLIndexedBufferRenderer.js b/src.original/renderers/webgl/WebGLIndexedBufferRenderer.js new file mode 100644 index 00000000000000..c23f2e3e1b5ce4 --- /dev/null +++ b/src.original/renderers/webgl/WebGLIndexedBufferRenderer.js @@ -0,0 +1,69 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { + + 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 ); + + } + + function renderInstances( geometry, start, count ) { + + var extension; + + if ( capabilities.isWebGL2 ) { + + extension = gl; + + } else { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount ); + + info.update( count, mode, geometry.maxInstancedCount ); + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + +} + + +export { WebGLIndexedBufferRenderer }; diff --git a/src.original/renderers/webgl/WebGLInfo.js b/src.original/renderers/webgl/WebGLInfo.js new file mode 100644 index 00000000000000..de30b40a48f0a7 --- /dev/null +++ b/src.original/renderers/webgl/WebGLInfo.js @@ -0,0 +1,83 @@ +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +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 ) { + + instanceCount = instanceCount || 1; + + render.calls ++; + + switch ( mode ) { + + case gl.TRIANGLES: + render.triangles += instanceCount * ( count / 3 ); + break; + + case gl.TRIANGLE_STRIP: + case gl.TRIANGLE_FAN: + render.triangles += instanceCount * ( count - 2 ); + break; + + case gl.LINES: + render.lines += instanceCount * ( count / 2 ); + break; + + case gl.LINE_STRIP: + render.lines += instanceCount * ( count - 1 ); + break; + + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; + + case gl.POINTS: + 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 + }; + +} + + +export { WebGLInfo }; diff --git a/src.original/renderers/webgl/WebGLLights.js b/src.original/renderers/webgl/WebGLLights.js new file mode 100644 index 00000000000000..217611d753f6aa --- /dev/null +++ b/src.original/renderers/webgl/WebGLLights.js @@ -0,0 +1,345 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Color } from '../../math/Color.js'; +import { Matrix4 } from '../../math/Matrix4.js'; +import { Vector2 } from '../../math/Vector2.js'; +import { Vector3 } from '../../math/Vector3.js'; + +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(), + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + // TODO (abelnation): set RectAreaLight shadow uniforms + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +var count = 0; + +function WebGLLights() { + + var cache = new UniformsCache(); + + var state = { + + id: count ++, + + hash: { + stateID: - 1, + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, + shadowsLength: - 1 + }, + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + + }; + + var vector3 = new Vector3(); + var matrix4 = new Matrix4(); + var matrix42 = new Matrix4(); + + function setup( lights, shadows, camera ) { + + var r = 0, g = 0, b = 0; + + var directionalLength = 0; + var pointLength = 0; + var spotLength = 0; + var rectAreaLength = 0; + var hemiLength = 0; + + var viewMatrix = camera.matrixWorldInverse; + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + 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.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 ); + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + + } + + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + state.spot[ spotLength ] = uniforms; + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + var uniforms = 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.color.copy( color ).multiplyScalar( intensity ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + // TODO (abelnation): RectAreaLight distance? + // uniforms.distance = distance; + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + uniforms.shadowBias = shadow.bias; + uniforms.shadowRadius = shadow.radius; + uniforms.shadowMapSize = shadow.mapSize; + uniforms.shadowCameraNear = shadow.camera.near; + uniforms.shadowCameraFar = shadow.camera.far; + + } + + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + var uniforms = cache.get( light ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.hash.stateID = state.id; + state.hash.directionalLength = directionalLength; + state.hash.pointLength = pointLength; + state.hash.spotLength = spotLength; + state.hash.rectAreaLength = rectAreaLength; + state.hash.hemiLength = hemiLength; + state.hash.shadowsLength = shadows.length; + + } + + return { + setup: setup, + state: state + }; + +} + + +export { WebGLLights }; diff --git a/src.original/renderers/webgl/WebGLMorphtargets.js b/src.original/renderers/webgl/WebGLMorphtargets.js new file mode 100644 index 00000000000000..8a2ae10e82b9b4 --- /dev/null +++ b/src.original/renderers/webgl/WebGLMorphtargets.js @@ -0,0 +1,111 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + +} + +function WebGLMorphtargets( gl ) { + + var influencesList = {}; + var morphInfluences = new Float32Array( 8 ); + + function update( object, geometry, material, program ) { + + var objectInfluences = object.morphTargetInfluences; + + var length = 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; + + } + + var morphTargets = material.morphTargets && geometry.morphAttributes.position; + var morphNormals = material.morphNormals && geometry.morphAttributes.normal; + + // Remove current morphAttributes + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + if ( influence[ 1 ] !== 0 ) { + + if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); + if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + + } + + } + + // Collect influences + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + // Add morphAttributes + + for ( var i = 0; i < 8; i ++ ) { + + var influence = influences[ i ]; + + if ( influence ) { + + var index = influence[ 0 ]; + var value = influence[ 1 ]; + + if ( value ) { + + if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); + if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + morphInfluences[ i ] = value; + continue; + + } + + } + + morphInfluences[ i ] = 0; + + } + + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + return { + + update: update + + }; + +} + + +export { WebGLMorphtargets }; diff --git a/src.original/renderers/webgl/WebGLObjects.js b/src.original/renderers/webgl/WebGLObjects.js new file mode 100644 index 00000000000000..8a2528e27ff77e --- /dev/null +++ b/src.original/renderers/webgl/WebGLObjects.js @@ -0,0 +1,52 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLObjects( geometries, info ) { + + var updateList = {}; + + function update( object ) { + + var frame = info.render.frame; + + var geometry = object.geometry; + var buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateList[ buffergeometry.id ] !== frame ) { + + if ( geometry.isGeometry ) { + + buffergeometry.updateFromObject( object ); + + } + + geometries.update( buffergeometry ); + + updateList[ buffergeometry.id ] = frame; + + } + + return buffergeometry; + + } + + function dispose() { + + updateList = {}; + + } + + return { + + update: update, + dispose: dispose + + }; + +} + + +export { WebGLObjects }; diff --git a/src.original/renderers/webgl/WebGLProgram.js b/src.original/renderers/webgl/WebGLProgram.js new file mode 100644 index 00000000000000..9531f2fcc5ce3d --- /dev/null +++ b/src.original/renderers/webgl/WebGLProgram.js @@ -0,0 +1,728 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { WebGLUniforms } from './WebGLUniforms.js'; +import { WebGLShader } from './WebGLShader.js'; +import { ShaderChunk } from '../shaders/ShaderChunk.js'; +import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding } from '../../constants.js'; + +var programIdCount = 0; + +function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case LinearEncoding: + return [ 'Linear', '( value )' ]; + case sRGBEncoding: + return [ 'sRGB', '( value )' ]; + case RGBEEncoding: + return [ 'RGBE', '( value )' ]; + case RGBM7Encoding: + return [ 'RGBM', '( value, 7.0 )' ]; + case RGBM16Encoding: + return [ 'RGBM', '( value, 16.0 )' ]; + case RGBDEncoding: + return [ 'RGBD', '( value, 256.0 )' ]; + case GammaEncoding: + return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + +} + +function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; + +} + +function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + +} + +function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case Uncharted2ToneMapping: + toneMappingName = 'Uncharted2'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +function generateExtensions( extensions, parameters, rendererExtensions ) { + + extensions = extensions || {}; + + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', + ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + var chunks = []; + + for ( var name in defines ) { + + var value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + var attributes = {}; + + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveAttrib( program, i ); + var name = info.name; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = gl.getAttribLocation( program, name ); + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +function parseIncludes( string ) { + + var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + + function replace( match, include ) { + + var replace = ShaderChunk[ include ]; + + if ( replace === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return parseIncludes( replace ); + + } + + return string.replace( pattern, replace ); + +} + +function unrollLoops( string ) { + + var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + + function replace( match, start, end, snippet ) { + + var unroll = ''; + + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + + } + + return unroll; + + } + + return string.replace( pattern, replace ); + +} + +function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) { + + var gl = renderer.context; + + var defines = material.defines; + + var vertexShader = shader.vertexShader; + var fragmentShader = shader.fragmentShader; + + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } + + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + + if ( parameters.envMap ) { + + switch ( material.envMap.mapping ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + switch ( material.envMap.mapping ) { + + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + switch ( material.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + // console.log( 'building new program ' ); + + // + + var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions ); + + var customDefines = generateDefines( defines ); + + // + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( material.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 = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + shader.name, + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_COLOR', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_MORPHTARGETS', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + shader.name, + + 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.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + 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 && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', + + parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = parseIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) { + + var isGLSL3ShaderMaterial = false; + + var versionRegex = /^\s*#version\s+300\s+es\s*\n/; + + if ( material.isShaderMaterial && + vertexShader.match( versionRegex ) !== null && + fragmentShader.match( versionRegex ) !== null ) { + + isGLSL3ShaderMaterial = true; + + vertexShader = vertexShader.replace( versionRegex, '' ); + fragmentShader = fragmentShader.replace( versionRegex, '' ); + + } + + // GLSL 3.0 conversion + prefixVertex = [ + '#version 300 es\n', + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#version 300 es\n', + '#define varying in', + isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;', + isGLSL3ShaderMaterial ? '' : '#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 = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( material.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, material.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + var programLog = gl.getProgramInfoLog( program ).trim(); + var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + var runnable = true; + var haveDiagnostics = true; + + // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + material: material, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + // clean up + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + var cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = new WebGLUniforms( gl, program, renderer ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + var cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function () { + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // DEPRECATED + + Object.defineProperties( this, { + + uniforms: { + get: function () { + + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); + + } + }, + + attributes: { + get: function () { + + console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); + return this.getAttributes(); + + } + } + + } ); + + + // + + this.name = shader.name; + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +export { WebGLProgram }; diff --git a/src.original/renderers/webgl/WebGLPrograms.js b/src.original/renderers/webgl/WebGLPrograms.js new file mode 100644 index 00000000000000..5fb67a328193b6 --- /dev/null +++ b/src.original/renderers/webgl/WebGLPrograms.js @@ -0,0 +1,307 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { BackSide, DoubleSide, CubeUVRefractionMapping, CubeUVReflectionMapping, GammaEncoding, LinearEncoding, ObjectSpaceNormalMap } from '../../constants.js'; +import { WebGLProgram } from './WebGLProgram.js'; + +function WebGLPrograms( renderer, extensions, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", "gradientMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" + ]; + + + function allocateBones( object ) { + + var skeleton = object.skeleton; + var bones = skeleton.bones; + + if ( capabilities.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 = capabilities.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, gammaOverrideLinear ) { + + var encoding; + + if ( ! map ) { + + encoding = LinearEncoding; + + } else if ( map.isTexture ) { + + encoding = map.encoding; + + } else if ( map.isWebGLRenderTarget ) { + + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; + + } + + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === LinearEncoding && gammaOverrideLinear ) { + + encoding = GammaEncoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) { + + var shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; + var precision = capabilities.precision; + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + var currentRenderTarget = renderer.getRenderTarget(); + + var parameters = { + + shaderID: shaderID, + + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + gradientMap: !! material.gradientMap, + + combine: material.combine, + + vertexColors: material.vertexColors, + + fog: !! fog, + useFog: material.fog, + fogExp: ( fog && fog.isFogExp2 ), + + flatShading: material.flatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: capabilities.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, + + numClippingPlanes: nClipPlanes, + numClipIntersection: nClipIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + + }; + + return parameters; + + }; + + this.getProgramCode = function ( material, parameters ) { + + var array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( material.fragmentShader ); + array.push( material.vertexShader ); + + } + + if ( material.defines !== undefined ) { + + for ( var name in material.defines ) { + + array.push( name ); + array.push( material.defines[ name ] ); + + } + + } + + for ( var i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + array.push( material.onBeforeCompile.toString() ); + + array.push( renderer.gammaOutput ); + + return array.join(); + + }; + + this.acquireProgram = function ( material, shader, parameters, code ) { + + var program; + + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + + var programInfo = programs[ p ]; + + if ( programInfo.code === code ) { + + program = programInfo; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ); + programs.push( program ); + + } + + return program; + + }; + + this.releaseProgram = function ( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + }; + + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; + +} + + +export { WebGLPrograms }; diff --git a/src.original/renderers/webgl/WebGLProperties.js b/src.original/renderers/webgl/WebGLProperties.js new file mode 100644 index 00000000000000..e875912bfe2254 --- /dev/null +++ b/src.original/renderers/webgl/WebGLProperties.js @@ -0,0 +1,52 @@ +/** + * @author fordacious / fordacious.github.io + */ + +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 + }; + +} + + +export { WebGLProperties }; diff --git a/src.original/renderers/webgl/WebGLRenderLists.js b/src.original/renderers/webgl/WebGLRenderLists.js new file mode 100644 index 00000000000000..76656dd62ba591 --- /dev/null +++ b/src.original/renderers/webgl/WebGLRenderLists.js @@ -0,0 +1,161 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function painterSortStable( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.program && b.program && 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.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + + +function WebGLRenderList() { + + var renderItems = []; + var renderItemsIndex = 0; + + var opaque = []; + var transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transparent.length = 0; + + } + + function push( object, geometry, material, z, group ) { + + var renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: material.program, + 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 = material.program; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + + ( material.transparent === true ? transparent : opaque ).push( renderItem ); + + renderItemsIndex ++; + + } + + function sort() { + + if ( opaque.length > 1 ) opaque.sort( painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + + } + + return { + opaque: opaque, + transparent: transparent, + + init: init, + push: push, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + var lists = {}; + + function get( scene, camera ) { + + var hash = scene.id + ',' + camera.id; + var list = lists[ hash ]; + + if ( list === undefined ) { + + // console.log( 'THREE.WebGLRenderLists:', hash ); + + list = new WebGLRenderList(); + lists[ hash ] = list; + + } + + return list; + + } + + function dispose() { + + lists = {}; + + } + + return { + get: get, + dispose: dispose + }; + +} + + +export { WebGLRenderLists }; diff --git a/src.original/renderers/webgl/WebGLRenderStates.js b/src.original/renderers/webgl/WebGLRenderStates.js new file mode 100644 index 00000000000000..dc90f6350500f0 --- /dev/null +++ b/src.original/renderers/webgl/WebGLRenderStates.js @@ -0,0 +1,104 @@ +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +import { WebGLLights } from './WebGLLights.js'; + +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 = {}; + + function get( scene, camera ) { + + var renderState; + + if ( renderStates[ scene.id ] === undefined ) { + + renderState = new WebGLRenderState(); + renderStates[ scene.id ] = {}; + renderStates[ scene.id ][ camera.id ] = renderState; + + } else { + + if ( renderStates[ scene.id ][ camera.id ] === undefined ) { + + renderState = new WebGLRenderState(); + renderStates[ scene.id ][ camera.id ] = renderState; + + } else { + + renderState = renderStates[ scene.id ][ camera.id ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = {}; + + } + + return { + get: get, + dispose: dispose + }; + +} + + +export { WebGLRenderStates }; diff --git a/src.original/renderers/webgl/WebGLShader.js b/src.original/renderers/webgl/WebGLShader.js new file mode 100644 index 00000000000000..ca2a0d9db1db07 --- /dev/null +++ b/src.original/renderers/webgl/WebGLShader.js @@ -0,0 +1,46 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function addLineNumbers( string ) { + + var lines = string.split( '\n' ); + + for ( var i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + +} + +function WebGLShader( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + + } + + if ( gl.getShaderInfoLog( shader ) !== '' ) { + + console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + + } + + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + return shader; + +} + + +export { WebGLShader }; diff --git a/src.original/renderers/webgl/WebGLShadowMap.js b/src.original/renderers/webgl/WebGLShadowMap.js new file mode 100644 index 00000000000000..6c144640d854e5 --- /dev/null +++ b/src.original/renderers/webgl/WebGLShadowMap.js @@ -0,0 +1,430 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +import { FrontSide, BackSide, DoubleSide, RGBAFormat, NearestFilter, PCFShadowMap, RGBADepthPacking } from '../../constants.js'; +import { WebGLRenderTarget } from '../WebGLRenderTarget.js'; +import { MeshDepthMaterial } from '../../materials/MeshDepthMaterial.js'; +import { MeshDistanceMaterial } from '../../materials/MeshDistanceMaterial.js'; +import { Vector4 } from '../../math/Vector4.js'; +import { Vector3 } from '../../math/Vector3.js'; +import { Vector2 } from '../../math/Vector2.js'; +import { Matrix4 } from '../../math/Matrix4.js'; +import { Frustum } from '../../math/Frustum.js'; + +function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { + + var _frustum = new Frustum(), + _projScreenMatrix = new Matrix4(), + + _shadowMapSize = new Vector2(), + _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ), + + _lookTarget = new Vector3(), + _lightPositionWorld = new Vector3(), + + _MorphingFlag = 1, + _SkinningFlag = 2, + + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), + + _materialCache = {}; + + var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; + + var cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + var cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + var cube2DViewPorts = [ + new Vector4(), new Vector4(), new Vector4(), + new Vector4(), new Vector4(), new Vector4() + ]; + + // init + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = new MeshDepthMaterial( { + + depthPacking: RGBADepthPacking, + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _depthMaterials[ i ] = depthMaterial; + + // + + var distanceMaterial = new MeshDistanceMaterial( { + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + 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; + + // TODO Clean up (needed in case of contextlost) + var _gl = _renderer.context; + var _state = _renderer.state; + + // Set GL state for depth map. + _state.disable( _gl.BLEND ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // render depth map + + var faceCount; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + var shadow = light.shadow; + var isPointLight = light && light.isPointLight; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + var shadowCamera = shadow.camera; + + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); + + if ( isPointLight ) { + + var vpWidth = _shadowMapSize.x; + var vpHeight = _shadowMapSize.y; + + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); + // negative X + cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); + // positive Z + cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); + // negative Z + cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); + // positive Y + cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); + // negative Y + cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); + + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; + + } + + if ( shadow.map === null ) { + + var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + ".shadowMap"; + + shadowCamera.updateProjectionMatrix(); + + } + + if ( shadow.isSpotLightShadow ) { + + shadow.update( light ); + + } + + var shadowMap = shadow.map; + var shadowMatrix = shadow.matrix; + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + if ( isPointLight ) { + + faceCount = 6; + + // for point lights we set the shadow matrix to be a translation-only matrix + // equal to inverse of the light's position + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + } else { + + faceCount = 1; + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + // compute shadow matrix + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + } + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not + + for ( var face = 0; face < faceCount; face ++ ) { + + if ( isPointLight ) { + + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); + + } + + // update camera matrices and frustum + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // set object matrices & frustum culling + + renderObject( scene, camera, shadowCamera, isPointLight ); + + } + + } + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { + + var geometry = object.geometry; + + var result = null; + + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; + + } + + if ( ! customMaterial ) { + + var useMorphing = false; + + if ( material.morphTargets ) { + + if ( geometry && geometry.isBufferGeometry ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } else if ( geometry && geometry.isGeometry ) { + + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } + + if ( object.isSkinnedMesh && material.skinning === false ) { + + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); + + } + + var useSkinning = object.isSkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; + + result = materialVariants[ variantIndex ]; + + } else { + + result = customMaterial; + + } + + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + 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 ( isPointLight && result.isMeshDistanceMaterial ) { + + result.referencePosition.copy( lightPositionWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, isPointLight ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( object.castShadow && ( ! 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, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, isPointLight ); + + } + + } + +} + + +export { WebGLShadowMap }; diff --git a/src.original/renderers/webgl/WebGLState.js b/src.original/renderers/webgl/WebGLState.js new file mode 100644 index 00000000000000..3dbc6a1a1b99db --- /dev/null +++ b/src.original/renderers/webgl/WebGLState.js @@ -0,0 +1,963 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceFront, CullFaceBack, CullFaceNone, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NoBlending, NormalBlending, AddEquation, DoubleSide, BackSide } from '../../constants.js'; +import { Vector4 } from '../../math/Vector4.js'; + +function WebGLState( gl, extensions, utils, capabilities ) { + + 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( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + } else { + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + var locked = false; + + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + var colorBuffer = new ColorBuffer(); + var depthBuffer = new DepthBuffer(); + var stencilBuffer = new StencilBuffer(); + + var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); + + var enabledCapabilities = {}; + + var compressedTextureFormats = null; + + 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( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + var lineWidthAvailable = false; + var version = 0; + var glVersion = gl.getParameter( gl.VERSION ); + + 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, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( var i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + return texture; + + } + + var emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + setBlending( NoBlending ); + + // + + function initAttributes() { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + 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() { + + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function getCompressedTextureFormats() { + + if ( compressedTextureFormats === null ) { + + compressedTextureFormats = []; + + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) || + extensions.get( 'WEBGL_compressed_texture_astc' ) ) { + + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + compressedTextureFormats.push( formats[ i ] ); + + } + + } + + } + + return compressedTextureFormats; + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled ) { + + disable( gl.BLEND ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( ! currentBlendingEnabled ) { + + enable( gl.BLEND ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( gl.FUNC_ADD ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + break; + + case MultiplyBlending: + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + 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( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = null; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + 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 ); + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + activeTexture(); + + } + + var boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.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() { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + enabledCapabilities = {}; + + compressedTextureFormats = null; + + 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 + }, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + getCompressedTextureFormats: getCompressedTextureFormats, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + + +export { WebGLState }; diff --git a/src.original/renderers/webgl/WebGLTextures.js b/src.original/renderers/webgl/WebGLTextures.js new file mode 100644 index 00000000000000..2c4d47ca715223 --- /dev/null +++ b/src.original/renderers/webgl/WebGLTextures.js @@ -0,0 +1,901 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { LinearFilter, NearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, ClampToEdgeWrapping, NearestMipMapLinearFilter, NearestMipMapNearestFilter } from '../../constants.js'; +import { _Math } from '../../math/Math.js'; + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + var _videoTextures = {}; + var _canvas; + + // + + function clampToMaxSize( image, maxSize ) { + + if ( image.width > maxSize || image.height > maxSize ) { + + if ( 'data' in image ) { + + console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); + return; + + } + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var scale = maxSize / Math.max( image.width, image.height ); + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = Math.floor( image.width * scale ); + canvas.height = Math.floor( image.height * scale ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height ); + + return canvas; + + } + + return image; + + } + + function isPowerOfTwo( image ) { + + return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); + + } + + function makePowerOfTwo( image ) { + + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { + + if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + + _canvas.width = _Math.floorPowerOfTwo( image.width ); + _canvas.height = _Math.floorPowerOfTwo( image.height ); + + var context = _canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, _canvas.width, _canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height ); + + return _canvas; + + } + + return image; + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( capabilities.isWebGL2 ) return false; + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) { + + return texture.generateMipmaps && isPowerOfTwo && + 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( glFormat, glType ) { + + if ( ! capabilities.isWebGL2 ) return glFormat; + + if ( glFormat === _gl.RGB ) { + + if ( glType === _gl.FLOAT ) return _gl.RGB32F; + if ( glType === _gl.HALF_FLOAT ) return _gl.RGB16F; + if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGB8; + + } + + if ( glFormat === _gl.RGBA ) { + + if ( glType === _gl.FLOAT ) return _gl.RGBA32F; + if ( glType === _gl.HALF_FLOAT ) return _gl.RGBA16F; + if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGBA8; + + } + + return glFormat; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + function onTextureDispose( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + delete _videoTextures[ texture.id ]; + + } + + 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 ( texture.image && textureProperties.__image__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + + } else { + + // 2D texture + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + // remove all webgl properties + properties.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.isWebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + + } + + properties.remove( renderTarget.texture ); + properties.remove( renderTarget ); + + } + + // + + + + 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( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + } + + function setTextureCube( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image.length === 6 ) { + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + if ( ! textureProperties.__image__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__image__webglTextureCube = _gl.createTexture(); + + info.memory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + + var isCompressed = ( texture && texture.isCompressedTexture ); + var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( glFormat, glType ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed ) { + + if ( isDataTexture ) { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + var mipmap, mipmaps = cubeImage[ i ].mipmaps; + + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + + mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 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( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + if ( ! isCompressed ) { + + textureProperties.__maxMipLevel = 0; + + } else { + + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } + + if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { + + // We assume images for cube map have the same size. + generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } else { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + } + + } + + } + + function setTextureCubeDynamic( texture, slot ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + + } + + function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { + + var extension; + + if ( isPowerOfTwoImage ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + 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, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, 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.' ); + + } + + } + + 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 && ( capabilities.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 uploadTexture( textureProperties, texture, slot ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); + + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + + image = makePowerOfTwo( image ); + + } + + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( glFormat, glType ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + + var mipmap, mipmaps = texture.mipmaps; + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + glInternalFormat = _gl.DEPTH_COMPONENT; + + if ( texture.type === FloatType ) { + + if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( capabilities.isWebGL2 ) { + + // WebGL 2.0 requires signed internalformat for glTexImage2D + glInternalFormat = _gl.DEPTH_COMPONENT16; + + } + + if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { + + // 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 ); + + } + + } + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.format === DepthStencilFormat ) { + + glInternalFormat = _gl.DEPTH_STENCIL; + + // 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( _gl.TEXTURE_2D, 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 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } + + } else if ( texture.isCompressedTexture ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, 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( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } 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 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); + textureProperties.__maxMipLevel = 0; + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { + + generateMipmap( _gl.TEXTURE_2D, 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( glFormat, glType ); + state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, 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( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, 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.isWebGLRenderTargetCube === true ); + + if ( renderTarget.depthTexture ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + + } + + } else { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + + } + + } + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + + } + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) { + + generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height ); + + } + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) { + + generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height ); + + } + + state.bindTexture( _gl.TEXTURE_2D, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + var texture = renderTarget.texture; + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) { + + var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + generateMipmap( target, texture, renderTarget.width, renderTarget.height ); + state.bindTexture( target, null ); + + } + + } + + function updateVideoTexture( texture ) { + + var id = texture.id; + var frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures[ id ] !== frame ) { + + _videoTextures[ id ] = frame; + texture.update(); + + } + + } + + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + +} + + +export { WebGLTextures }; diff --git a/src.original/renderers/webgl/WebGLUniforms.js b/src.original/renderers/webgl/WebGLUniforms.js new file mode 100644 index 00000000000000..d9a54bddd7a6f2 --- /dev/null +++ b/src.original/renderers/webgl/WebGLUniforms.js @@ -0,0 +1,857 @@ +/** + * @author tschw + * @author Mugen87 / https://github.com/Mugen87 + * @author mrdoob / http://mrdoob.com/ + * + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [renderer] ) + * + * uploads a uniform value(s) + * the 'renderer' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (renderer factorizations): + * + * .upload( gl, seq, values, renderer ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (renderer factorizations): + * + * .setValue( gl, name, value ) + * + * sets uniform with name 'name' to 'value' + * + * .set( gl, obj, prop ) + * + * sets uniform from object and property with same name than uniform + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + +import { CubeTexture } from '../../textures/CubeTexture.js'; +import { Texture } from '../../textures/Texture.js'; + +var emptyTexture = new Texture(); +var emptyCubeTexture = new CubeTexture(); + +// --- Base for inner nodes (including the root) --- + +function UniformContainer() { + + this.seq = []; + this.map = {}; + +} + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +var arrayCacheF32 = []; +var arrayCacheI32 = []; + +// 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, + 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( renderer, n ) { + + var r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValue1f( gl, v ) { + + var cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +function setValue1i( gl, v ) { + + var cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValue2fv( 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 setValue3fv( 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 setValue4fv( 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 setValue2fm( 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 setValue3fm( 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 setValue4fm( 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, renderer ) { + + var cache = this.cache; + var unit = renderer.allocTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + renderer.setTexture2D( v || emptyTexture, unit ); + +} + +function setValueT6( gl, v, renderer ) { + + var cache = this.cache; + var unit = renderer.allocTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + renderer.setTextureCube( v || emptyCubeTexture, unit ); + +} + +// Integer / Boolean vectors or arrays thereof (always flat arrays) + +function setValue2iv( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValue3iv( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValue4iv( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1f; // FLOAT + case 0x8b50: return setValue2fv; // _VEC2 + case 0x8b51: return setValue3fv; // _VEC3 + case 0x8b52: return setValue4fv; // _VEC4 + + case 0x8b5a: return setValue2fm; // _MAT2 + case 0x8b5b: return setValue3fm; // _MAT3 + case 0x8b5c: return setValue4fm; // _MAT4 + + case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES + case 0x8b60: return setValueT6; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + +} + +// Array of scalars + +function setValue1fv( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform1fv( this.addr, v ); + + copyArray( cache, v ); + +} +function setValue1iv( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform1iv( this.addr, v ); + + copyArray( cache, v ); + +} + +// Array of vectors (flat or from THREE classes) + +function setValueV2a( gl, v ) { + + var cache = this.cache; + var data = flatten( v, this.size, 2 ); + + if ( arraysEqual( cache, data ) ) return; + + gl.uniform2fv( this.addr, data ); + + this.updateCache( data ); + +} + +function setValueV3a( gl, v ) { + + var cache = this.cache; + var data = flatten( v, this.size, 3 ); + + if ( arraysEqual( cache, data ) ) return; + + gl.uniform3fv( this.addr, data ); + + this.updateCache( data ); + +} + +function setValueV4a( gl, v ) { + + var cache = this.cache; + var data = flatten( v, this.size, 4 ); + + if ( arraysEqual( cache, data ) ) return; + + gl.uniform4fv( this.addr, data ); + + this.updateCache( data ); + +} + +// Array of matrices (flat or from THREE clases) + +function setValueM2a( gl, v ) { + + var cache = this.cache; + var data = flatten( v, this.size, 4 ); + + if ( arraysEqual( cache, data ) ) return; + + gl.uniformMatrix2fv( this.addr, false, data ); + + this.updateCache( data ); + +} + +function setValueM3a( gl, v ) { + + var cache = this.cache; + var data = flatten( v, this.size, 9 ); + + if ( arraysEqual( cache, data ) ) return; + + gl.uniformMatrix3fv( this.addr, false, data ); + + this.updateCache( data ); + +} + +function setValueM4a( gl, v ) { + + var cache = this.cache; + var data = flatten( v, this.size, 16 ); + + if ( arraysEqual( cache, data ) ) return; + + gl.uniformMatrix4fv( this.addr, false, data ); + + this.updateCache( data ); + +} + +// Array of textures (2D / Cube) + +function setValueT1a( gl, v, renderer ) { + + var cache = this.cache; + var n = v.length; + + var units = allocTexUnits( renderer, n ); + + if ( arraysEqual( cache, units ) === false ) { + + gl.uniform1iv( this.addr, units ); + copyArray( cache, units ); + + } + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + +} + +function setValueT6a( gl, v, renderer ) { + + var cache = this.cache; + var n = v.length; + + var units = allocTexUnits( renderer, n ); + + if ( arraysEqual( cache, units ) === false ) { + + gl.uniform1iv( this.addr, units ); + copyArray( cache, units ); + + } + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValue1fv; // FLOAT + case 0x8b50: return setValueV2a; // _VEC2 + case 0x8b51: return setValueV3a; // _VEC3 + case 0x8b52: return setValueV4a; // _VEC4 + + case 0x8b5a: return setValueM2a; // _MAT2 + case 0x8b5b: return setValueM3a; // _MAT3 + case 0x8b5c: return setValueM4a; // _MAT4 + + case 0x8b5e: return setValueT1a; // SAMPLER_2D + case 0x8b60: return setValueT6a; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + +} + +// --- Uniform Classes --- + +function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.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; + + UniformContainer.call( this ); // mix-in + +} + +StructuredUniform.prototype.setValue = function ( gl, value, renderer ) { + + var seq = this.seq; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + u.setValue( gl, value[ u.id ], renderer ); + + } + +}; + +// --- 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, + + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + var map = container.map, next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +function WebGLUniforms( gl, program, renderer ) { + + UniformContainer.call( this ); + + this.renderer = renderer; + + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( var i = 0; i < n; ++ i ) { + + var info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + +} + +WebGLUniforms.prototype.setValue = function ( gl, name, value ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + +}; + +WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + + var v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + +}; + + +// Static interface + +WebGLUniforms.upload = function ( gl, seq, values, renderer ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, renderer ); + + } + + } + +}; + +WebGLUniforms.seqWithValue = function ( seq, values ) { + + var r = []; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + +}; + +export { WebGLUniforms }; diff --git a/src.original/renderers/webgl/WebGLUtils.js b/src.original/renderers/webgl/WebGLUtils.js new file mode 100644 index 00000000000000..66925e9b81d7a2 --- /dev/null +++ b/src.original/renderers/webgl/WebGLUtils.js @@ -0,0 +1,167 @@ +/** + * @author thespite / http://www.twitter.com/thespite + */ + +import { MaxEquation, MinEquation, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGB_ETC1_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT5_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT1_Format, RGB_S3TC_DXT1_Format, SrcAlphaSaturateFactor, OneMinusDstColorFactor, DstColorFactor, OneMinusDstAlphaFactor, DstAlphaFactor, OneMinusSrcAlphaFactor, SrcAlphaFactor, OneMinusSrcColorFactor, SrcColorFactor, OneFactor, ZeroFactor, ReverseSubtractEquation, SubtractEquation, AddEquation, DepthFormat, DepthStencilFormat, LuminanceAlphaFormat, LuminanceFormat, RGBAFormat, RGBFormat, AlphaFormat, HalfFloatType, FloatType, UnsignedIntType, IntType, UnsignedShortType, ShortType, ByteType, UnsignedInt248Type, UnsignedShort565Type, UnsignedShort5551Type, UnsignedShort4444Type, UnsignedByteType, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestFilter, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping } from '../../constants.js'; + +function WebGLUtils( gl, extensions, capabilities ) { + + function convert( p ) { + + var extension; + + if ( p === RepeatWrapping ) return gl.REPEAT; + if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; + if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; + + if ( p === NearestFilter ) return gl.NEAREST; + if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; + if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; + + if ( p === LinearFilter ) return gl.LINEAR; + if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; + if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + + if ( p === HalfFloatType ) { + + if ( capabilities.isWebGL2 ) return gl.HALF_FLOAT; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) return extension.HALF_FLOAT_OES; + + } + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBFormat ) return gl.RGB; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === LuminanceFormat ) return gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + if ( p === AddEquation ) return gl.FUNC_ADD; + if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; + if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; + + if ( p === ZeroFactor ) return gl.ZERO; + if ( p === OneFactor ) return gl.ONE; + if ( p === SrcColorFactor ) return gl.SRC_COLOR; + if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; + if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; + if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; + if ( p === DstAlphaFactor ) return gl.DST_ALPHA; + if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; + + if ( p === DstColorFactor ) return gl.DST_COLOR; + if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; + if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || + p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } + + } + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || + p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } + + } + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } + + if ( p === 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 ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + return p; + + } + + } + + if ( p === MinEquation || p === MaxEquation ) { + + if ( capabilities.isWebGL2 ) { + + if ( p === MinEquation ) return gl.MIN; + if ( p === MaxEquation ) return gl.MAX; + + } + + extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + if ( p === MinEquation ) return extension.MIN_EXT; + if ( p === MaxEquation ) return extension.MAX_EXT; + + } + + } + + if ( p === UnsignedInt248Type ) { + + if ( capabilities.isWebGL2 ) return gl.UNSIGNED_INT_24_8; + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; + + } + + return 0; + + } + + return { convert: convert }; + +} + + +export { WebGLUtils }; diff --git a/src.original/renderers/webvr/WebVRManager.js b/src.original/renderers/webvr/WebVRManager.js new file mode 100644 index 00000000000000..1214df66c86518 --- /dev/null +++ b/src.original/renderers/webvr/WebVRManager.js @@ -0,0 +1,377 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Group } from '../../objects/Group.js'; +import { Matrix4 } from '../../math/Matrix4.js'; +import { Vector3 } from '../../math/Vector3.js'; +import { Vector4 } from '../../math/Vector4.js'; +import { Quaternion } from '../../math/Quaternion.js'; +import { ArrayCamera } from '../../cameras/ArrayCamera.js'; +import { PerspectiveCamera } from '../../cameras/PerspectiveCamera.js'; +import { WebGLAnimation } from '../webgl/WebGLAnimation.js'; + +function WebVRManager( renderer ) { + + var scope = this; + + var device = null; + var frameData = null; + + var poseTarget = null; + + var controllers = []; + var standingMatrix = new Matrix4(); + var standingMatrixInverse = new Matrix4(); + + if ( typeof window !== 'undefined' && 'VRFrameData' in window ) { + + frameData = new window.VRFrameData(); + window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false ); + + } + + var matrixWorldInverse = new Matrix4(); + var tempQuaternion = new Quaternion(); + var tempPosition = new Vector3(); + + var cameraL = new PerspectiveCamera(); + cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 ); + cameraL.layers.enable( 1 ); + + var cameraR = new PerspectiveCamera(); + cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 ); + cameraR.layers.enable( 2 ); + + var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); + + // + + function isPresenting() { + + return device !== null && device.isPresenting === true; + + } + + var currentSize, currentPixelRatio; + + function onVRDisplayPresentChange() { + + if ( isPresenting() ) { + + var eyeParameters = device.getEyeParameters( 'left' ); + var renderWidth = eyeParameters.renderWidth; + var renderHeight = eyeParameters.renderHeight; + + currentPixelRatio = renderer.getPixelRatio(); + currentSize = renderer.getSize(); + + renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 ); + + animation.start(); + + } else if ( scope.enabled ) { + + renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio ); + + animation.stop(); + + } + + } + + // + + var triggers = []; + + function findGamepad( id ) { + + var gamepads = navigator.getGamepads && navigator.getGamepads(); + + for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) { + + var gamepad = gamepads[ i ]; + + if ( gamepad && ( gamepad.id === 'Daydream Controller' || + gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' || + gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) || + gamepad.id.startsWith( 'Spatial Controller' ) ) ) { + + if ( j === id ) return gamepad; + + j ++; + + } + + } + + } + + function updateControllers() { + + for ( var i = 0; i < controllers.length; i ++ ) { + + var controller = controllers[ i ]; + + var gamepad = findGamepad( i ); + + if ( gamepad !== undefined && gamepad.pose !== undefined ) { + + if ( gamepad.pose === null ) return; + + // Pose + + var pose = gamepad.pose; + + if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 ); + + if ( pose.position !== null ) controller.position.fromArray( pose.position ); + if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation ); + controller.matrix.compose( controller.position, controller.quaternion, controller.scale ); + controller.matrix.premultiply( standingMatrix ); + controller.matrix.decompose( controller.position, controller.quaternion, controller.scale ); + controller.matrixWorldNeedsUpdate = true; + controller.visible = true; + + // Trigger + + var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1; + + if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) { + + triggers[ i ] = gamepad.buttons[ buttonId ].pressed; + + if ( triggers[ i ] === true ) { + + controller.dispatchEvent( { type: 'selectstart' } ); + + } else { + + controller.dispatchEvent( { type: 'selectend' } ); + controller.dispatchEvent( { type: 'select' } ); + + } + + } + + } else { + + controller.visible = false; + + } + + } + + } + + // + + this.enabled = false; + this.userHeight = 1.6; + + this.getController = function ( id ) { + + var controller = controllers[ id ]; + + if ( controller === undefined ) { + + controller = new Group(); + controller.matrixAutoUpdate = false; + controller.visible = false; + + controllers[ id ] = controller; + + } + + return controller; + + }; + + this.getDevice = function () { + + return device; + + }; + + this.setDevice = function ( value ) { + + if ( value !== undefined ) device = value; + + animation.setContext( value ); + + }; + + this.setPoseTarget = function ( object ) { + + if ( object !== undefined ) poseTarget = object; + + }; + + this.getCamera = function ( camera ) { + + if ( device === null ) { + + camera.position.set( 0, scope.userHeight, 0 ); + return camera; + + } + + device.depthNear = camera.near; + device.depthFar = camera.far; + + device.getFrameData( frameData ); + + // + + var stageParameters = device.stageParameters; + + if ( stageParameters ) { + + standingMatrix.fromArray( stageParameters.sittingToStandingTransform ); + + } else { + + standingMatrix.makeTranslation( 0, scope.userHeight, 0 ); + + } + + + var pose = frameData.pose; + var poseObject = poseTarget !== null ? poseTarget : camera; + + // We want to manipulate poseObject by its position and quaternion components since users may rely on them. + poseObject.matrix.copy( standingMatrix ); + poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale ); + + if ( pose.orientation !== null ) { + + tempQuaternion.fromArray( pose.orientation ); + poseObject.quaternion.multiply( tempQuaternion ); + + } + + if ( pose.position !== null ) { + + tempQuaternion.setFromRotationMatrix( standingMatrix ); + tempPosition.fromArray( pose.position ); + tempPosition.applyQuaternion( tempQuaternion ); + poseObject.position.add( tempPosition ); + + } + + poseObject.updateMatrixWorld(); + + if ( device.isPresenting === false ) return camera; + + // + + cameraL.near = camera.near; + cameraR.near = camera.near; + + cameraL.far = camera.far; + cameraR.far = camera.far; + + cameraVR.matrixWorld.copy( camera.matrixWorld ); + cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse ); + + cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); + cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix ); + + // TODO (mrdoob) Double check this code + + standingMatrixInverse.getInverse( standingMatrix ); + + cameraL.matrixWorldInverse.multiply( standingMatrixInverse ); + cameraR.matrixWorldInverse.multiply( standingMatrixInverse ); + + var parent = poseObject.parent; + + if ( parent !== null ) { + + matrixWorldInverse.getInverse( parent.matrixWorld ); + + cameraL.matrixWorldInverse.multiply( matrixWorldInverse ); + cameraR.matrixWorldInverse.multiply( matrixWorldInverse ); + + } + + // envMap and Mirror needs camera.matrixWorld + + cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse ); + cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse ); + + cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix ); + cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix ); + + // HACK (mrdoob) + // https://github.com/w3c/webvr/issues/203 + + cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); + + // + + var layers = device.getLayers(); + + if ( layers.length ) { + + var layer = layers[ 0 ]; + + if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) { + + cameraL.bounds.fromArray( layer.leftBounds ); + + } + + if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) { + + cameraR.bounds.fromArray( layer.rightBounds ); + + } + + } + + updateControllers(); + + return cameraVR; + + }; + + this.getStandingMatrix = function () { + + return standingMatrix; + + }; + + this.isPresenting = isPresenting; + + // Animation Loop + + var animation = new WebGLAnimation(); + + this.setAnimationLoop = function ( callback ) { + + animation.setAnimationLoop( callback ); + + }; + + this.submitFrame = function () { + + if ( isPresenting() ) device.submitFrame(); + + }; + + this.dispose = function () { + + if ( typeof window !== 'undefined' ) { + + window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange ); + + } + + }; + +} + +export { WebVRManager }; diff --git a/src.original/renderers/webvr/WebXRManager.js b/src.original/renderers/webvr/WebXRManager.js new file mode 100644 index 00000000000000..c829015fe44f51 --- /dev/null +++ b/src.original/renderers/webvr/WebXRManager.js @@ -0,0 +1,296 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Group } from '../../objects/Group.js'; +import { Vector4 } from '../../math/Vector4.js'; +import { ArrayCamera } from '../../cameras/ArrayCamera.js'; +import { PerspectiveCamera } from '../../cameras/PerspectiveCamera.js'; +import { WebGLAnimation } from '../webgl/WebGLAnimation.js'; + +function WebXRManager( renderer ) { + + var gl = renderer.context; + + var device = null; + var session = null; + + var frameOfRef = null; + + var pose = null; + + var controllers = []; + var inputSources = []; + + function isPresenting() { + + return session !== null && frameOfRef !== null; + + + } + + // + + 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 cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); + + // + + this.enabled = false; + + this.getController = function ( id ) { + + var controller = controllers[ id ]; + + if ( controller === undefined ) { + + controller = new Group(); + controller.matrixAutoUpdate = false; + controller.visible = false; + + controllers[ id ] = controller; + + } + + return controller; + + }; + + this.getDevice = function () { + + return device; + + }; + + this.setDevice = function ( value ) { + + if ( value !== undefined ) device = value; + if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value ); + + }; + + // + + function onSessionEvent( event ) { + + var controller = controllers[ inputSources.indexOf( event.inputSource ) ]; + if ( controller ) controller.dispatchEvent( { type: event.type } ); + + } + + function onSessionEnd() { + + renderer.setFramebuffer( null ); + animation.stop(); + + } + + this.setSession = function ( value, options ) { + + session = value; + + if ( session !== null ) { + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + + session.baseLayer = new XRWebGLLayer( session, gl ); + session.requestFrameOfReference( options.frameOfReferenceType ).then( function ( value ) { + + frameOfRef = value; + + renderer.setFramebuffer( session.baseLayer.framebuffer ); + + animation.setContext( session ); + animation.start(); + + } ); + + // + + inputSources = session.getInputSources(); + + session.addEventListener( 'inputsourceschange', function () { + + inputSources = session.getInputSources(); + console.log( inputSources ); + + } ); + + } + + }; + + 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 ) { + + if ( isPresenting() ) { + + var parent = camera.parent; + var cameras = cameraVR.cameras; + + // apply camera.parent to cameraVR + + 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 = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( true ); + + } + + return cameraVR; + + } + + return camera; + + }; + + this.isPresenting = isPresenting; + + // Animation Loop + + var onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getDevicePose( frameOfRef ); + + if ( pose !== null ) { + + var layer = session.baseLayer; + var views = frame.views; + + for ( var i = 0; i < views.length; i ++ ) { + + var view = views[ i ]; + var viewport = layer.getViewport( view ); + var viewMatrix = pose.getViewMatrix( view ); + + var camera = cameraVR.cameras[ i ]; + camera.matrix.fromArray( viewMatrix ).getInverse( camera.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 ); + + // HACK (mrdoob) + // https://github.com/w3c/webvr/issues/203 + + cameraVR.projectionMatrix.copy( camera.projectionMatrix ); + + } + + } + + } + + // + + for ( var i = 0; i < controllers.length; i ++ ) { + + var controller = controllers[ i ]; + + var inputSource = inputSources[ i ]; + + if ( inputSource ) { + + var inputPose = frame.getInputPose( inputSource, frameOfRef ); + + if ( inputPose !== null ) { + + if ( 'targetRay' in inputPose ) { + + controller.matrix.elements = inputPose.targetRay.transformMatrix; + + } else if ( 'pointerMatrix' in inputPose ) { + + // DEPRECATED + + controller.matrix.elements = inputPose.pointerMatrix; + + } + + controller.matrix.decompose( controller.position, controller.rotation, controller.scale ); + controller.visible = true; + + continue; + + } + + } + + controller.visible = false; + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + var animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + // DEPRECATED + + this.getStandingMatrix = function () { + + console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' ); + return new THREE.Matrix4(); + + }; + + this.submitFrame = function () {}; + +} + +export { WebXRManager }; diff --git a/src.original/scenes/Fog.js b/src.original/scenes/Fog.js new file mode 100644 index 00000000000000..2daf22e5f36d7d --- /dev/null +++ b/src.original/scenes/Fog.js @@ -0,0 +1,38 @@ +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Fog( color, near, far ) { + + this.name = ''; + + this.color = new Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +} + +Fog.prototype.isFog = true; + +Fog.prototype.clone = function () { + + return new Fog( this.color, this.near, this.far ); + +}; + +Fog.prototype.toJSON = function ( /* meta */ ) { + + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + +}; + +export { Fog }; diff --git a/src.original/scenes/FogExp2.js b/src.original/scenes/FogExp2.js new file mode 100644 index 00000000000000..5bcec07b00b19b --- /dev/null +++ b/src.original/scenes/FogExp2.js @@ -0,0 +1,35 @@ +import { Color } from '../math/Color.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function FogExp2( color, density ) { + + this.name = ''; + + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + +} + +FogExp2.prototype.isFogExp2 = true; + +FogExp2.prototype.clone = function () { + + return new FogExp2( this.color, this.density ); + +}; + +FogExp2.prototype.toJSON = function ( /* meta */ ) { + + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + +}; + +export { FogExp2 }; diff --git a/src.original/scenes/Scene.js b/src.original/scenes/Scene.js new file mode 100644 index 00000000000000..0c26ea9dd36e45 --- /dev/null +++ b/src.original/scenes/Scene.js @@ -0,0 +1,55 @@ +import { Object3D } from '../core/Object3D.js'; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Scene() { + + Object3D.call( this ); + + this.type = 'Scene'; + + this.background = null; + this.fog = null; + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + +} + +Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Scene, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + return data; + + } + +} ); + + + +export { Scene }; diff --git a/src.original/textures/CanvasTexture.js b/src.original/textures/CanvasTexture.js new file mode 100644 index 00000000000000..5239619fbce437 --- /dev/null +++ b/src.original/textures/CanvasTexture.js @@ -0,0 +1,19 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Texture } from './Texture.js'; + +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; + +export { CanvasTexture }; diff --git a/src.original/textures/CompressedTexture.js b/src.original/textures/CompressedTexture.js new file mode 100644 index 00000000000000..9e800e59746f68 --- /dev/null +++ b/src.original/textures/CompressedTexture.js @@ -0,0 +1,32 @@ +/** + * @author alteredq / http://alteredqualia.com/ + */ + +import { Texture } from './Texture.js'; + +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; + + +export { CompressedTexture }; diff --git a/src.original/textures/CubeTexture.js b/src.original/textures/CubeTexture.js new file mode 100644 index 00000000000000..3e6d7cfed8ecca --- /dev/null +++ b/src.original/textures/CubeTexture.js @@ -0,0 +1,41 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Texture } from './Texture.js'; +import { CubeReflectionMapping } from '../constants.js'; + +function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + +} + +CubeTexture.prototype = Object.create( Texture.prototype ); +CubeTexture.prototype.constructor = CubeTexture; + +CubeTexture.prototype.isCubeTexture = true; + +Object.defineProperty( CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + +} ); + + +export { CubeTexture }; diff --git a/src.original/textures/DataTexture.js b/src.original/textures/DataTexture.js new file mode 100644 index 00000000000000..554407555300b1 --- /dev/null +++ b/src.original/textures/DataTexture.js @@ -0,0 +1,29 @@ +/** + * @author alteredq / http://alteredqualia.com/ + */ + +import { Texture } from './Texture.js'; +import { NearestFilter } from '../constants.js'; + +function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data, width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + +} + +DataTexture.prototype = Object.create( Texture.prototype ); +DataTexture.prototype.constructor = DataTexture; + +DataTexture.prototype.isDataTexture = true; + + +export { DataTexture }; diff --git a/src.original/textures/DepthTexture.js b/src.original/textures/DepthTexture.js new file mode 100644 index 00000000000000..9800e185835273 --- /dev/null +++ b/src.original/textures/DepthTexture.js @@ -0,0 +1,38 @@ +/** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ + +import { Texture } from './Texture.js'; +import { NearestFilter, UnsignedShortType, UnsignedInt248Type, DepthFormat, DepthStencilFormat } from '../constants.js'; + +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; + +export { DepthTexture }; diff --git a/src.original/textures/Texture.js b/src.original/textures/Texture.js new file mode 100644 index 00000000000000..9bc48577e1e338 --- /dev/null +++ b/src.original/textures/Texture.js @@ -0,0 +1,315 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +import { EventDispatcher } from '../core/EventDispatcher.js'; +import { UVMapping } from '../constants.js'; +import { MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearEncoding, UnsignedByteType, RGBAFormat, LinearMipMapLinearFilter, LinearFilter } from '../constants.js'; +import { _Math } from '../math/Math.js'; +import { Vector2 } from '../math/Vector2.js'; +import { Matrix3 } from '../math/Matrix3.js'; +import { ImageUtils } from '../extras/ImageUtils.js'; + +var textureId = 0; + +function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + Object.defineProperty( this, 'id', { value: textureId ++ } ); + + this.uuid = _Math.generateUUID(); + + this.name = ''; + + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; + + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : RGBAFormat; + this.type = type !== undefined ? type : UnsignedByteType; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.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.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, + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY + + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + var image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = _Math.generateUUID(); // UGH + + } + + if ( ! 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.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; + + } + + } + +} ); + +Object.defineProperty( Texture.prototype, "needsUpdate", { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + + +export { Texture }; diff --git a/src.original/textures/VideoTexture.js b/src.original/textures/VideoTexture.js new file mode 100644 index 00000000000000..848b23d249f7bb --- /dev/null +++ b/src.original/textures/VideoTexture.js @@ -0,0 +1,36 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +import { Texture } from './Texture.js'; + +function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.generateMipmaps = false; + +} + +VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { + + constructor: VideoTexture, + + isVideoTexture: true, + + update: function () { + + var video = this.image; + + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + +} ); + + +export { VideoTexture }; diff --git a/src.original/utils.js b/src.original/utils.js new file mode 100644 index 00000000000000..6783c51ad9f732 --- /dev/null +++ b/src.original/utils.js @@ -0,0 +1,37 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function arrayMin( array ) { + + if ( array.length === 0 ) return Infinity; + + var min = array[ 0 ]; + + for ( var i = 1, l = array.length; i < l; ++ i ) { + + if ( array[ i ] < min ) min = array[ i ]; + + } + + return min; + +} + +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; + +} + +export { arrayMin, arrayMax };