mirror of
https://expo.survex.com/repositories/troggle/.git
synced 2024-11-25 00:31:55 +00:00
10006 lines
209 KiB
JavaScript
10006 lines
209 KiB
JavaScript
|
(function (global, factory) {
|
||
|
typeof exports === 'object' && typeof module !== 'undefined' ? factory() :
|
||
|
typeof define === 'function' && define.amd ? define(factory) :
|
||
|
(factory());
|
||
|
}(this, (function () { 'use strict';
|
||
|
|
||
|
// 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 ( Function.prototype.name === undefined ) {
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
};
|
||
|
|
||
|
} )();
|
||
|
|
||
|
}
|
||
|
|
||
|
function HeightMapLoader ( tileSpec, loadCallback, errorCallback ) {
|
||
|
|
||
|
if ( ! loadCallback ) alert( 'No callback specified' );
|
||
|
|
||
|
var tileSet = tileSpec.tileSet;
|
||
|
var clip = tileSpec.clip;
|
||
|
|
||
|
this.loadCallback = loadCallback;
|
||
|
this.errorCallback = errorCallback;
|
||
|
|
||
|
if ( tileSpec.z > tileSet.dtmMaxZoom ) {
|
||
|
|
||
|
var scale = Math.pow( 2, tileSpec.z - tileSet.dtmMaxZoom );
|
||
|
|
||
|
this.x = Math.floor( tileSpec.x / scale );
|
||
|
this.y = Math.floor( tileSpec.y / scale );
|
||
|
this.z = tileSet.dtmMaxZoom;
|
||
|
|
||
|
// calculate offset in terrain cells of covering DTM tile for this smaller image tile.
|
||
|
|
||
|
var divisions = tileSet.divisions;
|
||
|
|
||
|
var dtmOffsetX = ( divisions * ( tileSpec.x % scale ) ) / scale;
|
||
|
var dtmOffsetY = ( divisions + 1 ) * ( divisions * ( tileSpec.y % scale ) ) / scale;
|
||
|
|
||
|
clip.dtmOffset = dtmOffsetY + dtmOffsetX;
|
||
|
clip.dtmWidth = tileSet.divisions + 1;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.x = tileSpec.x;
|
||
|
this.y = tileSpec.y;
|
||
|
this.z = tileSpec.z;
|
||
|
|
||
|
clip.dtmOffset = 0;
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
this.tileFile = tileSet.directory + '/' + this.z + '/DTM-' + this.x + '-' + this.y + '.bin';
|
||
|
|
||
|
}
|
||
|
|
||
|
HeightMapLoader.prototype.constructor = HeightMapLoader;
|
||
|
|
||
|
HeightMapLoader.prototype.load = function () {
|
||
|
|
||
|
var self = this;
|
||
|
var xhr;
|
||
|
|
||
|
xhr = new XMLHttpRequest();
|
||
|
|
||
|
xhr.addEventListener( 'load', _loaded);
|
||
|
xhr.addEventListener( 'error', this.errorCallback );
|
||
|
|
||
|
xhr.open( 'GET', this.tileFile );
|
||
|
xhr.responseType = 'arraybuffer';
|
||
|
|
||
|
xhr.send();
|
||
|
|
||
|
return true;
|
||
|
|
||
|
function _loaded ( /* request */ ) {
|
||
|
|
||
|
if (xhr.status === 200) {
|
||
|
|
||
|
self.loadCallback( xhr.response, self.x, self.y );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
self.errorCallback( xhr.response, self.x, self.y );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
// EOF
|
||
|
|
||
|
/**
|
||
|
* @author alteredq / http://alteredqualia.com/
|
||
|
* @author mrdoob / http://mrdoob.com/
|
||
|
*/
|
||
|
|
||
|
var _Math = {
|
||
|
|
||
|
DEG2RAD: Math.PI / 180,
|
||
|
RAD2DEG: 180 / Math.PI,
|
||
|
|
||
|
generateUUID: function () {
|
||
|
|
||
|
// http://www.broofa.com/Tools/Math.uuid.htm
|
||
|
|
||
|
var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
|
||
|
var uuid = new Array( 36 );
|
||
|
var rnd = 0, r;
|
||
|
|
||
|
return function generateUUID() {
|
||
|
|
||
|
for ( var i = 0; i < 36; i ++ ) {
|
||
|
|
||
|
if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
|
||
|
|
||
|
uuid[ i ] = '-';
|
||
|
|
||
|
} else if ( i === 14 ) {
|
||
|
|
||
|
uuid[ i ] = '4';
|
||
|
|
||
|
} else {
|
||
|
|
||
|
if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
|
||
|
r = rnd & 0xf;
|
||
|
rnd = rnd >> 4;
|
||
|
uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return uuid.join( '' );
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
clamp: function ( value, min, max ) {
|
||
|
|
||
|
return Math.max( min, Math.min( max, value ) );
|
||
|
|
||
|
},
|
||
|
|
||
|
// compute euclidian modulo of m % n
|
||
|
// https://en.wikipedia.org/wiki/Modulo_operation
|
||
|
|
||
|
euclideanModulo: function ( n, m ) {
|
||
|
|
||
|
return ( ( n % m ) + m ) % m;
|
||
|
|
||
|
},
|
||
|
|
||
|
// Linear mapping from range <a1, a2> to range <b1, b2>
|
||
|
|
||
|
mapLinear: function ( x, a1, a2, b1, b2 ) {
|
||
|
|
||
|
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
||
|
|
||
|
},
|
||
|
|
||
|
// https://en.wikipedia.org/wiki/Linear_interpolation
|
||
|
|
||
|
lerp: function ( x, y, t ) {
|
||
|
|
||
|
return ( 1 - t ) * x + t * y;
|
||
|
|
||
|
},
|
||
|
|
||
|
// http://en.wikipedia.org/wiki/Smoothstep
|
||
|
|
||
|
smoothstep: function ( x, min, max ) {
|
||
|
|
||
|
if ( x <= min ) return 0;
|
||
|
if ( x >= max ) return 1;
|
||
|
|
||
|
x = ( x - min ) / ( max - min );
|
||
|
|
||
|
return x * x * ( 3 - 2 * x );
|
||
|
|
||
|
},
|
||
|
|
||
|
smootherstep: function ( x, min, max ) {
|
||
|
|
||
|
if ( x <= min ) return 0;
|
||
|
if ( x >= max ) return 1;
|
||
|
|
||
|
x = ( x - min ) / ( max - min );
|
||
|
|
||
|
return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
|
||
|
|
||
|
},
|
||
|
|
||
|
// Random integer from <low, high> interval
|
||
|
|
||
|
randInt: function ( low, high ) {
|
||
|
|
||
|
return low + Math.floor( Math.random() * ( high - low + 1 ) );
|
||
|
|
||
|
},
|
||
|
|
||
|
// Random float from <low, high> interval
|
||
|
|
||
|
randFloat: function ( low, high ) {
|
||
|
|
||
|
return low + Math.random() * ( high - low );
|
||
|
|
||
|
},
|
||
|
|
||
|
// Random float from <-range/2, range/2> interval
|
||
|
|
||
|
randFloatSpread: function ( range ) {
|
||
|
|
||
|
return range * ( 0.5 - Math.random() );
|
||
|
|
||
|
},
|
||
|
|
||
|
degToRad: function ( degrees ) {
|
||
|
|
||
|
return degrees * _Math.DEG2RAD;
|
||
|
|
||
|
},
|
||
|
|
||
|
radToDeg: function ( radians ) {
|
||
|
|
||
|
return radians * _Math.RAD2DEG;
|
||
|
|
||
|
},
|
||
|
|
||
|
isPowerOfTwo: function ( value ) {
|
||
|
|
||
|
return ( value & ( value - 1 ) ) === 0 && value !== 0;
|
||
|
|
||
|
},
|
||
|
|
||
|
nearestPowerOfTwo: function ( value ) {
|
||
|
|
||
|
return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
|
||
|
|
||
|
},
|
||
|
|
||
|
nextPowerOfTwo: function ( value ) {
|
||
|
|
||
|
value --;
|
||
|
value |= value >> 1;
|
||
|
value |= value >> 2;
|
||
|
value |= value >> 4;
|
||
|
value |= value >> 8;
|
||
|
value |= value >> 16;
|
||
|
value ++;
|
||
|
|
||
|
return value;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* @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 ) {
|
||
|
|
||
|
var te = this.elements;
|
||
|
var me = m.elements;
|
||
|
|
||
|
var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
|
||
|
var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
|
||
|
var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
|
||
|
|
||
|
te[ 0 ] = me[ 0 ] * scaleX;
|
||
|
te[ 1 ] = me[ 1 ] * scaleX;
|
||
|
te[ 2 ] = me[ 2 ] * scaleX;
|
||
|
|
||
|
te[ 4 ] = me[ 4 ] * scaleY;
|
||
|
te[ 5 ] = me[ 5 ] * scaleY;
|
||
|
te[ 6 ] = me[ 6 ] * scaleY;
|
||
|
|
||
|
te[ 8 ] = me[ 8 ] * scaleZ;
|
||
|
te[ 9 ] = me[ 9 ] * scaleZ;
|
||
|
te[ 10 ] = me[ 10 ] * scaleZ;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
makeRotationFromEuler: function ( euler ) {
|
||
|
|
||
|
if ( ! ( euler && euler.isEuler ) ) {
|
||
|
|
||
|
console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
var te = this.elements;
|
||
|
|
||
|
var x = euler.x, y = euler.y, z = euler.z;
|
||
|
var a = Math.cos( x ), b = Math.sin( x );
|
||
|
var c = Math.cos( y ), d = Math.sin( y );
|
||
|
var e = Math.cos( z ), f = Math.sin( z );
|
||
|
|
||
|
if ( euler.order === 'XYZ' ) {
|
||
|
|
||
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
||
|
|
||
|
te[ 0 ] = c * e;
|
||
|
te[ 4 ] = - c * f;
|
||
|
te[ 8 ] = d;
|
||
|
|
||
|
te[ 1 ] = af + be * d;
|
||
|
te[ 5 ] = ae - bf * d;
|
||
|
te[ 9 ] = - b * c;
|
||
|
|
||
|
te[ 2 ] = bf - ae * d;
|
||
|
te[ 6 ] = be + af * d;
|
||
|
te[ 10 ] = a * c;
|
||
|
|
||
|
} else if ( euler.order === 'YXZ' ) {
|
||
|
|
||
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
||
|
|
||
|
te[ 0 ] = ce + df * b;
|
||
|
te[ 4 ] = de * b - cf;
|
||
|
te[ 8 ] = a * d;
|
||
|
|
||
|
te[ 1 ] = a * f;
|
||
|
te[ 5 ] = a * e;
|
||
|
te[ 9 ] = - b;
|
||
|
|
||
|
te[ 2 ] = cf * b - de;
|
||
|
te[ 6 ] = df + ce * b;
|
||
|
te[ 10 ] = a * c;
|
||
|
|
||
|
} else if ( euler.order === 'ZXY' ) {
|
||
|
|
||
|
var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
||
|
|
||
|
te[ 0 ] = ce - df * b;
|
||
|
te[ 4 ] = - a * f;
|
||
|
te[ 8 ] = de + cf * b;
|
||
|
|
||
|
te[ 1 ] = cf + de * b;
|
||
|
te[ 5 ] = a * e;
|
||
|
te[ 9 ] = df - ce * b;
|
||
|
|
||
|
te[ 2 ] = - a * d;
|
||
|
te[ 6 ] = b;
|
||
|
te[ 10 ] = a * c;
|
||
|
|
||
|
} else if ( euler.order === 'ZYX' ) {
|
||
|
|
||
|
var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
||
|
|
||
|
te[ 0 ] = c * e;
|
||
|
te[ 4 ] = be * d - af;
|
||
|
te[ 8 ] = ae * d + bf;
|
||
|
|
||
|
te[ 1 ] = c * f;
|
||
|
te[ 5 ] = bf * d + ae;
|
||
|
te[ 9 ] = af * d - be;
|
||
|
|
||
|
te[ 2 ] = - d;
|
||
|
te[ 6 ] = b * c;
|
||
|
te[ 10 ] = a * c;
|
||
|
|
||
|
} else if ( euler.order === 'YZX' ) {
|
||
|
|
||
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
||
|
|
||
|
te[ 0 ] = c * e;
|
||
|
te[ 4 ] = bd - ac * f;
|
||
|
te[ 8 ] = bc * f + ad;
|
||
|
|
||
|
te[ 1 ] = f;
|
||
|
te[ 5 ] = a * e;
|
||
|
te[ 9 ] = - b * e;
|
||
|
|
||
|
te[ 2 ] = - d * e;
|
||
|
te[ 6 ] = ad * f + bc;
|
||
|
te[ 10 ] = ac - bd * f;
|
||
|
|
||
|
} else if ( euler.order === 'XZY' ) {
|
||
|
|
||
|
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
||
|
|
||
|
te[ 0 ] = c * e;
|
||
|
te[ 4 ] = - f;
|
||
|
te[ 8 ] = d * e;
|
||
|
|
||
|
te[ 1 ] = ac * f + bd;
|
||
|
te[ 5 ] = a * e;
|
||
|
te[ 9 ] = ad * f - bc;
|
||
|
|
||
|
te[ 2 ] = bc * f - ad;
|
||
|
te[ 6 ] = b * e;
|
||
|
te[ 10 ] = bd * f + ac;
|
||
|
|
||
|
}
|
||
|
|
||
|
// last column
|
||
|
te[ 3 ] = 0;
|
||
|
te[ 7 ] = 0;
|
||
|
te[ 11 ] = 0;
|
||
|
|
||
|
// bottom row
|
||
|
te[ 12 ] = 0;
|
||
|
te[ 13 ] = 0;
|
||
|
te[ 14 ] = 0;
|
||
|
te[ 15 ] = 1;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
makeRotationFromQuaternion: function ( q ) {
|
||
|
|
||
|
var te = this.elements;
|
||
|
|
||
|
var x = q._x, y = q._y, z = q._z, w = q._w;
|
||
|
var x2 = x + x, y2 = y + y, z2 = z + z;
|
||
|
var xx = x * x2, xy = x * y2, xz = x * z2;
|
||
|
var yy = y * y2, yz = y * z2, zz = z * z2;
|
||
|
var wx = w * x2, wy = w * y2, wz = w * z2;
|
||
|
|
||
|
te[ 0 ] = 1 - ( yy + zz );
|
||
|
te[ 4 ] = xy - wz;
|
||
|
te[ 8 ] = xz + wy;
|
||
|
|
||
|
te[ 1 ] = xy + wz;
|
||
|
te[ 5 ] = 1 - ( xx + zz );
|
||
|
te[ 9 ] = yz - wx;
|
||
|
|
||
|
te[ 2 ] = xz - wy;
|
||
|
te[ 6 ] = yz + wx;
|
||
|
te[ 10 ] = 1 - ( xx + yy );
|
||
|
|
||
|
// last column
|
||
|
te[ 3 ] = 0;
|
||
|
te[ 7 ] = 0;
|
||
|
te[ 11 ] = 0;
|
||
|
|
||
|
// bottom row
|
||
|
te[ 12 ] = 0;
|
||
|
te[ 13 ] = 0;
|
||
|
te[ 14 ] = 0;
|
||
|
te[ 15 ] = 1;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
lookAt: function () {
|
||
|
|
||
|
var x = 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 ) {
|
||
|
|
||
|
this.makeRotationFromQuaternion( quaternion );
|
||
|
this.scale( scale );
|
||
|
this.setPosition( position );
|
||
|
|
||
|
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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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();
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
inverse: function () {
|
||
|
|
||
|
return this.conjugate().normalize();
|
||
|
|
||
|
},
|
||
|
|
||
|
conjugate: function () {
|
||
|
|
||
|
this._x *= - 1;
|
||
|
this._y *= - 1;
|
||
|
this._z *= - 1;
|
||
|
|
||
|
this.onChangeCallback();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
dot: function ( v ) {
|
||
|
|
||
|
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
|
||
|
|
||
|
},
|
||
|
|
||
|
lengthSq: function () {
|
||
|
|
||
|
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
|
||
|
|
||
|
},
|
||
|
|
||
|
length: function () {
|
||
|
|
||
|
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
|
||
|
|
||
|
},
|
||
|
|
||
|
normalize: function () {
|
||
|
|
||
|
var l = this.length();
|
||
|
|
||
|
if ( l === 0 ) {
|
||
|
|
||
|
this._x = 0;
|
||
|
this._y = 0;
|
||
|
this._z = 0;
|
||
|
this._w = 1;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
l = 1 / l;
|
||
|
|
||
|
this._x = this._x * l;
|
||
|
this._y = this._y * l;
|
||
|
this._z = this._z * l;
|
||
|
this._w = this._w * l;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.onChangeCallback();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
multiply: function ( q, p ) {
|
||
|
|
||
|
if ( p !== undefined ) {
|
||
|
|
||
|
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
|
||
|
return this.multiplyQuaternions( q, p );
|
||
|
|
||
|
}
|
||
|
|
||
|
return this.multiplyQuaternions( this, q );
|
||
|
|
||
|
},
|
||
|
|
||
|
premultiply: function ( q ) {
|
||
|
|
||
|
return this.multiplyQuaternions( q, this );
|
||
|
|
||
|
},
|
||
|
|
||
|
multiplyQuaternions: function ( a, b ) {
|
||
|
|
||
|
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
|
||
|
|
||
|
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
|
||
|
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
|
||
|
|
||
|
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
|
||
|
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
|
||
|
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
|
||
|
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
|
||
|
|
||
|
this.onChangeCallback();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
slerp: function ( qb, t ) {
|
||
|
|
||
|
if ( t === 0 ) return this;
|
||
|
if ( t === 1 ) return this.copy( qb );
|
||
|
|
||
|
var x = this._x, y = this._y, z = this._z, w = this._w;
|
||
|
|
||
|
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
|
||
|
|
||
|
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
|
||
|
|
||
|
if ( cosHalfTheta < 0 ) {
|
||
|
|
||
|
this._w = - qb._w;
|
||
|
this._x = - qb._x;
|
||
|
this._y = - qb._y;
|
||
|
this._z = - qb._z;
|
||
|
|
||
|
cosHalfTheta = - cosHalfTheta;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.copy( qb );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( cosHalfTheta >= 1.0 ) {
|
||
|
|
||
|
this._w = w;
|
||
|
this._x = x;
|
||
|
this._y = y;
|
||
|
this._z = z;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
|
||
|
|
||
|
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
|
||
|
|
||
|
this._w = 0.5 * ( w + this._w );
|
||
|
this._x = 0.5 * ( x + this._x );
|
||
|
this._y = 0.5 * ( y + this._y );
|
||
|
this._z = 0.5 * ( z + this._z );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
|
||
|
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
|
||
|
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
|
||
|
|
||
|
this._w = ( w * ratioA + this._w * ratioB );
|
||
|
this._x = ( x * ratioA + this._x * ratioB );
|
||
|
this._y = ( y * ratioA + this._y * ratioB );
|
||
|
this._z = ( z * ratioA + this._z * ratioB );
|
||
|
|
||
|
this.onChangeCallback();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
equals: function ( quaternion ) {
|
||
|
|
||
|
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
||
|
|
||
|
},
|
||
|
|
||
|
fromArray: function ( array, offset ) {
|
||
|
|
||
|
if ( offset === undefined ) offset = 0;
|
||
|
|
||
|
this._x = array[ offset ];
|
||
|
this._y = array[ offset + 1 ];
|
||
|
this._z = array[ offset + 2 ];
|
||
|
this._w = array[ offset + 3 ];
|
||
|
|
||
|
this.onChangeCallback();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
toArray: function ( array, offset ) {
|
||
|
|
||
|
if ( array === undefined ) array = [];
|
||
|
if ( offset === undefined ) offset = 0;
|
||
|
|
||
|
array[ offset ] = this._x;
|
||
|
array[ offset + 1 ] = this._y;
|
||
|
array[ offset + 2 ] = this._z;
|
||
|
array[ offset + 3 ] = this._w;
|
||
|
|
||
|
return array;
|
||
|
|
||
|
},
|
||
|
|
||
|
onChange: function ( callback ) {
|
||
|
|
||
|
this.onChangeCallback = callback;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
onChangeCallback: function () {}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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 );
|
||
|
|
||
|
},
|
||
|
|
||
|
lengthManhattan: 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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
var x = this.x, y = this.y, z = this.z;
|
||
|
|
||
|
this.x = y * v.z - z * v.y;
|
||
|
this.y = z * v.x - x * v.z;
|
||
|
this.z = x * v.y - y * v.x;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
crossVectors: function ( a, b ) {
|
||
|
|
||
|
var ax = a.x, ay = a.y, az = a.z;
|
||
|
var bx = b.x, by = b.y, bz = b.z;
|
||
|
|
||
|
this.x = ay * bz - az * by;
|
||
|
this.y = az * bx - ax * bz;
|
||
|
this.z = ax * by - ay * bx;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
projectOnVector: function ( vector ) {
|
||
|
|
||
|
var scalar = vector.dot( this ) / vector.lengthSq();
|
||
|
|
||
|
return this.copy( vector ).multiplyScalar( scalar );
|
||
|
|
||
|
},
|
||
|
|
||
|
projectOnPlane: function () {
|
||
|
|
||
|
var v1 = 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;
|
||
|
|
||
|
},
|
||
|
|
||
|
distanceToManhattan: function ( v ) {
|
||
|
|
||
|
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
|
||
|
|
||
|
},
|
||
|
|
||
|
setFromSpherical: function ( s ) {
|
||
|
|
||
|
var sinPhiRadius = Math.sin( s.phi ) * s.radius;
|
||
|
|
||
|
this.x = sinPhiRadius * Math.sin( s.theta );
|
||
|
this.y = Math.cos( s.phi ) * s.radius;
|
||
|
this.z = sinPhiRadius * Math.cos( s.theta );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
setFromCylindrical: function ( c ) {
|
||
|
|
||
|
this.x = c.radius * Math.sin( c.theta );
|
||
|
this.y = c.y;
|
||
|
this.z = c.radius * Math.cos( c.theta );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
setFromMatrixPosition: function ( m ) {
|
||
|
|
||
|
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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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 ) {
|
||
|
|
||
|
// We use the following equation to compute the signed distance from
|
||
|
// the center of the sphere to the plane.
|
||
|
//
|
||
|
// distance = q * n - d
|
||
|
//
|
||
|
// If this distance is greater than the radius of the sphere,
|
||
|
// then there is no intersection.
|
||
|
|
||
|
return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;
|
||
|
|
||
|
},
|
||
|
|
||
|
clampPoint: function ( point, optionalTarget ) {
|
||
|
|
||
|
var deltaLengthSq = this.center.distanceToSquared( point );
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
|
||
|
result.copy( point );
|
||
|
|
||
|
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
|
||
|
|
||
|
result.sub( this.center ).normalize();
|
||
|
result.multiplyScalar( this.radius ).add( this.center );
|
||
|
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
|
||
|
},
|
||
|
|
||
|
getBoundingBox: function ( optionalTarget ) {
|
||
|
|
||
|
var box = optionalTarget || new Box3();
|
||
|
|
||
|
box.set( this.center, this.center );
|
||
|
box.expandByScalar( this.radius );
|
||
|
|
||
|
return box;
|
||
|
|
||
|
},
|
||
|
|
||
|
applyMatrix4: function ( matrix ) {
|
||
|
|
||
|
this.center.applyMatrix4( matrix );
|
||
|
this.radius = this.radius * matrix.getMaxScaleOnAxis();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
translate: function ( offset ) {
|
||
|
|
||
|
this.center.add( offset );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
equals: function ( sphere ) {
|
||
|
|
||
|
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @author 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 ( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
||
|
|
||
|
},
|
||
|
|
||
|
getSize: function ( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );
|
||
|
|
||
|
},
|
||
|
|
||
|
expandByPoint: function ( point ) {
|
||
|
|
||
|
this.min.min( point );
|
||
|
this.max.max( point );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
expandByVector: function ( vector ) {
|
||
|
|
||
|
this.min.sub( vector );
|
||
|
this.max.add( vector );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
expandByScalar: function ( scalar ) {
|
||
|
|
||
|
this.min.addScalar( - scalar );
|
||
|
this.max.addScalar( scalar );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
expandByObject: function () {
|
||
|
|
||
|
// Computes the world-axis-aligned bounding box of an object (including its children),
|
||
|
// accounting for both the object's, and children's, world transforms
|
||
|
|
||
|
var v1 = new Vector3();
|
||
|
|
||
|
return function expandByObject( object ) {
|
||
|
|
||
|
var scope = this;
|
||
|
|
||
|
object.updateMatrixWorld( true );
|
||
|
|
||
|
object.traverse( function ( node ) {
|
||
|
|
||
|
var i, l;
|
||
|
|
||
|
var geometry = node.geometry;
|
||
|
|
||
|
if ( geometry !== undefined ) {
|
||
|
|
||
|
if ( geometry.isGeometry ) {
|
||
|
|
||
|
var vertices = geometry.vertices;
|
||
|
|
||
|
for ( i = 0, l = vertices.length; i < l; i ++ ) {
|
||
|
|
||
|
v1.copy( vertices[ i ] );
|
||
|
v1.applyMatrix4( node.matrixWorld );
|
||
|
|
||
|
scope.expandByPoint( v1 );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( geometry.isBufferGeometry ) {
|
||
|
|
||
|
var attribute = geometry.attributes.position;
|
||
|
|
||
|
if ( attribute !== undefined ) {
|
||
|
|
||
|
for ( i = 0, l = attribute.count; i < l; i ++ ) {
|
||
|
|
||
|
v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
|
||
|
|
||
|
scope.expandByPoint( v1 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
containsPoint: function ( point ) {
|
||
|
|
||
|
return point.x < this.min.x || point.x > this.max.x ||
|
||
|
point.y < this.min.y || point.y > this.max.y ||
|
||
|
point.z < this.min.z || point.z > this.max.z ? false : true;
|
||
|
|
||
|
},
|
||
|
|
||
|
containsBox: function ( box ) {
|
||
|
|
||
|
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
|
||
|
this.min.y <= box.min.y && box.max.y <= this.max.y &&
|
||
|
this.min.z <= box.min.z && box.max.z <= this.max.z;
|
||
|
|
||
|
},
|
||
|
|
||
|
getParameter: function ( point, optionalTarget ) {
|
||
|
|
||
|
// This can potentially have a divide by zero if the box
|
||
|
// has a size dimension of 0.
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
|
||
|
return result.set(
|
||
|
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
||
|
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
|
||
|
( point.z - this.min.z ) / ( this.max.z - this.min.z )
|
||
|
);
|
||
|
|
||
|
},
|
||
|
|
||
|
intersectsBox: function ( box ) {
|
||
|
|
||
|
// using 6 splitting planes to rule out intersections.
|
||
|
return box.max.x < this.min.x || box.min.x > this.max.x ||
|
||
|
box.max.y < this.min.y || box.min.y > this.max.y ||
|
||
|
box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
|
||
|
|
||
|
},
|
||
|
|
||
|
intersectsSphere: ( function () {
|
||
|
|
||
|
var closestPoint = 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 );
|
||
|
|
||
|
},
|
||
|
|
||
|
clampPoint: function ( point, optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
return result.copy( point ).clamp( this.min, this.max );
|
||
|
|
||
|
},
|
||
|
|
||
|
distanceToPoint: function () {
|
||
|
|
||
|
var v1 = new Vector3();
|
||
|
|
||
|
return function distanceToPoint( point ) {
|
||
|
|
||
|
var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
||
|
return clampedPoint.sub( point ).length();
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
getBoundingSphere: function () {
|
||
|
|
||
|
var v1 = new Vector3();
|
||
|
|
||
|
return function getBoundingSphere( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Sphere();
|
||
|
|
||
|
this.getCenter( result.center );
|
||
|
|
||
|
result.radius = this.getSize( v1 ).length() * 0.5;
|
||
|
|
||
|
return result;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
intersect: function ( box ) {
|
||
|
|
||
|
this.min.max( box.min );
|
||
|
this.max.min( box.max );
|
||
|
|
||
|
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
|
||
|
if( this.isEmpty() ) this.makeEmpty();
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
union: function ( box ) {
|
||
|
|
||
|
this.min.min( box.min );
|
||
|
this.max.max( box.max );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
applyMatrix4: function () {
|
||
|
|
||
|
var points = [
|
||
|
new Vector3(),
|
||
|
new Vector3(),
|
||
|
new Vector3(),
|
||
|
new Vector3(),
|
||
|
new Vector3(),
|
||
|
new Vector3(),
|
||
|
new Vector3(),
|
||
|
new Vector3()
|
||
|
];
|
||
|
|
||
|
return function applyMatrix4( matrix ) {
|
||
|
|
||
|
// transform of empty box is an empty box.
|
||
|
if( this.isEmpty() ) return this;
|
||
|
|
||
|
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
|
||
|
points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
|
||
|
points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
|
||
|
points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
|
||
|
points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
|
||
|
points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
|
||
|
points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
|
||
|
points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
|
||
|
points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
|
||
|
|
||
|
this.setFromPoints( points );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
translate: function ( offset ) {
|
||
|
|
||
|
this.min.add( offset );
|
||
|
this.max.add( offset );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
equals: function ( box ) {
|
||
|
|
||
|
return box.min.equals( this.min ) && box.max.equals( this.max );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* 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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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 );
|
||
|
|
||
|
},
|
||
|
|
||
|
lengthManhattan: function () {
|
||
|
|
||
|
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
||
|
|
||
|
},
|
||
|
|
||
|
normalize: function () {
|
||
|
|
||
|
return this.divideScalar( this.length() || 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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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 );
|
||
|
|
||
|
},
|
||
|
|
||
|
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;
|
||
|
|
||
|
},
|
||
|
|
||
|
lengthSq: function () {
|
||
|
|
||
|
return this.x * this.x + this.y * this.y;
|
||
|
|
||
|
},
|
||
|
|
||
|
length: function () {
|
||
|
|
||
|
return Math.sqrt( this.x * this.x + this.y * this.y );
|
||
|
|
||
|
},
|
||
|
|
||
|
lengthManhattan: function() {
|
||
|
|
||
|
return Math.abs( this.x ) + Math.abs( this.y );
|
||
|
|
||
|
},
|
||
|
|
||
|
normalize: function () {
|
||
|
|
||
|
return this.divideScalar( this.length() || 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;
|
||
|
|
||
|
},
|
||
|
|
||
|
distanceToManhattan: 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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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, '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 () {
|
||
|
|
||
|
var r = this.r, g = this.g, b = this.b;
|
||
|
|
||
|
this.r = r * r;
|
||
|
this.g = g * g;
|
||
|
this.b = b * b;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
convertLinearToGamma: function () {
|
||
|
|
||
|
this.r = Math.sqrt( this.r );
|
||
|
this.g = Math.sqrt( this.g );
|
||
|
this.b = Math.sqrt( this.b );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
getHex: function () {
|
||
|
|
||
|
return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
|
||
|
|
||
|
},
|
||
|
|
||
|
getHexString: function () {
|
||
|
|
||
|
return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
|
||
|
|
||
|
},
|
||
|
|
||
|
getHSL: function ( optionalTarget ) {
|
||
|
|
||
|
// h,s,l ranges are in 0.0 - 1.0
|
||
|
|
||
|
var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
|
||
|
|
||
|
var r = this.r, g = this.g, b = this.b;
|
||
|
|
||
|
var max = Math.max( r, g, b );
|
||
|
var min = Math.min( r, g, b );
|
||
|
|
||
|
var hue, saturation;
|
||
|
var lightness = ( min + max ) / 2.0;
|
||
|
|
||
|
if ( min === max ) {
|
||
|
|
||
|
hue = 0;
|
||
|
saturation = 0;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
var delta = max - min;
|
||
|
|
||
|
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
|
||
|
|
||
|
switch ( max ) {
|
||
|
|
||
|
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
|
||
|
case g: hue = ( b - r ) / delta + 2; break;
|
||
|
case b: hue = ( r - g ) / delta + 4; break;
|
||
|
|
||
|
}
|
||
|
|
||
|
hue /= 6;
|
||
|
|
||
|
}
|
||
|
|
||
|
hsl.h = hue;
|
||
|
hsl.s = saturation;
|
||
|
hsl.l = lightness;
|
||
|
|
||
|
return hsl;
|
||
|
|
||
|
},
|
||
|
|
||
|
getStyle: function () {
|
||
|
|
||
|
return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
|
||
|
|
||
|
},
|
||
|
|
||
|
offsetHSL: function ( h, s, l ) {
|
||
|
|
||
|
var hsl = this.getHSL();
|
||
|
|
||
|
hsl.h += h; hsl.s += s; hsl.l += l;
|
||
|
|
||
|
this.setHSL( hsl.h, hsl.s, hsl.l );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
add: function ( color ) {
|
||
|
|
||
|
this.r += color.r;
|
||
|
this.g += color.g;
|
||
|
this.b += color.b;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
addColors: function ( color1, color2 ) {
|
||
|
|
||
|
this.r = color1.r + color2.r;
|
||
|
this.g = color1.g + color2.g;
|
||
|
this.b = color1.b + color2.b;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
addScalar: function ( s ) {
|
||
|
|
||
|
this.r += s;
|
||
|
this.g += s;
|
||
|
this.b += s;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
sub: function( color ) {
|
||
|
|
||
|
this.r = Math.max( 0, this.r - color.r );
|
||
|
this.g = Math.max( 0, this.g - color.g );
|
||
|
this.b = Math.max( 0, this.b - color.b );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
multiply: function ( color ) {
|
||
|
|
||
|
this.r *= color.r;
|
||
|
this.g *= color.g;
|
||
|
this.b *= color.b;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
multiplyScalar: function ( s ) {
|
||
|
|
||
|
this.r *= s;
|
||
|
this.g *= s;
|
||
|
this.b *= s;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
lerp: function ( color, alpha ) {
|
||
|
|
||
|
this.r += ( color.r - this.r ) * alpha;
|
||
|
this.g += ( color.g - this.g ) * alpha;
|
||
|
this.b += ( color.b - this.b ) * alpha;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
equals: function ( c ) {
|
||
|
|
||
|
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
|
||
|
|
||
|
},
|
||
|
|
||
|
fromArray: function ( array, offset ) {
|
||
|
|
||
|
if ( offset === undefined ) offset = 0;
|
||
|
|
||
|
this.r = array[ offset ];
|
||
|
this.g = array[ offset + 1 ];
|
||
|
this.b = array[ offset + 2 ];
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
toArray: function ( array, offset ) {
|
||
|
|
||
|
if ( array === undefined ) array = [];
|
||
|
if ( offset === undefined ) offset = 0;
|
||
|
|
||
|
array[ offset ] = this.r;
|
||
|
array[ offset + 1 ] = this.g;
|
||
|
array[ offset + 2 ] = this.b;
|
||
|
|
||
|
return array;
|
||
|
|
||
|
},
|
||
|
|
||
|
toJSON: function () {
|
||
|
|
||
|
return this.getHex();
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @author mrdoob / http://mrdoob.com/
|
||
|
*/
|
||
|
|
||
|
function BufferAttribute( array, itemSize, normalized ) {
|
||
|
|
||
|
if ( Array.isArray( array ) ) {
|
||
|
|
||
|
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.uuid = _Math.generateUUID();
|
||
|
this.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.onUploadCallback = function () {};
|
||
|
|
||
|
this.version = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
|
||
|
|
||
|
set: function ( value ) {
|
||
|
|
||
|
if ( value === true ) this.version ++;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
Object.assign( BufferAttribute.prototype, {
|
||
|
|
||
|
isBufferAttribute: true,
|
||
|
|
||
|
setArray: function ( array ) {
|
||
|
|
||
|
if ( Array.isArray( array ) ) {
|
||
|
|
||
|
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.count = array !== undefined ? array.length / this.itemSize : 0;
|
||
|
this.array = array;
|
||
|
|
||
|
},
|
||
|
|
||
|
setDynamic: function ( value ) {
|
||
|
|
||
|
this.dynamic = value;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copy: function ( source ) {
|
||
|
|
||
|
this.array = new source.array.constructor( source.array );
|
||
|
this.itemSize = source.itemSize;
|
||
|
this.count = source.count;
|
||
|
this.normalized = source.normalized;
|
||
|
|
||
|
this.dynamic = source.dynamic;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyAt: function ( index1, attribute, index2 ) {
|
||
|
|
||
|
index1 *= this.itemSize;
|
||
|
index2 *= attribute.itemSize;
|
||
|
|
||
|
for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
|
||
|
|
||
|
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyArray: function ( array ) {
|
||
|
|
||
|
this.array.set( array );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyColorsArray: function ( colors ) {
|
||
|
|
||
|
var array = this.array, offset = 0;
|
||
|
|
||
|
for ( var i = 0, l = colors.length; i < l; i ++ ) {
|
||
|
|
||
|
var color = colors[ i ];
|
||
|
|
||
|
if ( color === undefined ) {
|
||
|
|
||
|
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
|
||
|
color = new Color();
|
||
|
|
||
|
}
|
||
|
|
||
|
array[ offset ++ ] = color.r;
|
||
|
array[ offset ++ ] = color.g;
|
||
|
array[ offset ++ ] = color.b;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyIndicesArray: function ( indices ) {
|
||
|
|
||
|
var array = this.array, offset = 0;
|
||
|
|
||
|
for ( var i = 0, l = indices.length; i < l; i ++ ) {
|
||
|
|
||
|
var index = indices[ i ];
|
||
|
|
||
|
array[ offset ++ ] = index.a;
|
||
|
array[ offset ++ ] = index.b;
|
||
|
array[ offset ++ ] = index.c;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyVector2sArray: function ( vectors ) {
|
||
|
|
||
|
var array = this.array, offset = 0;
|
||
|
|
||
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
||
|
|
||
|
var vector = vectors[ i ];
|
||
|
|
||
|
if ( vector === undefined ) {
|
||
|
|
||
|
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
|
||
|
vector = new Vector2();
|
||
|
|
||
|
}
|
||
|
|
||
|
array[ offset ++ ] = vector.x;
|
||
|
array[ offset ++ ] = vector.y;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyVector3sArray: function ( vectors ) {
|
||
|
|
||
|
var array = this.array, offset = 0;
|
||
|
|
||
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
||
|
|
||
|
var vector = vectors[ i ];
|
||
|
|
||
|
if ( vector === undefined ) {
|
||
|
|
||
|
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
|
||
|
vector = new Vector3();
|
||
|
|
||
|
}
|
||
|
|
||
|
array[ offset ++ ] = vector.x;
|
||
|
array[ offset ++ ] = vector.y;
|
||
|
array[ offset ++ ] = vector.z;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
copyVector4sArray: function ( vectors ) {
|
||
|
|
||
|
var array = this.array, offset = 0;
|
||
|
|
||
|
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
|
||
|
|
||
|
var vector = vectors[ i ];
|
||
|
|
||
|
if ( vector === undefined ) {
|
||
|
|
||
|
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
|
||
|
vector = new Vector4();
|
||
|
|
||
|
}
|
||
|
|
||
|
array[ offset ++ ] = vector.x;
|
||
|
array[ offset ++ ] = vector.y;
|
||
|
array[ offset ++ ] = vector.z;
|
||
|
array[ offset ++ ] = vector.w;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
set: function ( value, offset ) {
|
||
|
|
||
|
if ( offset === undefined ) offset = 0;
|
||
|
|
||
|
this.array.set( value, offset );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
getX: function ( index ) {
|
||
|
|
||
|
return this.array[ index * this.itemSize ];
|
||
|
|
||
|
},
|
||
|
|
||
|
setX: function ( index, x ) {
|
||
|
|
||
|
this.array[ index * this.itemSize ] = x;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
getY: function ( index ) {
|
||
|
|
||
|
return this.array[ index * this.itemSize + 1 ];
|
||
|
|
||
|
},
|
||
|
|
||
|
setY: function ( index, y ) {
|
||
|
|
||
|
this.array[ index * this.itemSize + 1 ] = y;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
getZ: function ( index ) {
|
||
|
|
||
|
return this.array[ index * this.itemSize + 2 ];
|
||
|
|
||
|
},
|
||
|
|
||
|
setZ: function ( index, z ) {
|
||
|
|
||
|
this.array[ index * this.itemSize + 2 ] = z;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
getW: function ( index ) {
|
||
|
|
||
|
return this.array[ index * this.itemSize + 3 ];
|
||
|
|
||
|
},
|
||
|
|
||
|
setW: function ( index, w ) {
|
||
|
|
||
|
this.array[ index * this.itemSize + 3 ] = w;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
setXY: function ( index, x, y ) {
|
||
|
|
||
|
index *= this.itemSize;
|
||
|
|
||
|
this.array[ index + 0 ] = x;
|
||
|
this.array[ index + 1 ] = y;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
setXYZ: function ( index, x, y, z ) {
|
||
|
|
||
|
index *= this.itemSize;
|
||
|
|
||
|
this.array[ index + 0 ] = x;
|
||
|
this.array[ index + 1 ] = y;
|
||
|
this.array[ index + 2 ] = z;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
setXYZW: function ( index, x, y, z, w ) {
|
||
|
|
||
|
index *= this.itemSize;
|
||
|
|
||
|
this.array[ index + 0 ] = x;
|
||
|
this.array[ index + 1 ] = y;
|
||
|
this.array[ index + 2 ] = z;
|
||
|
this.array[ index + 3 ] = w;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
onUpload: function ( callback ) {
|
||
|
|
||
|
this.onUploadCallback = callback;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
clone: function () {
|
||
|
|
||
|
return new this.constructor( this.array, this.itemSize ).copy( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
function Uint16BufferAttribute( array, itemSize ) {
|
||
|
|
||
|
BufferAttribute.call( this, new Uint16Array( array ), itemSize );
|
||
|
|
||
|
}
|
||
|
|
||
|
Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
||
|
Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
|
||
|
|
||
|
|
||
|
function Uint32BufferAttribute( array, itemSize ) {
|
||
|
|
||
|
BufferAttribute.call( this, new Uint32Array( array ), itemSize );
|
||
|
|
||
|
}
|
||
|
|
||
|
Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
||
|
Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
|
||
|
|
||
|
|
||
|
function Float32BufferAttribute( array, itemSize ) {
|
||
|
|
||
|
BufferAttribute.call( this, new Float32Array( array ), itemSize );
|
||
|
|
||
|
}
|
||
|
|
||
|
Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
|
||
|
Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
|
||
|
|
||
|
/**
|
||
|
* @author mrdoob / http://mrdoob.com/
|
||
|
*/
|
||
|
|
||
|
function DirectGeometry() {
|
||
|
|
||
|
this.indices = [];
|
||
|
this.vertices = [];
|
||
|
this.normals = [];
|
||
|
this.colors = [];
|
||
|
this.uvs = [];
|
||
|
this.uvs2 = [];
|
||
|
|
||
|
this.groups = [];
|
||
|
|
||
|
this.morphTargets = {};
|
||
|
|
||
|
this.skinWeights = [];
|
||
|
this.skinIndices = [];
|
||
|
|
||
|
// this.lineDistances = [];
|
||
|
|
||
|
this.boundingBox = null;
|
||
|
this.boundingSphere = null;
|
||
|
|
||
|
// update flags
|
||
|
|
||
|
this.verticesNeedUpdate = false;
|
||
|
this.normalsNeedUpdate = false;
|
||
|
this.colorsNeedUpdate = false;
|
||
|
this.uvsNeedUpdate = false;
|
||
|
this.groupsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
Object.assign( DirectGeometry.prototype, {
|
||
|
|
||
|
computeGroups: function ( geometry ) {
|
||
|
|
||
|
var group;
|
||
|
var groups = [];
|
||
|
var materialIndex = undefined;
|
||
|
|
||
|
var faces = geometry.faces;
|
||
|
|
||
|
for ( var i = 0; i < faces.length; i ++ ) {
|
||
|
|
||
|
var face = faces[ i ];
|
||
|
|
||
|
// materials
|
||
|
|
||
|
if ( face.materialIndex !== materialIndex ) {
|
||
|
|
||
|
materialIndex = face.materialIndex;
|
||
|
|
||
|
if ( group !== undefined ) {
|
||
|
|
||
|
group.count = ( i * 3 ) - group.start;
|
||
|
groups.push( group );
|
||
|
|
||
|
}
|
||
|
|
||
|
group = {
|
||
|
start: i * 3,
|
||
|
materialIndex: materialIndex
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( group !== undefined ) {
|
||
|
|
||
|
group.count = ( i * 3 ) - group.start;
|
||
|
groups.push( group );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.groups = groups;
|
||
|
|
||
|
},
|
||
|
|
||
|
fromGeometry: function ( geometry ) {
|
||
|
|
||
|
var faces = geometry.faces;
|
||
|
var vertices = geometry.vertices;
|
||
|
var faceVertexUvs = geometry.faceVertexUvs;
|
||
|
|
||
|
var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
|
||
|
var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
|
||
|
|
||
|
// morphs
|
||
|
|
||
|
var morphTargets = geometry.morphTargets;
|
||
|
var morphTargetsLength = morphTargets.length;
|
||
|
|
||
|
var morphTargetsPosition;
|
||
|
|
||
|
if ( morphTargetsLength > 0 ) {
|
||
|
|
||
|
morphTargetsPosition = [];
|
||
|
|
||
|
for ( var i = 0; i < morphTargetsLength; i ++ ) {
|
||
|
|
||
|
morphTargetsPosition[ i ] = [];
|
||
|
|
||
|
}
|
||
|
|
||
|
this.morphTargets.position = morphTargetsPosition;
|
||
|
|
||
|
}
|
||
|
|
||
|
var morphNormals = geometry.morphNormals;
|
||
|
var morphNormalsLength = morphNormals.length;
|
||
|
|
||
|
var morphTargetsNormal;
|
||
|
|
||
|
if ( morphNormalsLength > 0 ) {
|
||
|
|
||
|
morphTargetsNormal = [];
|
||
|
|
||
|
for ( var i = 0; i < morphNormalsLength; i ++ ) {
|
||
|
|
||
|
morphTargetsNormal[ i ] = [];
|
||
|
|
||
|
}
|
||
|
|
||
|
this.morphTargets.normal = morphTargetsNormal;
|
||
|
|
||
|
}
|
||
|
|
||
|
// skins
|
||
|
|
||
|
var skinIndices = geometry.skinIndices;
|
||
|
var skinWeights = geometry.skinWeights;
|
||
|
|
||
|
var hasSkinIndices = skinIndices.length === vertices.length;
|
||
|
var hasSkinWeights = skinWeights.length === vertices.length;
|
||
|
|
||
|
//
|
||
|
|
||
|
for ( var i = 0; i < faces.length; i ++ ) {
|
||
|
|
||
|
var face = faces[ i ];
|
||
|
|
||
|
this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
|
||
|
|
||
|
var vertexNormals = face.vertexNormals;
|
||
|
|
||
|
if ( vertexNormals.length === 3 ) {
|
||
|
|
||
|
this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
var normal = face.normal;
|
||
|
|
||
|
this.normals.push( normal, normal, normal );
|
||
|
|
||
|
}
|
||
|
|
||
|
var vertexColors = face.vertexColors;
|
||
|
|
||
|
if ( vertexColors.length === 3 ) {
|
||
|
|
||
|
this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
var color = face.color;
|
||
|
|
||
|
this.colors.push( color, color, color );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( hasFaceVertexUv === true ) {
|
||
|
|
||
|
var vertexUvs = faceVertexUvs[ 0 ][ i ];
|
||
|
|
||
|
if ( vertexUvs !== undefined ) {
|
||
|
|
||
|
this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
|
||
|
|
||
|
this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( hasFaceVertexUv2 === true ) {
|
||
|
|
||
|
var vertexUvs = faceVertexUvs[ 1 ][ i ];
|
||
|
|
||
|
if ( vertexUvs !== undefined ) {
|
||
|
|
||
|
this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
|
||
|
|
||
|
this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// morphs
|
||
|
|
||
|
for ( var j = 0; j < morphTargetsLength; j ++ ) {
|
||
|
|
||
|
var morphTarget = morphTargets[ j ].vertices;
|
||
|
|
||
|
morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( var j = 0; j < morphNormalsLength; j ++ ) {
|
||
|
|
||
|
var morphNormal = morphNormals[ j ].vertexNormals[ i ];
|
||
|
|
||
|
morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
|
||
|
|
||
|
}
|
||
|
|
||
|
// skins
|
||
|
|
||
|
if ( hasSkinIndices ) {
|
||
|
|
||
|
this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( hasSkinWeights ) {
|
||
|
|
||
|
this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
this.computeGroups( geometry );
|
||
|
|
||
|
this.verticesNeedUpdate = geometry.verticesNeedUpdate;
|
||
|
this.normalsNeedUpdate = geometry.normalsNeedUpdate;
|
||
|
this.colorsNeedUpdate = geometry.colorsNeedUpdate;
|
||
|
this.uvsNeedUpdate = geometry.uvsNeedUpdate;
|
||
|
this.groupsNeedUpdate = geometry.groupsNeedUpdate;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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 () {}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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;
|
||
|
|
||
|
},
|
||
|
|
||
|
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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @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;
|
||
|
|
||
|
Object.assign( Object3D.prototype, EventDispatcher.prototype, {
|
||
|
|
||
|
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;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
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();
|
||
|
|
||
|
return function lookAt( vector ) {
|
||
|
|
||
|
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 ( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
|
||
|
this.updateMatrixWorld( true );
|
||
|
|
||
|
return result.setFromMatrixPosition( this.matrixWorld );
|
||
|
|
||
|
},
|
||
|
|
||
|
getWorldQuaternion: function () {
|
||
|
|
||
|
var position = new Vector3();
|
||
|
var scale = new Vector3();
|
||
|
|
||
|
return function getWorldQuaternion( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Quaternion();
|
||
|
|
||
|
this.updateMatrixWorld( true );
|
||
|
|
||
|
this.matrixWorld.decompose( position, result, scale );
|
||
|
|
||
|
return result;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
getWorldRotation: function () {
|
||
|
|
||
|
var quaternion = new Quaternion();
|
||
|
|
||
|
return function getWorldRotation( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Euler();
|
||
|
|
||
|
this.getWorldQuaternion( quaternion );
|
||
|
|
||
|
return result.setFromQuaternion( quaternion, this.rotation.order, false );
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
getWorldScale: function () {
|
||
|
|
||
|
var position = new Vector3();
|
||
|
var quaternion = new Quaternion();
|
||
|
|
||
|
return function getWorldScale( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
|
||
|
this.updateMatrixWorld( true );
|
||
|
|
||
|
this.matrixWorld.decompose( position, quaternion, result );
|
||
|
|
||
|
return result;
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
getWorldDirection: function () {
|
||
|
|
||
|
var quaternion = new Quaternion();
|
||
|
|
||
|
return function getWorldDirection( optionalTarget ) {
|
||
|
|
||
|
var result = optionalTarget || new Vector3();
|
||
|
|
||
|
this.getWorldQuaternion( quaternion );
|
||
|
|
||
|
return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
raycast: function () {},
|
||
|
|
||
|
traverse: function ( callback ) {
|
||
|
|
||
|
callback( this );
|
||
|
|
||
|
var children = this.children;
|
||
|
|
||
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
||
|
|
||
|
children[ i ].traverse( callback );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
traverseVisible: function ( callback ) {
|
||
|
|
||
|
if ( this.visible === false ) return;
|
||
|
|
||
|
callback( this );
|
||
|
|
||
|
var children = this.children;
|
||
|
|
||
|
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
||
|
|
||
|
children[ i ].traverseVisible( callback );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
traverseAncestors: function ( callback ) {
|
||
|
|
||
|
var parent = this.parent;
|
||
|
|
||
|
if ( parent !== null ) {
|
||
|
|
||
|
callback( parent );
|
||
|
|
||
|
parent.traverseAncestors( callback );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
updateMatrix: function () {
|
||
|
|
||
|
this.matrix.compose( this.position, this.quaternion, this.scale );
|
||
|
|
||
|
this.matrixWorldNeedsUpdate = true;
|
||
|
|
||
|
},
|
||
|
|
||
|
updateMatrixWorld: function ( force ) {
|
||
|
|
||
|
if ( this.matrixAutoUpdate ) 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 '' when called from JSON.stringify
|
||
|
var isRootObject = ( meta === undefined || meta === '' );
|
||
|
|
||
|
var output = {};
|
||
|
|
||
|
// meta is a hash used to collect geometries, materials.
|
||
|
// not providing it implies that this is the root object
|
||
|
// being serialized.
|
||
|
if ( isRootObject ) {
|
||
|
|
||
|
// initialize meta obj
|
||
|
meta = {
|
||
|
geometries: {},
|
||
|
materials: {},
|
||
|
textures: {},
|
||
|
images: {}
|
||
|
};
|
||
|
|
||
|
output.metadata = {
|
||
|
version: 4.5,
|
||
|
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 ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
|
||
|
if ( this.castShadow === true ) object.castShadow = true;
|
||
|
if ( this.receiveShadow === true ) object.receiveShadow = true;
|
||
|
if ( this.visible === false ) object.visible = false;
|
||
|
|
||
|
object.matrix = this.matrix.toArray();
|
||
|
|
||
|
//
|
||
|
|
||
|
function serialize( library, element ) {
|
||
|
|
||
|
if ( library[ element.uuid ] === undefined ) {
|
||
|
|
||
|
library[ element.uuid ] = element.toJSON( meta );
|
||
|
|
||
|
}
|
||
|
|
||
|
return element.uuid;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.geometry !== undefined ) {
|
||
|
|
||
|
object.geometry = serialize( meta.geometries, this.geometry );
|
||
|
|
||
|
}
|
||
|
|
||
|
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 );
|
||
|
|
||
|
if ( geometries.length > 0 ) output.geometries = geometries;
|
||
|
if ( materials.length > 0 ) output.materials = materials;
|
||
|
if ( textures.length > 0 ) output.textures = textures;
|
||
|
if ( images.length > 0 ) output.images = images;
|
||
|
|
||
|
}
|
||
|
|
||
|
output.object = object;
|
||
|
|
||
|
return output;
|
||
|
|
||
|
// extract data from the cache hash
|
||
|
// remove metadata on each item
|
||
|
// and return as array
|
||
|
function extractFromCache( cache ) {
|
||
|
|
||
|
var values = [];
|
||
|
for ( var key in cache ) {
|
||
|
|
||
|
var data = cache[ key ];
|
||
|
delete data.metadata;
|
||
|
values.push( data );
|
||
|
|
||
|
}
|
||
|
return values;
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
clone: function ( recursive ) {
|
||
|
|
||
|
return new this.constructor().copy( this, recursive );
|
||
|
|
||
|
},
|
||
|
|
||
|
copy: function ( source, recursive ) {
|
||
|
|
||
|
if ( recursive === undefined ) recursive = true;
|
||
|
|
||
|
this.name = source.name;
|
||
|
|
||
|
this.up.copy( source.up );
|
||
|
|
||
|
this.position.copy( source.position );
|
||
|
this.quaternion.copy( source.quaternion );
|
||
|
this.scale.copy( source.scale );
|
||
|
|
||
|
this.matrix.copy( source.matrix );
|
||
|
this.matrixWorld.copy( source.matrixWorld );
|
||
|
|
||
|
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
||
|
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
|
||
|
|
||
|
this.layers.mask = source.layers.mask;
|
||
|
this.visible = source.visible;
|
||
|
|
||
|
this.castShadow = source.castShadow;
|
||
|
this.receiveShadow = source.receiveShadow;
|
||
|
|
||
|
this.frustumCulled = source.frustumCulled;
|
||
|
this.renderOrder = source.renderOrder;
|
||
|
|
||
|
this.userData = JSON.parse( JSON.stringify( source.userData ) );
|
||
|
|
||
|
if ( recursive === true ) {
|
||
|
|
||
|
for ( var i = 0; i < source.children.length; i ++ ) {
|
||
|
|
||
|
var child = source.children[ i ];
|
||
|
this.add( child.clone() );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
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;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @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;
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @author mrdoob / http://mrdoob.com/
|
||
|
* @author kile / http://kile.stravaganza.org/
|
||
|
* @author alteredq / http://alteredqualia.com/
|
||
|
* @author mikael emtinger / http://gomo.se/
|
||
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
|
* @author bhouston / http://clara.io
|
||
|
*/
|
||
|
|
||
|
var count = 0;
|
||
|
function GeometryIdCount() { return count++; }
|
||
|
|
||
|
function Geometry() {
|
||
|
|
||
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
|
||
|
|
||
|
this.uuid = _Math.generateUUID();
|
||
|
|
||
|
this.name = '';
|
||
|
this.type = 'Geometry';
|
||
|
|
||
|
this.vertices = [];
|
||
|
this.colors = [];
|
||
|
this.faces = [];
|
||
|
this.faceVertexUvs = [[]];
|
||
|
|
||
|
this.morphTargets = [];
|
||
|
this.morphNormals = [];
|
||
|
|
||
|
this.skinWeights = [];
|
||
|
this.skinIndices = [];
|
||
|
|
||
|
this.lineDistances = [];
|
||
|
|
||
|
this.boundingBox = null;
|
||
|
this.boundingSphere = null;
|
||
|
|
||
|
// update flags
|
||
|
|
||
|
this.elementsNeedUpdate = false;
|
||
|
this.verticesNeedUpdate = false;
|
||
|
this.uvsNeedUpdate = false;
|
||
|
this.normalsNeedUpdate = false;
|
||
|
this.colorsNeedUpdate = false;
|
||
|
this.lineDistancesNeedUpdate = false;
|
||
|
this.groupsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
Object.assign( Geometry.prototype, EventDispatcher.prototype, {
|
||
|
|
||
|
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 () {
|
||
|
|
||
|
this.computeBoundingBox();
|
||
|
|
||
|
var offset = this.boundingBox.getCenter().negate();
|
||
|
|
||
|
this.translate( offset.x, offset.y, offset.z );
|
||
|
|
||
|
return offset;
|
||
|
|
||
|
},
|
||
|
|
||
|
normalize: function () {
|
||
|
|
||
|
this.computeBoundingSphere();
|
||
|
|
||
|
var center = this.boundingSphere.center;
|
||
|
var radius = this.boundingSphere.radius;
|
||
|
|
||
|
var s = radius === 0 ? 1 : 1.0 / radius;
|
||
|
|
||
|
var matrix = new Matrix4();
|
||
|
matrix.set(
|
||
|
s, 0, 0, - s * center.x,
|
||
|
0, s, 0, - s * center.y,
|
||
|
0, 0, s, - s * center.z,
|
||
|
0, 0, 0, 1
|
||
|
);
|
||
|
|
||
|
this.applyMatrix( matrix );
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
computeFaceNormals: function () {
|
||
|
|
||
|
var cb = new Vector3(), ab = new Vector3();
|
||
|
|
||
|
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
var face = this.faces[ f ];
|
||
|
|
||
|
var vA = this.vertices[ face.a ];
|
||
|
var vB = this.vertices[ face.b ];
|
||
|
var vC = this.vertices[ face.c ];
|
||
|
|
||
|
cb.subVectors( vC, vB );
|
||
|
ab.subVectors( vA, vB );
|
||
|
cb.cross( ab );
|
||
|
|
||
|
cb.normalize();
|
||
|
|
||
|
face.normal.copy( cb );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
computeVertexNormals: function ( areaWeighted ) {
|
||
|
|
||
|
if ( areaWeighted === undefined ) areaWeighted = true;
|
||
|
|
||
|
var v, vl, f, fl, face, vertices;
|
||
|
|
||
|
vertices = new Array( this.vertices.length );
|
||
|
|
||
|
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
||
|
|
||
|
vertices[ v ] = new Vector3();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( areaWeighted ) {
|
||
|
|
||
|
// vertex normals weighted by triangle areas
|
||
|
// http://www.iquilezles.org/www/articles/normals/normals.htm
|
||
|
|
||
|
var vA, vB, vC;
|
||
|
var cb = new Vector3(), ab = new Vector3();
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
vA = this.vertices[ face.a ];
|
||
|
vB = this.vertices[ face.b ];
|
||
|
vC = this.vertices[ face.c ];
|
||
|
|
||
|
cb.subVectors( vC, vB );
|
||
|
ab.subVectors( vA, vB );
|
||
|
cb.cross( ab );
|
||
|
|
||
|
vertices[ face.a ].add( cb );
|
||
|
vertices[ face.b ].add( cb );
|
||
|
vertices[ face.c ].add( cb );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.computeFaceNormals();
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
vertices[ face.a ].add( face.normal );
|
||
|
vertices[ face.b ].add( face.normal );
|
||
|
vertices[ face.c ].add( face.normal );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
||
|
|
||
|
vertices[ v ].normalize();
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
var vertexNormals = face.vertexNormals;
|
||
|
|
||
|
if ( vertexNormals.length === 3 ) {
|
||
|
|
||
|
vertexNormals[ 0 ].copy( vertices[ face.a ] );
|
||
|
vertexNormals[ 1 ].copy( vertices[ face.b ] );
|
||
|
vertexNormals[ 2 ].copy( vertices[ face.c ] );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
vertexNormals[ 0 ] = vertices[ face.a ].clone();
|
||
|
vertexNormals[ 1 ] = vertices[ face.b ].clone();
|
||
|
vertexNormals[ 2 ] = vertices[ face.c ].clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.faces.length > 0 ) {
|
||
|
|
||
|
this.normalsNeedUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
computeFlatVertexNormals: function () {
|
||
|
|
||
|
var f, fl, face;
|
||
|
|
||
|
this.computeFaceNormals();
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
var vertexNormals = face.vertexNormals;
|
||
|
|
||
|
if ( vertexNormals.length === 3 ) {
|
||
|
|
||
|
vertexNormals[ 0 ].copy( face.normal );
|
||
|
vertexNormals[ 1 ].copy( face.normal );
|
||
|
vertexNormals[ 2 ].copy( face.normal );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
vertexNormals[ 0 ] = face.normal.clone();
|
||
|
vertexNormals[ 1 ] = face.normal.clone();
|
||
|
vertexNormals[ 2 ] = face.normal.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.faces.length > 0 ) {
|
||
|
|
||
|
this.normalsNeedUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
computeMorphNormals: function () {
|
||
|
|
||
|
var i, il, f, fl, face;
|
||
|
|
||
|
// save original normals
|
||
|
// - create temp variables on first access
|
||
|
// otherwise just copy (for faster repeated calls)
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
if ( ! face.__originalFaceNormal ) {
|
||
|
|
||
|
face.__originalFaceNormal = face.normal.clone();
|
||
|
|
||
|
} else {
|
||
|
|
||
|
face.__originalFaceNormal.copy( face.normal );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
|
||
|
|
||
|
for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
|
||
|
|
||
|
if ( ! face.__originalVertexNormals[ i ] ) {
|
||
|
|
||
|
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
|
||
|
|
||
|
} else {
|
||
|
|
||
|
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// use temp geometry to compute face and vertex normals for each morph
|
||
|
|
||
|
var tmpGeo = new Geometry();
|
||
|
tmpGeo.faces = this.faces;
|
||
|
|
||
|
for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
|
||
|
|
||
|
// create on first access
|
||
|
|
||
|
if ( ! this.morphNormals[ i ] ) {
|
||
|
|
||
|
this.morphNormals[ i ] = {};
|
||
|
this.morphNormals[ i ].faceNormals = [];
|
||
|
this.morphNormals[ i ].vertexNormals = [];
|
||
|
|
||
|
var dstNormalsFace = this.morphNormals[ i ].faceNormals;
|
||
|
var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
|
||
|
|
||
|
var faceNormal, vertexNormals;
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
faceNormal = new Vector3();
|
||
|
vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
|
||
|
|
||
|
dstNormalsFace.push( faceNormal );
|
||
|
dstNormalsVertex.push( vertexNormals );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
var morphNormals = this.morphNormals[ i ];
|
||
|
|
||
|
// set vertices to morph target
|
||
|
|
||
|
tmpGeo.vertices = this.morphTargets[ i ].vertices;
|
||
|
|
||
|
// compute morph normals
|
||
|
|
||
|
tmpGeo.computeFaceNormals();
|
||
|
tmpGeo.computeVertexNormals();
|
||
|
|
||
|
// store morph normals
|
||
|
|
||
|
var faceNormal, vertexNormals;
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
faceNormal = morphNormals.faceNormals[ f ];
|
||
|
vertexNormals = morphNormals.vertexNormals[ f ];
|
||
|
|
||
|
faceNormal.copy( face.normal );
|
||
|
|
||
|
vertexNormals.a.copy( face.vertexNormals[ 0 ] );
|
||
|
vertexNormals.b.copy( face.vertexNormals[ 1 ] );
|
||
|
vertexNormals.c.copy( face.vertexNormals[ 2 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// restore original normals
|
||
|
|
||
|
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
face = this.faces[ f ];
|
||
|
|
||
|
face.normal = face.__originalFaceNormal;
|
||
|
face.vertexNormals = face.__originalVertexNormals;
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
computeLineDistances: function () {
|
||
|
|
||
|
var d = 0;
|
||
|
var vertices = this.vertices;
|
||
|
|
||
|
for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
||
|
|
||
|
if ( i > 0 ) {
|
||
|
|
||
|
d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.lineDistances[ i ] = d;
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
computeBoundingBox: function () {
|
||
|
|
||
|
if ( this.boundingBox === null ) {
|
||
|
|
||
|
this.boundingBox = new Box3();
|
||
|
|
||
|
}
|
||
|
|
||
|
this.boundingBox.setFromPoints( this.vertices );
|
||
|
|
||
|
},
|
||
|
|
||
|
computeBoundingSphere: function () {
|
||
|
|
||
|
if ( this.boundingSphere === null ) {
|
||
|
|
||
|
this.boundingSphere = new Sphere();
|
||
|
|
||
|
}
|
||
|
|
||
|
this.boundingSphere.setFromPoints( this.vertices );
|
||
|
|
||
|
},
|
||
|
|
||
|
merge: function ( geometry, matrix, materialIndexOffset ) {
|
||
|
|
||
|
if ( ! ( geometry && geometry.isGeometry ) ) {
|
||
|
|
||
|
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;
|
||
|
|
||
|
}
|
||
|
|
||
|
mesh.matrixAutoUpdate && mesh.updateMatrix();
|
||
|
|
||
|
this.merge( mesh.geometry, mesh.matrix );
|
||
|
|
||
|
},
|
||
|
|
||
|
/*
|
||
|
* Checks for duplicate vertices with hashmap.
|
||
|
* Duplicated vertices are removed
|
||
|
* and faces' vertices are updated.
|
||
|
*/
|
||
|
|
||
|
mergeVertices: function () {
|
||
|
|
||
|
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
|
||
|
var unique = [], changes = [];
|
||
|
|
||
|
var v, key;
|
||
|
var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
|
||
|
var precision = Math.pow( 10, precisionPoints );
|
||
|
var i, il, face;
|
||
|
var indices, j, jl;
|
||
|
|
||
|
for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
|
||
|
|
||
|
v = this.vertices[ i ];
|
||
|
key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
|
||
|
|
||
|
if ( verticesMap[ key ] === undefined ) {
|
||
|
|
||
|
verticesMap[ key ] = i;
|
||
|
unique.push( this.vertices[ i ] );
|
||
|
changes[ i ] = unique.length - 1;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
|
||
|
changes[ i ] = changes[ verticesMap[ key ] ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// if faces are completely degenerate after merging vertices, we
|
||
|
// have to remove them from the geometry.
|
||
|
var faceIndicesToRemove = [];
|
||
|
|
||
|
for ( i = 0, il = this.faces.length; i < il; i ++ ) {
|
||
|
|
||
|
face = this.faces[ i ];
|
||
|
|
||
|
face.a = changes[ face.a ];
|
||
|
face.b = changes[ face.b ];
|
||
|
face.c = changes[ face.c ];
|
||
|
|
||
|
indices = [ face.a, face.b, face.c ];
|
||
|
|
||
|
// if any duplicate vertices are found in a Face3
|
||
|
// we have to remove the face as nothing can be saved
|
||
|
for ( var n = 0; n < 3; n ++ ) {
|
||
|
|
||
|
if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
|
||
|
|
||
|
faceIndicesToRemove.push( i );
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
|
||
|
|
||
|
var idx = faceIndicesToRemove[ i ];
|
||
|
|
||
|
this.faces.splice( idx, 1 );
|
||
|
|
||
|
for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
|
||
|
|
||
|
this.faceVertexUvs[ j ].splice( idx, 1 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Use unique set of vertices
|
||
|
|
||
|
var diff = this.vertices.length - unique.length;
|
||
|
this.vertices = unique;
|
||
|
return diff;
|
||
|
|
||
|
},
|
||
|
|
||
|
sortFacesByMaterialIndex: function () {
|
||
|
|
||
|
var faces = this.faces;
|
||
|
var length = faces.length;
|
||
|
|
||
|
// tag faces
|
||
|
|
||
|
for ( var i = 0; i < length; i ++ ) {
|
||
|
|
||
|
faces[ i ]._id = i;
|
||
|
|
||
|
}
|
||
|
|
||
|
// sort faces
|
||
|
|
||
|
function materialIndexSort( a, b ) {
|
||
|
|
||
|
return a.materialIndex - b.materialIndex;
|
||
|
|
||
|
}
|
||
|
|
||
|
faces.sort( materialIndexSort );
|
||
|
|
||
|
// sort uvs
|
||
|
|
||
|
var uvs1 = this.faceVertexUvs[ 0 ];
|
||
|
var uvs2 = this.faceVertexUvs[ 1 ];
|
||
|
|
||
|
var newUvs1, newUvs2;
|
||
|
|
||
|
if ( uvs1 && uvs1.length === length ) newUvs1 = [];
|
||
|
if ( uvs2 && uvs2.length === length ) newUvs2 = [];
|
||
|
|
||
|
for ( var i = 0; i < length; i ++ ) {
|
||
|
|
||
|
var id = faces[ i ]._id;
|
||
|
|
||
|
if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
|
||
|
if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
|
||
|
if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
|
||
|
|
||
|
},
|
||
|
|
||
|
toJSON: function () {
|
||
|
|
||
|
var data = {
|
||
|
metadata: {
|
||
|
version: 4.5,
|
||
|
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' } );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
/**
|
||
|
* @author alteredq / http://alteredqualia.com/
|
||
|
* @author mrdoob / http://mrdoob.com/
|
||
|
*/
|
||
|
|
||
|
function BufferGeometry() {
|
||
|
|
||
|
Object.defineProperty( this, 'id', { value: GeometryIdCount() } );
|
||
|
|
||
|
this.uuid = _Math.generateUUID();
|
||
|
|
||
|
this.name = '';
|
||
|
this.type = 'BufferGeometry';
|
||
|
|
||
|
this.index = null;
|
||
|
this.attributes = {};
|
||
|
|
||
|
this.morphAttributes = {};
|
||
|
|
||
|
this.groups = [];
|
||
|
|
||
|
this.boundingBox = null;
|
||
|
this.boundingSphere = null;
|
||
|
|
||
|
this.drawRange = { start: 0, count: Infinity };
|
||
|
|
||
|
}
|
||
|
|
||
|
BufferGeometry.MaxIndex = 65535;
|
||
|
|
||
|
Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
|
||
|
|
||
|
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 ).' );
|
||
|
|
||
|
this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
|
||
|
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( name === 'index' ) {
|
||
|
|
||
|
console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
|
||
|
this.setIndex( attribute );
|
||
|
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.attributes[ name ] = attribute;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
getAttribute: function ( name ) {
|
||
|
|
||
|
return this.attributes[ name ];
|
||
|
|
||
|
},
|
||
|
|
||
|
removeAttribute: function ( name ) {
|
||
|
|
||
|
delete this.attributes[ name ];
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
addGroup: function ( start, count, materialIndex ) {
|
||
|
|
||
|
this.groups.push( {
|
||
|
|
||
|
start: start,
|
||
|
count: count,
|
||
|
materialIndex: materialIndex !== undefined ? materialIndex : 0
|
||
|
|
||
|
} );
|
||
|
|
||
|
},
|
||
|
|
||
|
clearGroups: function () {
|
||
|
|
||
|
this.groups = [];
|
||
|
|
||
|
},
|
||
|
|
||
|
setDrawRange: function ( start, count ) {
|
||
|
|
||
|
this.drawRange.start = start;
|
||
|
this.drawRange.count = count;
|
||
|
|
||
|
},
|
||
|
|
||
|
applyMatrix: function ( matrix ) {
|
||
|
|
||
|
var position = this.attributes.position;
|
||
|
|
||
|
if ( position !== undefined ) {
|
||
|
|
||
|
matrix.applyToBufferAttribute( position );
|
||
|
position.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
var normal = this.attributes.normal;
|
||
|
|
||
|
if ( normal !== undefined ) {
|
||
|
|
||
|
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
|
||
|
|
||
|
normalMatrix.applyToBufferAttribute( normal );
|
||
|
normal.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.boundingBox !== null ) {
|
||
|
|
||
|
this.computeBoundingBox();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.boundingSphere !== null ) {
|
||
|
|
||
|
this.computeBoundingSphere();
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
rotateX: function () {
|
||
|
|
||
|
// rotate geometry around world x-axis
|
||
|
|
||
|
var m1 = 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 () {
|
||
|
|
||
|
this.computeBoundingBox();
|
||
|
|
||
|
var offset = this.boundingBox.getCenter().negate();
|
||
|
|
||
|
this.translate( offset.x, offset.y, offset.z );
|
||
|
|
||
|
return offset;
|
||
|
|
||
|
},
|
||
|
|
||
|
setFromObject: function ( object ) {
|
||
|
|
||
|
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
|
||
|
|
||
|
var geometry = object.geometry;
|
||
|
|
||
|
if ( object.isPoints || object.isLine ) {
|
||
|
|
||
|
var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
|
||
|
var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
|
||
|
|
||
|
this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
|
||
|
this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
|
||
|
|
||
|
if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
|
||
|
|
||
|
var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
|
||
|
|
||
|
this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.boundingSphere !== null ) {
|
||
|
|
||
|
this.boundingSphere = geometry.boundingSphere.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.boundingBox !== null ) {
|
||
|
|
||
|
this.boundingBox = geometry.boundingBox.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( object.isMesh ) {
|
||
|
|
||
|
if ( geometry && geometry.isGeometry ) {
|
||
|
|
||
|
this.fromGeometry( geometry );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
updateFromObject: function ( object ) {
|
||
|
|
||
|
var geometry = object.geometry;
|
||
|
|
||
|
if ( object.isMesh ) {
|
||
|
|
||
|
var direct = geometry.__directGeometry;
|
||
|
|
||
|
if ( geometry.elementsNeedUpdate === true ) {
|
||
|
|
||
|
direct = undefined;
|
||
|
geometry.elementsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( direct === undefined ) {
|
||
|
|
||
|
return this.fromGeometry( geometry );
|
||
|
|
||
|
}
|
||
|
|
||
|
direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
|
||
|
direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
|
||
|
direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
|
||
|
direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
|
||
|
direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
|
||
|
|
||
|
geometry.verticesNeedUpdate = false;
|
||
|
geometry.normalsNeedUpdate = false;
|
||
|
geometry.colorsNeedUpdate = false;
|
||
|
geometry.uvsNeedUpdate = false;
|
||
|
geometry.groupsNeedUpdate = false;
|
||
|
|
||
|
geometry = direct;
|
||
|
|
||
|
}
|
||
|
|
||
|
var attribute;
|
||
|
|
||
|
if ( geometry.verticesNeedUpdate === true ) {
|
||
|
|
||
|
attribute = this.attributes.position;
|
||
|
|
||
|
if ( attribute !== undefined ) {
|
||
|
|
||
|
attribute.copyVector3sArray( geometry.vertices );
|
||
|
attribute.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
geometry.verticesNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.normalsNeedUpdate === true ) {
|
||
|
|
||
|
attribute = this.attributes.normal;
|
||
|
|
||
|
if ( attribute !== undefined ) {
|
||
|
|
||
|
attribute.copyVector3sArray( geometry.normals );
|
||
|
attribute.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
geometry.normalsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.colorsNeedUpdate === true ) {
|
||
|
|
||
|
attribute = this.attributes.color;
|
||
|
|
||
|
if ( attribute !== undefined ) {
|
||
|
|
||
|
attribute.copyColorsArray( geometry.colors );
|
||
|
attribute.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
geometry.colorsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.uvsNeedUpdate ) {
|
||
|
|
||
|
attribute = this.attributes.uv;
|
||
|
|
||
|
if ( attribute !== undefined ) {
|
||
|
|
||
|
attribute.copyVector2sArray( geometry.uvs );
|
||
|
attribute.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
geometry.uvsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.lineDistancesNeedUpdate ) {
|
||
|
|
||
|
attribute = this.attributes.lineDistance;
|
||
|
|
||
|
if ( attribute !== undefined ) {
|
||
|
|
||
|
attribute.copyArray( geometry.lineDistances );
|
||
|
attribute.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
geometry.lineDistancesNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.groupsNeedUpdate ) {
|
||
|
|
||
|
geometry.computeGroups( object.geometry );
|
||
|
this.groups = geometry.groups;
|
||
|
|
||
|
geometry.groupsNeedUpdate = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
fromGeometry: function ( geometry ) {
|
||
|
|
||
|
geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
|
||
|
|
||
|
return this.fromDirectGeometry( geometry.__directGeometry );
|
||
|
|
||
|
},
|
||
|
|
||
|
fromDirectGeometry: function ( geometry ) {
|
||
|
|
||
|
var positions = new Float32Array( geometry.vertices.length * 3 );
|
||
|
this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
|
||
|
|
||
|
if ( geometry.normals.length > 0 ) {
|
||
|
|
||
|
var normals = new Float32Array( geometry.normals.length * 3 );
|
||
|
this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.colors.length > 0 ) {
|
||
|
|
||
|
var colors = new Float32Array( geometry.colors.length * 3 );
|
||
|
this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.uvs.length > 0 ) {
|
||
|
|
||
|
var uvs = new Float32Array( geometry.uvs.length * 2 );
|
||
|
this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.uvs2.length > 0 ) {
|
||
|
|
||
|
var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
|
||
|
this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.indices.length > 0 ) {
|
||
|
|
||
|
var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;
|
||
|
var indices = new TypeArray( geometry.indices.length * 3 );
|
||
|
this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
// groups
|
||
|
|
||
|
this.groups = geometry.groups;
|
||
|
|
||
|
// morphs
|
||
|
|
||
|
for ( var name in geometry.morphTargets ) {
|
||
|
|
||
|
var array = [];
|
||
|
var morphTargets = geometry.morphTargets[ name ];
|
||
|
|
||
|
for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
|
||
|
|
||
|
var morphTarget = morphTargets[ i ];
|
||
|
|
||
|
var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );
|
||
|
|
||
|
array.push( attribute.copyVector3sArray( morphTarget ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.morphAttributes[ name ] = array;
|
||
|
|
||
|
}
|
||
|
|
||
|
// skinning
|
||
|
|
||
|
if ( geometry.skinIndices.length > 0 ) {
|
||
|
|
||
|
var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
|
||
|
this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.skinWeights.length > 0 ) {
|
||
|
|
||
|
var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
|
||
|
this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
if ( geometry.boundingSphere !== null ) {
|
||
|
|
||
|
this.boundingSphere = geometry.boundingSphere.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( geometry.boundingBox !== null ) {
|
||
|
|
||
|
this.boundingBox = geometry.boundingBox.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
computeBoundingBox: function () {
|
||
|
|
||
|
if ( this.boundingBox === null ) {
|
||
|
|
||
|
this.boundingBox = new Box3();
|
||
|
|
||
|
}
|
||
|
|
||
|
var position = this.attributes.position;
|
||
|
|
||
|
if ( position !== undefined ) {
|
||
|
|
||
|
this.boundingBox.setFromBufferAttribute( position );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.boundingBox.makeEmpty();
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
|
||
|
|
||
|
console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
computeBoundingSphere: function () {
|
||
|
|
||
|
var box = new Box3();
|
||
|
var vector = new Vector3();
|
||
|
|
||
|
return function computeBoundingSphere() {
|
||
|
|
||
|
if ( this.boundingSphere === null ) {
|
||
|
|
||
|
this.boundingSphere = new Sphere();
|
||
|
|
||
|
}
|
||
|
|
||
|
var position = this.attributes.position;
|
||
|
|
||
|
if ( position ) {
|
||
|
|
||
|
var center = this.boundingSphere.center;
|
||
|
|
||
|
box.setFromBufferAttribute( position );
|
||
|
box.getCenter( center );
|
||
|
|
||
|
// hoping to find a boundingSphere with a radius smaller than the
|
||
|
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
|
||
|
|
||
|
var maxRadiusSq = 0;
|
||
|
|
||
|
for ( var i = 0, il = position.count; i < il; i ++ ) {
|
||
|
|
||
|
vector.x = position.getX( i );
|
||
|
vector.y = position.getY( i );
|
||
|
vector.z = position.getZ( i );
|
||
|
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
|
||
|
|
||
|
if ( isNaN( this.boundingSphere.radius ) ) {
|
||
|
|
||
|
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
}(),
|
||
|
|
||
|
computeFaceNormals: function () {
|
||
|
|
||
|
// backwards compatibility
|
||
|
|
||
|
},
|
||
|
|
||
|
computeVertexNormals: function () {
|
||
|
|
||
|
var index = this.index;
|
||
|
var attributes = this.attributes;
|
||
|
var groups = this.groups;
|
||
|
|
||
|
if ( attributes.position ) {
|
||
|
|
||
|
var positions = attributes.position.array;
|
||
|
|
||
|
if ( attributes.normal === undefined ) {
|
||
|
|
||
|
this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// reset existing normals to zero
|
||
|
|
||
|
var array = attributes.normal.array;
|
||
|
|
||
|
for ( var i = 0, il = array.length; i < il; i ++ ) {
|
||
|
|
||
|
array[ i ] = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
var normals = attributes.normal.array;
|
||
|
|
||
|
var vA, vB, vC;
|
||
|
var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
|
||
|
var cb = new Vector3(), ab = new Vector3();
|
||
|
|
||
|
// indexed elements
|
||
|
|
||
|
if ( index ) {
|
||
|
|
||
|
var indices = index.array;
|
||
|
|
||
|
if ( groups.length === 0 ) {
|
||
|
|
||
|
this.addGroup( 0, indices.length );
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
|
||
|
|
||
|
var group = groups[ j ];
|
||
|
|
||
|
var start = group.start;
|
||
|
var count = group.count;
|
||
|
|
||
|
for ( var i = start, il = start + count; i < il; i += 3 ) {
|
||
|
|
||
|
vA = indices[ i + 0 ] * 3;
|
||
|
vB = indices[ i + 1 ] * 3;
|
||
|
vC = indices[ i + 2 ] * 3;
|
||
|
|
||
|
pA.fromArray( positions, vA );
|
||
|
pB.fromArray( positions, vB );
|
||
|
pC.fromArray( positions, vC );
|
||
|
|
||
|
cb.subVectors( pC, pB );
|
||
|
ab.subVectors( pA, pB );
|
||
|
cb.cross( ab );
|
||
|
|
||
|
normals[ vA ] += cb.x;
|
||
|
normals[ vA + 1 ] += cb.y;
|
||
|
normals[ vA + 2 ] += cb.z;
|
||
|
|
||
|
normals[ vB ] += cb.x;
|
||
|
normals[ vB + 1 ] += cb.y;
|
||
|
normals[ vB + 2 ] += cb.z;
|
||
|
|
||
|
normals[ vC ] += cb.x;
|
||
|
normals[ vC + 1 ] += cb.y;
|
||
|
normals[ vC + 2 ] += cb.z;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// non-indexed elements (unconnected triangle soup)
|
||
|
|
||
|
for ( var i = 0, il = positions.length; i < il; i += 9 ) {
|
||
|
|
||
|
pA.fromArray( positions, i );
|
||
|
pB.fromArray( positions, i + 3 );
|
||
|
pC.fromArray( positions, i + 6 );
|
||
|
|
||
|
cb.subVectors( pC, pB );
|
||
|
ab.subVectors( pA, pB );
|
||
|
cb.cross( ab );
|
||
|
|
||
|
normals[ i ] = cb.x;
|
||
|
normals[ i + 1 ] = cb.y;
|
||
|
normals[ i + 2 ] = cb.z;
|
||
|
|
||
|
normals[ i + 3 ] = cb.x;
|
||
|
normals[ i + 4 ] = cb.y;
|
||
|
normals[ i + 5 ] = cb.z;
|
||
|
|
||
|
normals[ i + 6 ] = cb.x;
|
||
|
normals[ i + 7 ] = cb.y;
|
||
|
normals[ i + 8 ] = cb.z;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
this.normalizeNormals();
|
||
|
|
||
|
attributes.normal.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
merge: function ( geometry, offset ) {
|
||
|
|
||
|
if ( ! ( geometry && geometry.isBufferGeometry ) ) {
|
||
|
|
||
|
console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( offset === undefined ) offset = 0;
|
||
|
|
||
|
var attributes = this.attributes;
|
||
|
|
||
|
for ( var key in attributes ) {
|
||
|
|
||
|
if ( geometry.attributes[ key ] === undefined ) continue;
|
||
|
|
||
|
var attribute1 = attributes[ key ];
|
||
|
var attributeArray1 = attribute1.array;
|
||
|
|
||
|
var attribute2 = geometry.attributes[ key ];
|
||
|
var attributeArray2 = attribute2.array;
|
||
|
|
||
|
var attributeSize = attribute2.itemSize;
|
||
|
|
||
|
for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
|
||
|
|
||
|
attributeArray1[ j ] = attributeArray2[ i ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
normalizeNormals: function () {
|
||
|
|
||
|
var normals = this.attributes.normal;
|
||
|
|
||
|
var x, y, z, n;
|
||
|
|
||
|
for ( var i = 0, il = normals.count; i < il; i ++ ) {
|
||
|
|
||
|
x = normals.getX( i );
|
||
|
y = normals.getY( i );
|
||
|
z = normals.getZ( i );
|
||
|
|
||
|
n = 1.0 / Math.sqrt( x * x + y * y + z * z );
|
||
|
|
||
|
normals.setXYZ( i, x * n, y * n, z * n );
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
toNonIndexed: function () {
|
||
|
|
||
|
if ( this.index === null ) {
|
||
|
|
||
|
console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
var geometry2 = new BufferGeometry();
|
||
|
|
||
|
var indices = this.index.array;
|
||
|
var attributes = this.attributes;
|
||
|
|
||
|
for ( var name in attributes ) {
|
||
|
|
||
|
var attribute = attributes[ name ];
|
||
|
|
||
|
var array = attribute.array;
|
||
|
var itemSize = attribute.itemSize;
|
||
|
|
||
|
var array2 = new array.constructor( indices.length * itemSize );
|
||
|
|
||
|
var index = 0, index2 = 0;
|
||
|
|
||
|
for ( var i = 0, l = indices.length; i < l; i ++ ) {
|
||
|
|
||
|
index = indices[ i ] * itemSize;
|
||
|
|
||
|
for ( var j = 0; j < itemSize; j ++ ) {
|
||
|
|
||
|
array2[ index2 ++ ] = array[ index ++ ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
return geometry2;
|
||
|
|
||
|
},
|
||
|
|
||
|
toJSON: function () {
|
||
|
|
||
|
var data = {
|
||
|
metadata: {
|
||
|
version: 4.5,
|
||
|
type: 'BufferGeometry',
|
||
|
generator: 'BufferGeometry.toJSON'
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// standard BufferGeometry serialization
|
||
|
|
||
|
data.uuid = this.uuid;
|
||
|
data.type = this.type;
|
||
|
if ( this.name !== '' ) data.name = this.name;
|
||
|
|
||
|
if ( this.parameters !== undefined ) {
|
||
|
|
||
|
var parameters = this.parameters;
|
||
|
|
||
|
for ( var key in parameters ) {
|
||
|
|
||
|
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
|
||
|
|
||
|
}
|
||
|
|
||
|
return data;
|
||
|
|
||
|
}
|
||
|
|
||
|
data.data = { attributes: {} };
|
||
|
|
||
|
var index = this.index;
|
||
|
|
||
|
if ( index !== null ) {
|
||
|
|
||
|
var array = Array.prototype.slice.call( index.array );
|
||
|
|
||
|
data.data.index = {
|
||
|
type: index.array.constructor.name,
|
||
|
array: array
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
var attributes = this.attributes;
|
||
|
|
||
|
for ( var key in attributes ) {
|
||
|
|
||
|
var attribute = attributes[ key ];
|
||
|
|
||
|
var array = Array.prototype.slice.call( attribute.array );
|
||
|
|
||
|
data.data.attributes[ key ] = {
|
||
|
itemSize: attribute.itemSize,
|
||
|
type: attribute.array.constructor.name,
|
||
|
array: array,
|
||
|
normalized: attribute.normalized
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
var groups = this.groups;
|
||
|
|
||
|
if ( groups.length > 0 ) {
|
||
|
|
||
|
data.data.groups = JSON.parse( JSON.stringify( groups ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
var boundingSphere = this.boundingSphere;
|
||
|
|
||
|
if ( boundingSphere !== null ) {
|
||
|
|
||
|
data.data.boundingSphere = {
|
||
|
center: boundingSphere.center.toArray(),
|
||
|
radius: boundingSphere.radius
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
return data;
|
||
|
|
||
|
},
|
||
|
|
||
|
clone: function () {
|
||
|
|
||
|
/*
|
||
|
// Handle primitives
|
||
|
|
||
|
var parameters = this.parameters;
|
||
|
|
||
|
if ( parameters !== undefined ) {
|
||
|
|
||
|
var values = [];
|
||
|
|
||
|
for ( var key in parameters ) {
|
||
|
|
||
|
values.push( parameters[ key ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
var geometry = Object.create( this.constructor.prototype );
|
||
|
this.constructor.apply( geometry, values );
|
||
|
return geometry;
|
||
|
|
||
|
}
|
||
|
|
||
|
return new this.constructor().copy( this );
|
||
|
*/
|
||
|
|
||
|
return new BufferGeometry().copy( this );
|
||
|
|
||
|
},
|
||
|
|
||
|
copy: function ( source ) {
|
||
|
|
||
|
var name, i, l;
|
||
|
|
||
|
// reset
|
||
|
|
||
|
this.index = null;
|
||
|
this.attributes = {};
|
||
|
this.morphAttributes = {};
|
||
|
this.groups = [];
|
||
|
this.boundingBox = null;
|
||
|
this.boundingSphere = null;
|
||
|
|
||
|
// name
|
||
|
|
||
|
this.name = source.name;
|
||
|
|
||
|
// index
|
||
|
|
||
|
var index = source.index;
|
||
|
|
||
|
if ( index !== null ) {
|
||
|
|
||
|
this.setIndex( index.clone() );
|
||
|
|
||
|
}
|
||
|
|
||
|
// attributes
|
||
|
|
||
|
var attributes = source.attributes;
|
||
|
|
||
|
for ( name in attributes ) {
|
||
|
|
||
|
var attribute = attributes[ name ];
|
||
|
this.addAttribute( name, attribute.clone() );
|
||
|
|
||
|
}
|
||
|
|
||
|
// morph attributes
|
||
|
|
||
|
var morphAttributes = source.morphAttributes;
|
||
|
|
||
|
for ( name in morphAttributes ) {
|
||
|
|
||
|
var array = [];
|
||
|
var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
|
||
|
|
||
|
for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
|
||
|
|
||
|
array.push( morphAttribute[ i ].clone() );
|
||
|
|
||
|
}
|
||
|
|
||
|
this.morphAttributes[ name ] = array;
|
||
|
|
||
|
}
|
||
|
|
||
|
// groups
|
||
|
|
||
|
var groups = source.groups;
|
||
|
|
||
|
for ( i = 0, l = groups.length; i < l; i ++ ) {
|
||
|
|
||
|
var group = groups[ i ];
|
||
|
this.addGroup( group.start, group.count, group.materialIndex );
|
||
|
|
||
|
}
|
||
|
|
||
|
// bounding box
|
||
|
|
||
|
var boundingBox = source.boundingBox;
|
||
|
|
||
|
if ( boundingBox !== null ) {
|
||
|
|
||
|
this.boundingBox = boundingBox.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
// bounding sphere
|
||
|
|
||
|
var boundingSphere = source.boundingSphere;
|
||
|
|
||
|
if ( boundingSphere !== null ) {
|
||
|
|
||
|
this.boundingSphere = boundingSphere.clone();
|
||
|
|
||
|
}
|
||
|
|
||
|
// draw range
|
||
|
|
||
|
this.drawRange.start = source.drawRange.start;
|
||
|
this.drawRange.count = source.drawRange.count;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
dispose: function () {
|
||
|
|
||
|
this.dispatchEvent( { type: 'dispose' } );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
var gradientColours = [[235,99,111],[235,99,112],[234,99,113],[234,100,114],[233,100,114],[233,100,115],[232,100,116],[232,101,117],[231,101,118],[231,101,119],[230,101,119],[230,101,120],[230,102,121],[229,102,122],[229,102,123],[228,102,124],[228,103,124],[227,103,125],[227,103,126],[226,103,127],[226,103,128],[226,104,129],[225,104,129],[225,104,130],[224,104,131],[224,104,132],[223,105,133],[223,105,134],[222,105,134],[222,105,135],[221,106,136],[221,106,137],[221,106,138],[220,106,139],[220,106,139],[219,107,140],[219,107,141],[218,107,142],[218,107,143],[217,108,144],[217,108,144],[216,108,145],[216,108,146],[216,108,147],[215,109,148],[215,109,149],[214,109,149],[214,109,150],[213,110,151],[213,110,152],[212,110,153],[212,110,154],[211,110,154],[211,111,155],[211,111,156],[210,111,157],[210,111,158],[209,111,159],[209,112,159],[208,112,160],[208,112,161],[207,112,162],[207,113,163],[207,113,164],[206,113,164],[206,113,165],[205,113,166],[205,114,167],[204,114,168],[204,114,169],[203,114,169],[203,115,170],[202,115,171],[202,115,172],[201,115,172],[200,116,173],[199,116,173],[198,116,173],[197,117,174],[196,117,174],[194,118,174],[193,118,175],[192,118,175],[191,119,176],[190,119,176],[189,119,176],[188,120,177],[187,120,177],[186,121,177],[185,121,178],[184,121,178],[183,122,178],[181,122,179],[180,122,179],[179,123,179],[178,123,180],[177,124,180],[176,124,181],[175,124,181],[174,125,181],[173,125,182],[172,125,182],[171,126,182],[170,126,183],[168,126,183],[167,127,183],[166,127,184],[165,128,184],[164,128,184],[163,128,185],[162,129,185],[161,129,186],[160,129,186],[159,130,186],[158,130,187],[157,131,187],[155,131,187],[154,131,188],[153,132,188],[152,132,188],[151,132,189],[150,133,189],[149,133,189],[148,133,190],[147,134,190],[146,134,191],[145,135,191],[144,135,191],[142,135,192],[141,136,192],[140,136,192],[139,136,193],[138,137,193],[137,137,193],[136,138,194],[135,138,194],[134,138,194],[133,139,195],[132,139,195],[131,139,196],[129,140,196],[128,140,196],[127,141,197],[126,141,197],[125,141,197],[124,142,198],[123,142,198],[122,142,198],[120,142,197],[119,143,197],[117,143,197],[116,143,197],[114,143,196],[113,144,196],[111,144,196],[110,144,195],[108,144,195],[107,144,195],[105,145,195],[104,145,194],[102,145,194],[101,145,194],[100,146,193],[98,146,193],[97,146,193],[95,146,193],[94,146,192],[92,147,192],[91,147,192],[89,147,191],[88,147,191],[86,147,191],[85,148,191],[83,148,190],[82,148,190],[80,148,190],[79,149,189],[78,149,189],[76,149,189],[75,149,189],[73,149,188],[72,150,188],[70,150,188],[69,150,187],[67,150,187],[66,151,187],[64,151,186],[63,151,186],[61,151,186],[60,151,186],[59,152,185],[57,152,185],[56,152,185],[54,152,184],[53,153,184],[51,153,184],[50,153,184],[48,153,183],[47,153,183],[45,154,183],[44,154,182],[42,154,182],[41,154,182],[39,154,182],[38,155,181],[37,155,181],[35,155,181],[34,155,180],[32,156,180],[31,156,180],[29,156,180],[28,156,179],[26,156,179],[25,157,179],[23,157,178],[22,157,178],[20,157,178],[19,158,178],[17,158,177],[16,158,177],[16,158,176],[17,158,176],[17,158,175],[18,158,174],[18,158,174],[19,158,173],[19,158,172],[20,158,171],[20,158,171],[21,158,170],[21,158,169],[22,158,169],[22,159,168],[23,159,167],[23,159,167],[23,159,166],[24,159,165],[24,159,164],[25,159,164],[25,159,163],[26,159,162],[26,159,162],[27,159,161],[27,159,160],[28,159,160],[28,159,159],[29,159,158],[29,159,157],[30,159,157],[30,159,156],[30,159,155],[31,159,155],[31,159,154],[32,159,153],[32,159,153],[33,159,152],[33,160,151],[34,160,150],[34,160,150],[35,160,149],[35,160,148],[36,160,148],[36,160,147],[36,160,146],[37,160,146],[37,160,145],[38,160,144],[38,160,143],[39,160,143],[39,160,142],[40,160,141],[40,160,141],[41,160,140],[41,160,139],[42,160,139],[42,160,138],[43,160,137],[43,160,136],[43,160,136],[44,160,135],[44,161,134],[45,161,134],[45,161,133],[46,161,132],[46,161,132],[47,161,131],[47,161,130],[48,161,129],[48,161,129],[49,161,128],[49,161,127],[50,161,127],[50,161,126],[51,161,125],[52,161,125],[53,161,124],[54,161,123],[55,161,123],[56,161,122],[56,160,121],[57,160,121]
|
||
|
var depthColours = [[255,255,204],[255,255,203],[255,255,203],[255,254,202],[255,254,202],[255,254,201],[255,254,200],[255,253,200],[255,253,199],[255,253,199],[255,253,198],[255,252,197],[255,252,197],[255,252,196],[255,252,196],[255,251,195],[255,251,194],[255,251,194],[255,251,193],[255,250,193],[255,250,192],[255,250,191],[255,250,191],[255,249,190],[255,249,190],[255,249,189],[255,249,188],[255,248,188],[255,248,187],[255,248,187],[255,248,186],[255,247,185],[255,247,185],[255,247,184],[255,247,184],[255,246,183],[255,246,182],[255,246,182],[255,246,181],[255,245,180],[255,245,180],[255,245,179],[255,245,179],[255,244,178],[255,244,177],[255,244,177],[255,244,176],[255,243,176],[255,243,175],[255,243,174],[255,243,174],[255,242,173],[255,242,173],[255,242,172],[255,242,171],[255,241,171],[255,241,170],[255,241,170],[255,241,169],[255,240,168],[255,240,168],[255,240,167],[255,240,167],[255,239,166],[255,239,165],[255,239,165],[255,239,164],[255,238,164],[255,238,163],[255,238,162],[255,238,162],[255,237,161],[255,237,161],[255,237,160],[255,237,159],[255,236,159],[255,236,158],[255,236,158],[255,236,157],[255,235,157],[255,235,156],[255,235,155],[255,235,155],[255,234,154],[255,234,154],[255,234,153],[255,233,153],[255,233,152],[255,233,151],[255,233,151],[255,232,150],[255,232,150],[255,232,149],[255,232,148],[255,231,148],[255,231,147],[255,231,147],[255,230,146],[255,230,146],[255,230,145],[255,230,144],[255,229,144],[255,229,143],[255,229,143],[255,229,142],[255,228,142],[255,228,141],[255,228,140],[255,227,140],[255,227,139],[254,227,139],[254,227,138],[254,226,138],[254,226,137],[254,226,136],[254,225,136],[254,225,135],[254,225,135],[254,225,134],[254,224,134],[254,224,133],[254,224,132],[254,224,132],[254,223,131],[254,223,131],[254,223,130],[254,222,130],[254,222,129],[254,222,128],[254,222,128],[254,221,127],[254,221,127],[254,221,126],[254,221,125],[254,220,125],[254,220,124],[254,220,124],[254,219,123],[254,219,123],[254,219,122],[254,219,121],[254,218,121],[254,218,120],[254,218,120],[254,218,119],[254,217,119],[254,217,118],[254,216,117],[254,216,117],[254,215,116],[254,215,116],[254,214,115],[254,214,115],[254,213,114],[254,213,113],[254,212,113],[254,212,112],[254,211,112],[254,211,111],[254,210,111],[254,210,110],[254,209,109],[254,208,109],[254,208,108],[254,207,108],[254,207,107],[254,206,106],[254,206,106],[254,205,105],[254,205,105],[254,204,104],[254,204,104],[254,203,103],[254,203,102],[254,202,102],[254,202,101],[254,201,101],[254,200,100],[254,200,100],[254,199,99],[254,199,98],[254,198,98],[254,198,97],[254,197,97],[254,197,96],[254,196,96],[254,196,95],[254,195,94],[254,195,94],[254,194,93],[254,193,93],[254,193,92],[254,192,92],[254,192,91],[254,191,90],[254,191,90],[254,190,89],[254,190,89],[254,189,88],[254,189,88],[254,188,87],[254,188,86],[254,187,86],[254,187,85],[254,186,85],[254,185,84],[254,185,83],[254,184,83],[254,184,82],[254,183,82],[254,183,81],[254,182,81],[254,182,80],[254,181,79],[254,181,79],[254,180,78],[254,180,78],[254,179,77],[254,179,77],[254,178,76],[254,177,76],[254,177,76],[254,176,75],[254,176,75],[254,175,75],[254,175,75],[254,174,74],[254,174,74],[254,173,74],[254,173,74],[254,172,74],[254,172,73],[254,171,73],[254,171,73],[254,170,73],[254,170,72],[254,169,72],[254,169,72],[254,168,72],[254,168,72],[254,167,71],[254,167,71],[254,166,71],[254,166,71],[254,165,71],[254,165,70],[254,164,70],[254,164,70],[254,163,70],[254,163,69],[254,162,69],[254,162,69],[254,161,69],[254,161,69],[254,160,68],[254,160,68],[253,159,68],[253,159,68],[253,158,67],[253,158,67],[253,157,67],[253,157,67],[253,156,67],[253,156,66],[253,155,66],[253,155,66],[253,154,66],[253,154,65],[253,153,65],[253,153,65],[253,152,65],[253,152,65],[253,151,64],[253,151,64],[253,150,64],[253,150,64],[253,149,64],[253,149,63],[253,148,63],[253,148,63],[253,147,63],[253,147,62],[253,146,62],[253,146,62],[253,145,62],[253,145,62],[253,144,61],[253,144,61],[253,143,61],[253,143,61],[253,142,60],[253,142,60],[253,141,60],[253,140,60],[253,139,60],[253,138,59],[253,138,59],[253,137,59],[253,136,59],[253,135,
|
||
|
var inclinationColours = [[255,255,0],[253,254,2],[251,253,4],[249,252,5],[247,251,7],[245,250,9],[243,249,11],[241,249,13],[239,248,14],[237,247,16],[235,246,18],[233,245,20],[231,244,22],[229,243,23],[227,242,25],[225,241,27],[223,240,29],[221,239,31],[219,238,32],[217,237,34],[215,237,36],[213,236,38],[211,235,40],[209,234,41],[207,233,43],[205,232,45],[203,231,47],[201,230,49],[199,229,50],[197,228,52],[195,227,54],[193,226,56],[191,226,58],[189,225,60],[187,224,61],[185,223,63],[183,222,65],[181,221,67],[179,220,69],[177,219,70],[175,218,72],[173,217,74],[171,216,76],[169,215,78],[167,214,79],[165,214,81],[163,213,83],[161,212,85],[159,211,87],[157,210,88],[155,209,90],[153,208,92],[151,207,94],[149,206,96],[147,205,97],[145,204,99],[143,203,101],[141,202,103],[139,202,105],[137,201,106],[135,200,108],[133,199,110],[131,198,112],[129,197,114],[126,196,115],[124,195,117],[122,194,119],[120,193,121],[118,192,123],[116,191,124],[114,191,126],[112,190,128],[110,189,130],[108,188,132],[106,187,133],[104,186,135],[102,185,137],[100,184,139],[98,183,141],[96,182,142],[94,181,144],[92,180,146],[90,179,148],[88,179,150],[86,178,151],[84,177,153],[82,176,155],[80,175,157],[78,174,159],[76,173,160],[74,172,162],[72,171,164],[70,170,166],[68,169,168],[66,168,169],[64,167,171],[62,167,173],[60,166,175],[58,165,177],[56,164,179],[54,163,180],[52,162,182],[50,161,184],[48,160,186],[46,159,188],[44,158,189],[42,157,191],[40,156,193],[38,156,195],[36,155,197],[34,154,198],[32,153,200],[30,152,202],[28,151,204],[26,150,206],[24,149,207],[22,148,209],[20,147,211],[18,146,213],[16,145,215],[14,144,216],[12,144,218],[10,143,220],[8,142,222],[6,141,224],[4,140,225],[2,139,227],[0,138,229]];
|
||
|
var terrainColours = [[50,205,50],[52,205,52],[53,206,53],[55,206,55],[56,207,56],[58,207,58],[60,207,60],[61,208,61],[63,208,63],[65,209,65],[66,209,66],[68,209,68],[69,210,69],[71,210,71],[73,211,73],[74,211,74],[76,211,76],[77,212,77],[79,212,79],[81,212,81],[82,213,82],[84,213,84],[86,214,86],[87,214,87],[89,214,89],[90,215,90],[92,215,92],[94,216,94],[95,216,95],[97,216,97],[98,217,98],[100,217,100],[102,218,102],[103,218,103],[105,218,105],[106,219,106],[108,219,108],[110,220,110],[111,220,111],[113,220,113],[115,221,115],[116,221,116],[118,222,118],[119,222,119],[121,222,121],[123,223,123],[124,223,124],[126,224,126],[127,224,127],[129,224,129],[131,225,131],[132,225,132],[134,225,134],[136,226,136],[137,226,137],[139,227,139],[140,227,140],[142,227,142],[144,228,144],[145,228,145],[147,229,147],[148,229,148],[150,229,150],[152,230,152],[153,230,153],[155,231,155],[157,231,157],[158,231,158],[160,232,160],[161,232,161],[163,233,163],[165,233,165],[166,233,166],[168,234,168],[169,234,169],[171,235,171],[173,235,173],[174,235,174],[176,236,176],[178,236,178],[179,236,179],[181,237,181],[182,237,182],[184,238,184],[186,238,186],[187,238,187],[189,239,189],[190,239,190],[192,240,192],[194,240,194],[195,240,195],[197,241,197],[199,241,199],[200,242,200],[202,242,202],[203,242,203],[205,243,205],[207,243,207],[208,244,208],[210,244,210],[211,244,211],[213,245,213],[215,245,215],[216,246,216],[218,246,218],[219,246,219],[221,247,221],[223,247,223],[224,248,224],[226,248,226],[228,248,228],[229,249,229],[231,249,231],[232,249,232],[234,250,234],[236,250,236],[237,251,237],[239,251,239],[240,251,240],[242,252,242],[244,252,244],[245,253,245],[247,253,247],[249,253,249],[250,254,250],[252,254,252],[253,255,253],[255,255,255]];
|
||
|
var surveyColours = [[0xa6,0xce,0xe3],[0x1f,0x78,0xb4],[0xb2,0xdf,0x8a],[0x33,0xa0,0x2c],[0xfb,0x9a,0x99],[0xe3,0x1a,0x1c],[0xfd,0xbf,0x6f],[0xff,0x7f,0x00],[0xca,0xb2,0xd6],[0x6a,0x3d,0x9a],[0xff,0xff,0x99]];
|
||
|
var spectrumColours = [[100,60,60],[100,63,60],[100,66,60],[100,68,60],[100,71,60],[100,73,60],[100,76,60],[100,79,60],[100,81,60],[100,84,60],[100,86,60],[100,89,60],[100,92,60],[100,94,60],[100,97,60],[99,100,60],[97,100,60],[94,100,60],[92,100,60],[89,100,60],[86,100,60],[84,100,60],[81,100,60],[79,100,60],[76,100,60],[73,100,60],[71,100,60],[68,100,60],[65,100,60],[63,100,60],[60,100,60],[60,100,63],[60,100,66],[60,100,68],[60,100,71],[60,100,73],[60,100,76],[60,100,79],[60,100,81],[60,100,84],[60,100,86],[60,100,89],[60,100,92],[60,100,94],[60,100,97],[60,99,100],[60,97,100],[60,94,100],[60,92,100],[60,89,100],[60,86,100],[60,84,100],[60,81,100],[60,79,100],[60,76,100],[60,73,100],[60,71,100],[60,68,100],[60,65,100],[60,63,100],[60,60,100],[63,60,100],[66,60,100],[68,60,100],[71,60,100],[73,60,100],[76,60,100],[79,60,100],[81,60,100],[84,60,100],[87,60,100],[89,60,100],[92,60,100],[94,60,100],[97,60,100],[100,60,99],[100,60,97],[100,60,94],[100,60,92],[100,60,89],[100,60,86],[100,60,84],[100,60,81],[100,60,78],[100,60,76],[100,60,73],[100,60,71],[100,60,68],[100,60,65],[100,60,63],[100,60,60],[100,63,60],[100,66,60],[100,68,60],[100,71,60],[100,73,60],[100,76,60],[100,79,60],[100,81,60],[100,84,60],[100,87,60],[100,89,60],[100,92,60],[100,94,60],[100,97,60],[99,100,60],[97,100,60],[94,100,60],[92,100,60],[89,100,60],[86,100,60],[84,100,60],[81,100,60],[78,100,60],[76,100,60],[73,100,60],[71,100,60],[68,100,60],[65,100,60],[63,100,60],[60,100,60],[60,100,63],[60,100,66],[60,100,68],[60,100,71],[60,100,74],[60,100,76],[60,100,79]];
|
||
|
|
||
|
var Colours = {
|
||
|
inclination: inclinationColours,
|
||
|
terrain: terrainColours,
|
||
|
gradient: gradientColours,
|
||
|
survey: surveyColours,
|
||
|
depth: depthColours,
|
||
|
spectrum: spectrumColours
|
||
|
};
|
||
|
|
||
|
// preset camera views
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// mouse selection operation mode
|
||
|
|
||
|
|
||
|
|
||
|
// shading types
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// layer tags for scene objects
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// flags in legs exported by Cave models
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
var upAxis = new Vector3( 0, 0, 1 );
|
||
|
|
||
|
// EOF
|
||
|
|
||
|
/**
|
||
|
* @author Angus Sawyer
|
||
|
* @author mrdoob / http://mrdoob.com/
|
||
|
* @author Mugen87 / https://github.com/Mugen87
|
||
|
*
|
||
|
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
|
||
|
*/
|
||
|
|
||
|
function TerrainTileGeometry( width, height, widthSegments, heightSegments, terrainData, scale, clip, zOffset ) {
|
||
|
|
||
|
BufferGeometry.call( this );
|
||
|
|
||
|
this.type = 'TerrainTileGeometry';
|
||
|
|
||
|
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, i, z, l;
|
||
|
|
||
|
// buffers
|
||
|
|
||
|
var indices = [];
|
||
|
var vertices = [];
|
||
|
var uvs = [];
|
||
|
|
||
|
var vertexCount = 0;
|
||
|
|
||
|
var minZ = Infinity;
|
||
|
var maxZ = -Infinity;
|
||
|
|
||
|
// generate vertices and uvs
|
||
|
|
||
|
var zIndex;
|
||
|
|
||
|
var x = 0;
|
||
|
var y = 0;
|
||
|
|
||
|
if ( clip.terrainWidth === undefined ) {
|
||
|
|
||
|
clip.terrainWidth = gridX;
|
||
|
clip.terrainHeight = gridY;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( clip.dtmWidth === undefined ) {
|
||
|
|
||
|
clip.dtmWidth = clip.terrainWidth + 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
var ixMax = gridX1 + clip.left;
|
||
|
var iyMax = gridY1 + clip.top;
|
||
|
|
||
|
for ( iy = clip.top; iy < iyMax; iy++ ) {
|
||
|
|
||
|
x = 0;
|
||
|
|
||
|
// dtmOffset adjusts for tiles smaller than DTM height maps
|
||
|
|
||
|
zIndex = iy * clip.dtmWidth + clip.left + clip.dtmOffset;
|
||
|
|
||
|
for ( ix = clip.left; ix < ixMax; ix++ ) {
|
||
|
|
||
|
z = terrainData[ zIndex++ ] / scale - zOffset; // scale and convert to origin centered coords
|
||
|
|
||
|
vertices.push( x, - y, z );
|
||
|
vertexCount++;
|
||
|
|
||
|
if ( z < minZ ) minZ = z;
|
||
|
if ( z > maxZ ) maxZ = z;
|
||
|
|
||
|
uvs.push( ix / clip.terrainWidth );
|
||
|
uvs.push( 1 - ( iy / clip.terrainHeight ) );
|
||
|
|
||
|
x += segment_width;
|
||
|
|
||
|
}
|
||
|
|
||
|
y += segment_height;
|
||
|
|
||
|
}
|
||
|
|
||
|
// avoid overhead of computeBoundingBox since we know x & y min and max values;
|
||
|
|
||
|
this.boundingBox = new Box3().set( new Vector3( 0, 0, minZ ), new Vector3( width, -height, maxZ ) );
|
||
|
|
||
|
// 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 - render each quad such that the shared diagonal edge has the minimum length - gives a smother terrain surface
|
||
|
// diagonals b - d, a - c
|
||
|
|
||
|
var d1 = Math.abs( vertices[ a * 3 + 2 ] - vertices[ d * 3 + 2 ] ); // diff in Z values between diagonal vertices
|
||
|
var d2 = Math.abs( vertices[ b * 3 + 2 ] - vertices[ c * 3 + 2 ] ); // diff in Z values between diagonal vertices
|
||
|
|
||
|
if ( d1 < d2 ) {
|
||
|
|
||
|
indices.push( a, b, d );
|
||
|
indices.push( b, c, d );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
indices.push( a, b, c );
|
||
|
indices.push( c, d, a );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// build geometry
|
||
|
|
||
|
this.setIndex( indices );
|
||
|
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
|
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
|
||
|
this.computeVertexNormals();
|
||
|
|
||
|
var colourScale = Colours.terrain;
|
||
|
var colourRange = colourScale.length - 1;
|
||
|
|
||
|
var colourIndex;
|
||
|
var dotProduct;
|
||
|
|
||
|
var normal = this.getAttribute( 'normal' );
|
||
|
var vNormal = new Vector3();
|
||
|
|
||
|
var buffer = new Float32Array( vertexCount * 3 );
|
||
|
var colours = [];
|
||
|
var colour;
|
||
|
|
||
|
// convert scale to float values
|
||
|
|
||
|
for ( i = 0, l = colourScale.length; i < l; i++ ) {
|
||
|
|
||
|
colour = colourScale[ i ];
|
||
|
colours.push( [ colour[ 0 ] / 255, colour[ 1 ] / 255, colour[ 2 ] / 255 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < vertexCount; i++ ) {
|
||
|
|
||
|
vNormal.fromArray( normal.array, i * 3 );
|
||
|
|
||
|
dotProduct = vNormal.dot( upAxis );
|
||
|
colourIndex = Math.floor( colourRange * 2 * Math.acos( Math.abs( dotProduct ) ) / Math.PI );
|
||
|
|
||
|
colour = colours[ colourIndex ];
|
||
|
var offset = i * 3;
|
||
|
|
||
|
buffer[ offset ] = colour[ 0 ];
|
||
|
buffer[ offset + 1 ] = colour[ 1 ];
|
||
|
buffer[ offset + 2 ] = colour[ 2 ];
|
||
|
|
||
|
}
|
||
|
|
||
|
this.addAttribute( 'color', new Float32BufferAttribute( buffer, 3 ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
TerrainTileGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
|
TerrainTileGeometry.prototype.constructor = TerrainTileGeometry;
|
||
|
|
||
|
var tileSpec;
|
||
|
var halfMapExtent = 6378137 * Math.PI; // from EPSG:3875 definition
|
||
|
|
||
|
onmessage = onMessage;
|
||
|
|
||
|
function onMessage ( event ) {
|
||
|
|
||
|
tileSpec = event.data;
|
||
|
|
||
|
new HeightMapLoader( tileSpec, mapLoaded, mapError ).load();
|
||
|
|
||
|
}
|
||
|
|
||
|
function mapLoaded ( data ) {
|
||
|
|
||
|
// clip height map data
|
||
|
|
||
|
var clip = tileSpec.clip;
|
||
|
var offsets = tileSpec.offsets;
|
||
|
var tileSet = tileSpec.tileSet;
|
||
|
var divisions = tileSpec.divisions;
|
||
|
|
||
|
var terrainData = new Uint16Array( data );
|
||
|
|
||
|
var xDivisions = divisions - clip.left - clip.right;
|
||
|
var yDivisions = divisions - clip.top - clip.bottom;
|
||
|
|
||
|
var resolution = tileSpec.resolution;
|
||
|
|
||
|
var xTileWidth = resolution * xDivisions;
|
||
|
var yTileWidth = resolution * yDivisions;
|
||
|
|
||
|
clip.terrainHeight = tileSpec.divisions;
|
||
|
clip.terrainWidth = tileSpec.divisions;
|
||
|
|
||
|
var terrainTile = new TerrainTileGeometry( xTileWidth, yTileWidth, xDivisions, yDivisions, terrainData, tileSet.dtmScale, clip, offsets.z );
|
||
|
|
||
|
var X = resolution * ( tileSpec.x * divisions + clip.left ) - halfMapExtent - offsets.x;
|
||
|
var Y = halfMapExtent - resolution * ( tileSpec.y * divisions + clip.top ) - offsets.y;
|
||
|
|
||
|
terrainTile.translate( X, Y, 0 );
|
||
|
|
||
|
terrainTile.computeBoundingBox();
|
||
|
|
||
|
// avoid calculating bounding box in main thread.
|
||
|
// however it isn't preserved in json serialisation.
|
||
|
|
||
|
var bb = terrainTile.boundingBox;
|
||
|
|
||
|
var boundingBox = {
|
||
|
|
||
|
min: {
|
||
|
x: bb.min.x,
|
||
|
y: bb.min.y,
|
||
|
z: bb.min.z
|
||
|
},
|
||
|
|
||
|
max: {
|
||
|
|
||
|
x: bb.max.x,
|
||
|
y: bb.max.y,
|
||
|
z: bb.max.z
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
// support transferable objects where possible
|
||
|
|
||
|
var indexBuffer = terrainTile.index.array.buffer;
|
||
|
var attributes = {};
|
||
|
var transferable = [];
|
||
|
|
||
|
var srcAttributes = terrainTile.attributes;
|
||
|
|
||
|
for ( var attributeName in srcAttributes ) {
|
||
|
|
||
|
var attribute = srcAttributes[ attributeName ];
|
||
|
var arrayBuffer = attribute.array.buffer;
|
||
|
|
||
|
attributes[ attributeName ] = { array: arrayBuffer, itemSize: attribute.itemSize };
|
||
|
|
||
|
transferable.push( arrayBuffer );
|
||
|
|
||
|
}
|
||
|
|
||
|
postMessage( { status: 'ok', index: indexBuffer, attributes: attributes, boundingBox: boundingBox }, transferable );
|
||
|
|
||
|
}
|
||
|
|
||
|
function mapError () {
|
||
|
|
||
|
postMessage( { status: 'nomap' } );
|
||
|
|
||
|
}
|
||
|
|
||
|
// EOF
|
||
|
|
||
|
})));
|