forked from expo/troggle
55947 lines
1.3 MiB
55947 lines
1.3 MiB
(function (global, factory) {
|
||
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
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||
typeof define === 'function' && define.amd ? define(['exports'], factory) :
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||
(factory((global.CV = global.CV || {})));
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||
}(this, (function (exports) { 'use strict';
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||
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||
// Polyfills
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||
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||
if ( Number.EPSILON === undefined ) {
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||
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Number.EPSILON = Math.pow( 2, - 52 );
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||
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}
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||
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||
if ( Number.isInteger === undefined ) {
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// Missing in IE
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
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Number.isInteger = function ( value ) {
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return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
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};
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}
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//
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if ( Math.sign === undefined ) {
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
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Math.sign = function ( x ) {
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return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
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};
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}
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if ( Function.prototype.name === undefined ) {
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// Missing in IE
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
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Object.defineProperty( Function.prototype, 'name', {
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get: function () {
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return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
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}
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} );
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}
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if ( Object.assign === undefined ) {
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||
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// Missing in IE
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// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
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( function () {
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Object.assign = function ( target ) {
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'use strict';
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if ( target === undefined || target === null ) {
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throw new TypeError( 'Cannot convert undefined or null to object' );
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}
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var output = Object( target );
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for ( var index = 1; index < arguments.length; index ++ ) {
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var source = arguments[ index ];
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if ( source !== undefined && source !== null ) {
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for ( var nextKey in source ) {
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if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
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output[ nextKey ] = source[ nextKey ];
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}
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}
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}
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}
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return output;
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};
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} )();
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}
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/**
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* @author alteredq / http://alteredqualia.com/
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* @author mrdoob / http://mrdoob.com/
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*/
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var _Math = {
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DEG2RAD: Math.PI / 180,
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RAD2DEG: 180 / Math.PI,
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generateUUID: function () {
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// http://www.broofa.com/Tools/Math.uuid.htm
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var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
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var uuid = new Array( 36 );
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var rnd = 0, r;
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return function generateUUID() {
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for ( var i = 0; i < 36; i ++ ) {
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if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
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uuid[ i ] = '-';
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} else if ( i === 14 ) {
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uuid[ i ] = '4';
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} else {
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if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
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r = rnd & 0xf;
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rnd = rnd >> 4;
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uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];
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}
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}
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return uuid.join( '' );
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};
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}(),
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clamp: function ( value, min, max ) {
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return Math.max( min, Math.min( max, value ) );
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},
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// compute euclidian modulo of m % n
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// https://en.wikipedia.org/wiki/Modulo_operation
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euclideanModulo: function ( n, m ) {
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return ( ( n % m ) + m ) % m;
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},
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// Linear mapping from range <a1, a2> to range <b1, b2>
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mapLinear: function ( x, a1, a2, b1, b2 ) {
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return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
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},
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// https://en.wikipedia.org/wiki/Linear_interpolation
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lerp: function ( x, y, t ) {
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return ( 1 - t ) * x + t * y;
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},
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// http://en.wikipedia.org/wiki/Smoothstep
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smoothstep: function ( x, min, max ) {
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if ( x <= min ) return 0;
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if ( x >= max ) return 1;
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x = ( x - min ) / ( max - min );
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return x * x * ( 3 - 2 * x );
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},
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smootherstep: function ( x, min, max ) {
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if ( x <= min ) return 0;
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if ( x >= max ) return 1;
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x = ( x - min ) / ( max - min );
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return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
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},
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// Random integer from <low, high> interval
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randInt: function ( low, high ) {
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return low + Math.floor( Math.random() * ( high - low + 1 ) );
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},
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// Random float from <low, high> interval
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randFloat: function ( low, high ) {
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return low + Math.random() * ( high - low );
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},
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// Random float from <-range/2, range/2> interval
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randFloatSpread: function ( range ) {
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return range * ( 0.5 - Math.random() );
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},
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degToRad: function ( degrees ) {
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return degrees * _Math.DEG2RAD;
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},
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radToDeg: function ( radians ) {
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return radians * _Math.RAD2DEG;
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},
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isPowerOfTwo: function ( value ) {
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return ( value & ( value - 1 ) ) === 0 && value !== 0;
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},
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nearestPowerOfTwo: function ( value ) {
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return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );
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},
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nextPowerOfTwo: function ( value ) {
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value --;
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value |= value >> 1;
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value |= value >> 2;
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value |= value >> 4;
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value |= value >> 8;
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value |= value >> 16;
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value ++;
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return value;
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}
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};
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author supereggbert / http://www.paulbrunt.co.uk/
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* @author philogb / http://blog.thejit.org/
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* @author jordi_ros / http://plattsoft.com
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* @author D1plo1d / http://github.com/D1plo1d
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* @author alteredq / http://alteredqualia.com/
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* @author mikael emtinger / http://gomo.se/
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* @author timknip / http://www.floorplanner.com/
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* @author bhouston / http://clara.io
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* @author WestLangley / http://github.com/WestLangley
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*/
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function Matrix4() {
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this.elements = [
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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];
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if ( arguments.length > 0 ) {
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console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
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}
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}
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Object.assign( Matrix4.prototype, {
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isMatrix4: true,
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set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
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var te = this.elements;
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te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
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te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
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te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
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te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
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return this;
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},
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identity: function () {
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this.set(
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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return this;
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},
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clone: function () {
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return new Matrix4().fromArray( this.elements );
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},
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copy: function ( m ) {
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var te = this.elements;
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var me = m.elements;
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te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
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te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
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te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
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te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
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return this;
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},
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copyPosition: function ( m ) {
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var te = this.elements, me = m.elements;
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te[ 12 ] = me[ 12 ];
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te[ 13 ] = me[ 13 ];
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te[ 14 ] = me[ 14 ];
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return this;
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},
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extractBasis: function ( xAxis, yAxis, zAxis ) {
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xAxis.setFromMatrixColumn( this, 0 );
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yAxis.setFromMatrixColumn( this, 1 );
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zAxis.setFromMatrixColumn( this, 2 );
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return this;
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},
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makeBasis: function ( xAxis, yAxis, zAxis ) {
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this.set(
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xAxis.x, yAxis.x, zAxis.x, 0,
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xAxis.y, yAxis.y, zAxis.y, 0,
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xAxis.z, yAxis.z, zAxis.z, 0,
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0, 0, 0, 1
|
||
);
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||
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return this;
|
||
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||
},
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||
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||
extractRotation: function () {
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||
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||
var v1 = new Vector3();
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||
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return function extractRotation( m ) {
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||
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||
var te = this.elements;
|
||
var me = m.elements;
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||
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var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
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var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
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var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
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te[ 0 ] = me[ 0 ] * scaleX;
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te[ 1 ] = me[ 1 ] * scaleX;
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te[ 2 ] = me[ 2 ] * scaleX;
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||
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te[ 4 ] = me[ 4 ] * scaleY;
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te[ 5 ] = me[ 5 ] * scaleY;
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te[ 6 ] = me[ 6 ] * scaleY;
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||
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te[ 8 ] = me[ 8 ] * scaleZ;
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te[ 9 ] = me[ 9 ] * scaleZ;
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||
te[ 10 ] = me[ 10 ] * scaleZ;
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||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
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||
|
||
makeRotationFromEuler: function ( euler ) {
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||
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||
if ( ! ( euler && euler.isEuler ) ) {
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||
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console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
|
||
|
||
}
|
||
|
||
var te = this.elements;
|
||
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||
var x = euler.x, y = euler.y, z = euler.z;
|
||
var a = Math.cos( x ), b = Math.sin( x );
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||
var c = Math.cos( y ), d = Math.sin( y );
|
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var e = Math.cos( z ), f = Math.sin( z );
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||
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if ( euler.order === 'XYZ' ) {
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||
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||
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;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
var VERSION = '1.2.2';
|
||
|
||
var MATERIAL_LINE = 1;
|
||
var MATERIAL_SURFACE = 2;
|
||
|
||
var CAMERA_ORTHOGRAPHIC = 1;
|
||
var CAMERA_PERSPECTIVE = 2;
|
||
var CAMERA_OFFSET = 600;
|
||
|
||
// preset camera views
|
||
|
||
var VIEW_NONE = 0;
|
||
var VIEW_PLAN = 1;
|
||
var VIEW_ELEVATION_N = 2;
|
||
var VIEW_ELEVATION_S = 3;
|
||
var VIEW_ELEVATION_E = 4;
|
||
var VIEW_ELEVATION_W = 5;
|
||
|
||
// mouse selection operation mode
|
||
|
||
var MOUSE_MODE_NORMAL = 0;
|
||
var MOUSE_MODE_ROUTE_EDIT = 1;
|
||
// shading types
|
||
|
||
var SHADING_HEIGHT = 1;
|
||
var SHADING_LENGTH = 2;
|
||
var SHADING_INCLINATION = 3;
|
||
var SHADING_CURSOR = 4;
|
||
var SHADING_SINGLE = 5;
|
||
var SHADING_SURVEY = 6;
|
||
var SHADING_OVERLAY = 7;
|
||
var SHADING_SHADED = 8;
|
||
var SHADING_DEPTH = 9;
|
||
var SHADING_PATH = 10;
|
||
var SHADING_DEPTH_CURSOR = 11;
|
||
|
||
// layer tags for scene objects
|
||
|
||
var LEG_CAVE = 1;
|
||
var LEG_SPLAY = 2;
|
||
var LEG_SURFACE = 3;
|
||
var FEATURE_BOX = 4;
|
||
var FEATURE_SELECTED_BOX = 5;
|
||
var FEATURE_ENTRANCES = 6;
|
||
var FEATURE_TERRAIN = 7;
|
||
var FEATURE_STATIONS = 8;
|
||
var FEATURE_TRACES = 9;
|
||
|
||
var FACE_WALLS = 10;
|
||
var FACE_SCRAPS = 11;
|
||
|
||
var LABEL_STATION = 12;
|
||
|
||
// flags in legs exported by Cave models
|
||
|
||
var NORMAL = 0;
|
||
var SURFACE = 1;
|
||
var SPLAY = 2;
|
||
var DIVING = 3;
|
||
|
||
var STATION_NORMAL = 0;
|
||
var STATION_ENTRANCE = 1;
|
||
|
||
var upAxis = new Vector3( 0, 0, 1 );
|
||
|
||
// EOF
|
||
|
||
var environment = new Map();
|
||
|
||
function setEnvironment ( envs ) {
|
||
|
||
if ( envs === undefined ) return;
|
||
|
||
var pName;
|
||
|
||
for ( pName in envs ) {
|
||
|
||
environment.set ( pName , envs[ pName ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getEnvironmentValue ( item, defaultValue ) {
|
||
|
||
if ( environment.has( item ) ) {
|
||
|
||
return environment.get( item );
|
||
|
||
} else {
|
||
|
||
return defaultValue;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function replaceExtension( fileName, newExtention ) {
|
||
|
||
return fileName.split( '.' ).shift() + '.' + newExtention;
|
||
|
||
}
|
||
|
||
// polyfill padStart for IE11 - now supported for Chrome, FireFox and Edge
|
||
|
||
if ( ! String.prototype.padStart ) {
|
||
|
||
String.prototype.padStart = function padStart( targetLength, padString ) {
|
||
|
||
targetLength = targetLength >> 0; //floor if number or convert non-number to 0;
|
||
padString = String( padString || ' ' );
|
||
|
||
if (this.length > targetLength) {
|
||
|
||
return String( this );
|
||
|
||
} else {
|
||
|
||
targetLength = targetLength - this.length;
|
||
|
||
if ( targetLength > padString.length ) {
|
||
|
||
padString += padString.repeat( targetLength / padString.length ); //append to original to ensure we are longer than needed
|
||
|
||
}
|
||
|
||
return padString.slice( 0, targetLength ) + String( this );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
if ( ! String.prototype.repeat ) {
|
||
|
||
String.prototype.repeat = function( count ) {
|
||
|
||
if ( this == null ) throw new TypeError( 'can\'t convert ' + this + ' to object' );
|
||
|
||
var str = '' + this;
|
||
|
||
count = +count;
|
||
|
||
if ( count != count ) count = 0;
|
||
|
||
if ( count < 0 ) throw new RangeError( 'repeat count must be non-negative' );
|
||
|
||
if ( count == Infinity ) throw new RangeError( 'repeat count must be less than infinity' );
|
||
|
||
count = Math.floor( count );
|
||
|
||
if ( str.length == 0 || count == 0 ) return '';
|
||
|
||
// Ensuring count is a 31-bit integer allows us to heavily optimize the
|
||
// main part. But anyway, most current (August 2014) browsers can't handle
|
||
// strings 1 << 28 chars or longer, so:
|
||
|
||
if ( str.length * count >= 1 << 28 ) throw new RangeError('repeat count must not overflow maximum string size');
|
||
|
||
var rpt = '';
|
||
|
||
for (;;) {
|
||
|
||
if ( ( count & 1) == 1 ) rpt += str;
|
||
|
||
count >>>= 1;
|
||
|
||
if ( count == 0 ) break;
|
||
|
||
str += str;
|
||
|
||
}
|
||
|
||
// Could we try:
|
||
// return Array(count + 1).join(this);
|
||
|
||
return rpt;
|
||
|
||
};
|
||
|
||
}
|
||
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function HudObject () {}
|
||
|
||
HudObject.stdWidth = 40;
|
||
HudObject.stdMargin = 5;
|
||
|
||
HudObject.prototype.removeDomObjects = function () {
|
||
|
||
var obj;
|
||
|
||
for ( var i = 0, l = this.domObjects.length; i < l; i++ ) {
|
||
|
||
obj = this.domObjects[ i ];
|
||
|
||
obj.parentElement.removeChild( obj );
|
||
|
||
}
|
||
|
||
this.domObjects = [];
|
||
|
||
};
|
||
|
||
HudObject.prototype.setVisibility = function ( visible ) {
|
||
|
||
var style;
|
||
|
||
this.visible = visible;
|
||
|
||
style = ( visible ? 'block' : 'none' );
|
||
|
||
for ( var i = 0, l = this.domObjects.length; i < l; i++ ) {
|
||
|
||
this.domObjects[ i ].style.display = style;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
/**
|
||
* @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();
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
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],[58,160,120],[59,160,120],[60,160,119],[61,160,118],[62,160,118],[63,160,117],[64,160,116],[65,160,116],[66,160,115],[67,160,114],[67,159,114],[68,159,113],[69,159,112],[70,159,112],[71,159,111],[72,159,111],[73,159,110],[74,159,109],[75,159,109],[76,159,108],[77,159,107],[78,159,107],[78,158,106],[79,158,105],[80,158,105],[81,158,104],[82,158,103],[83,158,103],[84,158,102],[85,158,102],[86,158,101],[87,158,100],[88,158,100],[89,158,99],[89,157,98],[90,157,98],[91,157,97],[92,157,96],[93,157,96],[94,157,95],[95,157,94],[96,157,94],[97,157,93],[98,157,93],[99,157,92],[100,157,91],[100,156,91],[101,156,90],[102,156,89],[103,156,89],[104,156,88],[105,156,87],[106,156,87],[107,156,86],[108,156,85],[109,156,85],[110,156,84],[111,156,84],[111,155,83],[112,155,82],[113,155,82],[114,155,81],[115,155,80],[116,155,80],[117,155,79],[118,155,79],[118,155,79],[119,154,78],[120,154,78],[121,154,78],[121,154,78],[122,154,78],[123,153,77],[123,153,77],[124,153,77],[125,153,77],[126,153,77],[126,152,77],[127,152,76],[128,152,76],[128,152,76],[129,152,76],[130,151,76],[131,151,75],[131,151,75],[132,151,75],[133,150,75],[133,150,75],[134,150,74],[135,150,74],[136,150,74],[136,149,74],[137,149,74],[138,149,73],[138,149,73],[139,149,73],[140,148,73],[141,148,73],[141,148,72],[142,148,72],[143,148,72],[143,147,72],[144,147,72],[145,147,72],[145,147,71],[146,147,71],[147,146,71],[148,146,71],[148,146,71],[149,146,70],[150,146,70],[150,145,70],[151,145,70],[152,145,70],[153,145,69],[153,145,69],[154,144,69],[155,144,69],[155,144,69],[156,144,68],[157,143,68],[158,143,68],[158,143,68],[159,143,68],[160,143,67],[160,142,67],[161,142,67],[162,142,67],[163,142,67],[163,142,67],[164,141,66],[165,141,66],[165,141,66],[166,141,66],[167,141,66],[168,140,65],[168,140,65],[169,140,65],[169,140,65],[170,140,66],[170,139,66],[171,139,66],[171,139,67],[172,139,67],[172,139,67],[172,138,68],[173,138,68],[173,138,68],[174,138,69],[174,138,69],[175,137,69],[175,137,70],[175,137,70],[176,137,70],[176,137,71],[177,136,71],[177,136,71],[177,136,72],[178,136,72],[178,135,72],[179,135,73],[179,135,73],[180,135,73],[180,135,74],[180,134,74],[181,134,74],[181,134,75],[182,134,75],[182,134,75],[183,133,76],[183,133,76],[183,133,76],[184,133,77],[184,133,77],[185,132,77],[185,132,77],[186,132,78],[186,132,78],[186,132,78],[187,131,79],[187,131,79],[188,131,79],[188,131,80],[189,131,80],[189,130,80],[189,130,81],[190,130,81],[190,130,81],[191,130,82],[191,129,82],[192,129,82],[192,129,83],[192,129,83],[193,128,83],[193,128,84],[194,128,84],[194,128,84],[194,128,85],[195,127,85],[195,127,85],[196,127,86],[196,127,86],[197,127,86],[197,126,87],[197,126,87],[198,126,87],[198,126,88],[199,126,88],[199,125,88],[200,125,89],[200,125,89]];
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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],[253,135,58],[253,134,58],[253,133,58],[253,132,58],[253,132,57],[253,131,57],[253,130,57],[253,129,57],[253,128,56],[253,127,56],[253,126,56],[253,125,56],[253,125,55],[253,124,55],[253,123,55],[253,122,55],[253,121,54],[253,120,54],[253,119,54],[253,119,54],[253,118,53],[253,117,53],[253,116,53],[253,115,53],[253,114,52],[253,113,52],[253,113,52],[253,112,52],[253,111,51],[253,110,51],[252,109,51],[252,108,51],[252,107,50],[252,106,50],[252,106,50],[252,105,50],[252,104,49],[252,103,49],[252,102,49],[252,101,49],[252,100,48],[252,100,48],[252,99,48],[252,98,48],[252,97,47],[252,96,47],[252,95,47],[252,94,47],[252,94,46],[252,93,46],[252,92,46],[252,91,46],[252,90,45],[252,89,45],[252,88,45],[252,87,45],[252,87,44],[252,86,44],[252,85,44],[252,84,44],[252,83,43],[252,82,43],[252,81,43],[252,81,43],[252,80,42],[252,79,42],[252,78,42],[252,77,42],[251,77,42],[251,76,41],[251,75,41],[250,74,41],[250,74,41],[250,73,41],[249,72,40],[249,72,40],[249,71,40],[248,70,40],[248,69,40],[248,69,40],[247,68,39],[247,67,39],[247,67,39],[246,66,39],[246,65,39],[245,64,38],[245,64,38],[245,63,38],[244,62,38],[244,62,38],[244,61,37],[243,60,37],[243,59,37],[243,59,37],[242,58,37],[242,57,36],[242,57,36],[241,56,36],[241,55,36],[241,54,36],[240,54,35],[240,53,35],[240,52,35],[239,52,35],[239,51,35],[239,50,35],[238,50,34],[238,49,34],[238,48,34],[237,47,34],[237,47,34],[237,46,33],[236,45,33],[236,45,33],[236,44,33],[235,43,33],[235,42,32],[235,42,32],[234,41,32],[234,40,32],[234,40,32],[233,39,31],[233,38,31],[232,37,31],[232,37,31],[232,36,31],[231,35,30],[231,35,30],[231,34,30],[230,33,30],[230,32,30],[230,32,30],[229,31,29],[229,30,29],[229,30,29],[228,29,29],[228,28,29],[228,27,28],[227,27,28],[227,26,28],[226,26,28],[226,25,28],[225,25,28],[224,25,29],[224,24,29],[223,24,29],[222,24,29],[222,23,29],[221,23,29],[220,22,29],[219,22,30],[219,22,30],[218,21,30],[217,21,30],[217,21,30],[216,20,30],[215,20,30],[215,20,30],[214,19,31],[213,19,31],[213,19,31],[212,18,31],[211,18,31],[211,17,31],[210,17,31],[209,17,32],[209,16,32],[208,16,32],[207,16,32],[206,15,32],[206,15,32],[205,15,32],[204,14,33],[204,14,33],[203,14,33],[202,13,33],[202,13,33],[201,12,33],[200,12,33],[200,12,33],[199,11,34],[198,11,34],[198,11,34],[197,10,34],[196,10,34],[195,10,34],[195,9,34],[194,9,35],[193,9,35],[193,8,35],[192,8,35],[191,7,35],[191,7,35],[190,7,35],[189,6,36],[189,6,36],[188,6,36],[187,5,36],[187,5,36],[186,5,36],[185,4,36],[185,4,36],[184,4,37],[183,3,37],[182,3,37],[182,2,37],[181,2,37],[180,2,37],[180,1,37],[179,1,38],[178,1,38],[178,0,38],[177,0,38]];
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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]];
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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]];
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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
|
||
};
|
||
|
||
/**
|
||
* 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 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
var REVISION = '86';
|
||
var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
|
||
var CullFaceNone = 0;
|
||
var CullFaceBack = 1;
|
||
var CullFaceFront = 2;
|
||
|
||
var FrontFaceDirectionCW = 0;
|
||
|
||
|
||
var PCFShadowMap = 1;
|
||
var PCFSoftShadowMap = 2;
|
||
var FrontSide = 0;
|
||
var BackSide = 1;
|
||
var DoubleSide = 2;
|
||
var FlatShading = 1;
|
||
var SmoothShading = 2;
|
||
var NoColors = 0;
|
||
var FaceColors = 1;
|
||
var VertexColors = 2;
|
||
var NoBlending = 0;
|
||
var NormalBlending = 1;
|
||
var AdditiveBlending = 2;
|
||
var SubtractiveBlending = 3;
|
||
var MultiplyBlending = 4;
|
||
var CustomBlending = 5;
|
||
var AddEquation = 100;
|
||
var SubtractEquation = 101;
|
||
var ReverseSubtractEquation = 102;
|
||
var MinEquation = 103;
|
||
var MaxEquation = 104;
|
||
var ZeroFactor = 200;
|
||
var OneFactor = 201;
|
||
var SrcColorFactor = 202;
|
||
var OneMinusSrcColorFactor = 203;
|
||
var SrcAlphaFactor = 204;
|
||
var OneMinusSrcAlphaFactor = 205;
|
||
var DstAlphaFactor = 206;
|
||
var OneMinusDstAlphaFactor = 207;
|
||
var DstColorFactor = 208;
|
||
var OneMinusDstColorFactor = 209;
|
||
var SrcAlphaSaturateFactor = 210;
|
||
var NeverDepth = 0;
|
||
var AlwaysDepth = 1;
|
||
var LessDepth = 2;
|
||
var LessEqualDepth = 3;
|
||
var EqualDepth = 4;
|
||
var GreaterEqualDepth = 5;
|
||
var GreaterDepth = 6;
|
||
var NotEqualDepth = 7;
|
||
var MultiplyOperation = 0;
|
||
var MixOperation = 1;
|
||
var AddOperation = 2;
|
||
var NoToneMapping = 0;
|
||
var LinearToneMapping = 1;
|
||
var ReinhardToneMapping = 2;
|
||
var Uncharted2ToneMapping = 3;
|
||
var CineonToneMapping = 4;
|
||
var UVMapping = 300;
|
||
var CubeReflectionMapping = 301;
|
||
var CubeRefractionMapping = 302;
|
||
var EquirectangularReflectionMapping = 303;
|
||
var EquirectangularRefractionMapping = 304;
|
||
var SphericalReflectionMapping = 305;
|
||
var CubeUVReflectionMapping = 306;
|
||
var CubeUVRefractionMapping = 307;
|
||
var RepeatWrapping = 1000;
|
||
var ClampToEdgeWrapping = 1001;
|
||
var MirroredRepeatWrapping = 1002;
|
||
var NearestFilter = 1003;
|
||
var NearestMipMapNearestFilter = 1004;
|
||
var NearestMipMapLinearFilter = 1005;
|
||
var LinearFilter = 1006;
|
||
var LinearMipMapNearestFilter = 1007;
|
||
var LinearMipMapLinearFilter = 1008;
|
||
var UnsignedByteType = 1009;
|
||
var ByteType = 1010;
|
||
var ShortType = 1011;
|
||
var UnsignedShortType = 1012;
|
||
var IntType = 1013;
|
||
var UnsignedIntType = 1014;
|
||
var FloatType = 1015;
|
||
var HalfFloatType = 1016;
|
||
var UnsignedShort4444Type = 1017;
|
||
var UnsignedShort5551Type = 1018;
|
||
var UnsignedShort565Type = 1019;
|
||
var UnsignedInt248Type = 1020;
|
||
var AlphaFormat = 1021;
|
||
var RGBFormat = 1022;
|
||
var RGBAFormat = 1023;
|
||
var LuminanceFormat = 1024;
|
||
var LuminanceAlphaFormat = 1025;
|
||
|
||
var DepthFormat = 1026;
|
||
var DepthStencilFormat = 1027;
|
||
var RGB_S3TC_DXT1_Format = 2001;
|
||
var RGBA_S3TC_DXT1_Format = 2002;
|
||
var RGBA_S3TC_DXT3_Format = 2003;
|
||
var RGBA_S3TC_DXT5_Format = 2004;
|
||
var RGB_PVRTC_4BPPV1_Format = 2100;
|
||
var RGB_PVRTC_2BPPV1_Format = 2101;
|
||
var RGBA_PVRTC_4BPPV1_Format = 2102;
|
||
var RGBA_PVRTC_2BPPV1_Format = 2103;
|
||
var RGB_ETC1_Format = 2151;
|
||
var LoopOnce = 2200;
|
||
var LoopRepeat = 2201;
|
||
var LoopPingPong = 2202;
|
||
var InterpolateDiscrete = 2300;
|
||
var InterpolateLinear = 2301;
|
||
var InterpolateSmooth = 2302;
|
||
var ZeroCurvatureEnding = 2400;
|
||
var ZeroSlopeEnding = 2401;
|
||
var WrapAroundEnding = 2402;
|
||
var TrianglesDrawMode = 0;
|
||
var TriangleStripDrawMode = 1;
|
||
var TriangleFanDrawMode = 2;
|
||
var LinearEncoding = 3000;
|
||
var sRGBEncoding = 3001;
|
||
var GammaEncoding = 3007;
|
||
var RGBEEncoding = 3002;
|
||
|
||
var RGBM7Encoding = 3004;
|
||
var RGBM16Encoding = 3005;
|
||
var RGBDEncoding = 3006;
|
||
var BasicDepthPacking = 3200;
|
||
var RGBADepthPacking = 3201;
|
||
|
||
/**
|
||
* @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/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author szimek / https://github.com/szimek/
|
||
*/
|
||
|
||
var textureId = 0;
|
||
|
||
function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
|
||
|
||
Object.defineProperty( this, 'id', { value: textureId ++ } );
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
this.name = '';
|
||
|
||
this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
|
||
this.mipmaps = [];
|
||
|
||
this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
|
||
|
||
this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
|
||
this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
|
||
|
||
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
|
||
this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
|
||
|
||
this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
|
||
|
||
this.format = format !== undefined ? format : RGBAFormat;
|
||
this.type = type !== undefined ? type : UnsignedByteType;
|
||
|
||
this.offset = new Vector2( 0, 0 );
|
||
this.repeat = new Vector2( 1, 1 );
|
||
|
||
this.generateMipmaps = true;
|
||
this.premultiplyAlpha = false;
|
||
this.flipY = true;
|
||
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
|
||
|
||
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
|
||
//
|
||
// Also changing the encoding after already used by a Material will not automatically make the Material
|
||
// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
|
||
this.encoding = encoding !== undefined ? encoding : LinearEncoding;
|
||
|
||
this.version = 0;
|
||
this.onUpdate = null;
|
||
|
||
}
|
||
|
||
Texture.DEFAULT_IMAGE = undefined;
|
||
Texture.DEFAULT_MAPPING = UVMapping;
|
||
|
||
Object.defineProperty( Texture.prototype, "needsUpdate", {
|
||
|
||
set: function ( value ) {
|
||
|
||
if ( value === true ) this.version ++;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( Texture.prototype, EventDispatcher.prototype, {
|
||
|
||
constructor: Texture,
|
||
|
||
isTexture: true,
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( source ) {
|
||
|
||
this.name = source.name;
|
||
|
||
this.image = source.image;
|
||
this.mipmaps = source.mipmaps.slice( 0 );
|
||
|
||
this.mapping = source.mapping;
|
||
|
||
this.wrapS = source.wrapS;
|
||
this.wrapT = source.wrapT;
|
||
|
||
this.magFilter = source.magFilter;
|
||
this.minFilter = source.minFilter;
|
||
|
||
this.anisotropy = source.anisotropy;
|
||
|
||
this.format = source.format;
|
||
this.type = source.type;
|
||
|
||
this.offset.copy( source.offset );
|
||
this.repeat.copy( source.repeat );
|
||
|
||
this.generateMipmaps = source.generateMipmaps;
|
||
this.premultiplyAlpha = source.premultiplyAlpha;
|
||
this.flipY = source.flipY;
|
||
this.unpackAlignment = source.unpackAlignment;
|
||
this.encoding = source.encoding;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
if ( meta.textures[ this.uuid ] !== undefined ) {
|
||
|
||
return meta.textures[ this.uuid ];
|
||
|
||
}
|
||
|
||
function getDataURL( image ) {
|
||
|
||
var canvas;
|
||
|
||
if ( image.toDataURL !== undefined ) {
|
||
|
||
canvas = image;
|
||
|
||
} else {
|
||
|
||
canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
||
canvas.width = image.width;
|
||
canvas.height = image.height;
|
||
|
||
canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
|
||
|
||
}
|
||
|
||
if ( canvas.width > 2048 || canvas.height > 2048 ) {
|
||
|
||
return canvas.toDataURL( 'image/jpeg', 0.6 );
|
||
|
||
} else {
|
||
|
||
return canvas.toDataURL( 'image/png' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var output = {
|
||
metadata: {
|
||
version: 4.5,
|
||
type: 'Texture',
|
||
generator: 'Texture.toJSON'
|
||
},
|
||
|
||
uuid: this.uuid,
|
||
name: this.name,
|
||
|
||
mapping: this.mapping,
|
||
|
||
repeat: [ this.repeat.x, this.repeat.y ],
|
||
offset: [ this.offset.x, this.offset.y ],
|
||
wrap: [ this.wrapS, this.wrapT ],
|
||
|
||
minFilter: this.minFilter,
|
||
magFilter: this.magFilter,
|
||
anisotropy: this.anisotropy,
|
||
|
||
flipY: this.flipY
|
||
};
|
||
|
||
if ( this.image !== undefined ) {
|
||
|
||
// TODO: Move to THREE.Image
|
||
|
||
var image = this.image;
|
||
|
||
if ( image.uuid === undefined ) {
|
||
|
||
image.uuid = _Math.generateUUID(); // UGH
|
||
|
||
}
|
||
|
||
if ( meta.images[ image.uuid ] === undefined ) {
|
||
|
||
meta.images[ image.uuid ] = {
|
||
uuid: image.uuid,
|
||
url: getDataURL( image )
|
||
};
|
||
|
||
}
|
||
|
||
output.image = image.uuid;
|
||
|
||
}
|
||
|
||
meta.textures[ this.uuid ] = output;
|
||
|
||
return output;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
},
|
||
|
||
transformUv: function ( uv ) {
|
||
|
||
if ( this.mapping !== UVMapping ) return;
|
||
|
||
uv.multiply( this.repeat );
|
||
uv.add( this.offset );
|
||
|
||
if ( uv.x < 0 || uv.x > 1 ) {
|
||
|
||
switch ( this.wrapS ) {
|
||
|
||
case RepeatWrapping:
|
||
|
||
uv.x = uv.x - Math.floor( uv.x );
|
||
break;
|
||
|
||
case ClampToEdgeWrapping:
|
||
|
||
uv.x = uv.x < 0 ? 0 : 1;
|
||
break;
|
||
|
||
case MirroredRepeatWrapping:
|
||
|
||
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
|
||
|
||
uv.x = Math.ceil( uv.x ) - uv.x;
|
||
|
||
} else {
|
||
|
||
uv.x = uv.x - Math.floor( uv.x );
|
||
|
||
}
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( uv.y < 0 || uv.y > 1 ) {
|
||
|
||
switch ( this.wrapT ) {
|
||
|
||
case RepeatWrapping:
|
||
|
||
uv.y = uv.y - Math.floor( uv.y );
|
||
break;
|
||
|
||
case ClampToEdgeWrapping:
|
||
|
||
uv.y = uv.y < 0 ? 0 : 1;
|
||
break;
|
||
|
||
case MirroredRepeatWrapping:
|
||
|
||
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
|
||
|
||
uv.y = Math.ceil( uv.y ) - uv.y;
|
||
|
||
} else {
|
||
|
||
uv.y = uv.y - Math.floor( uv.y );
|
||
|
||
}
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( this.flipY ) {
|
||
|
||
uv.y = 1 - uv.y;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
|
||
|
||
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
||
|
||
this.image = { data: data, width: width, height: height };
|
||
|
||
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
|
||
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
|
||
|
||
this.generateMipmaps = false;
|
||
this.flipY = false;
|
||
this.unpackAlignment = 1;
|
||
|
||
}
|
||
|
||
DataTexture.prototype = Object.create( Texture.prototype );
|
||
DataTexture.prototype.constructor = DataTexture;
|
||
|
||
DataTexture.prototype.isDataTexture = true;
|
||
|
||
// define colors to share THREE.Color objects
|
||
|
||
var caches = {
|
||
'colors': [],
|
||
'texture' : []
|
||
};
|
||
|
||
function createTexture ( scale ) {
|
||
|
||
var l = scale.length;
|
||
var data = new Uint8Array( l * 3 );
|
||
|
||
for ( var i = 0; i < l; ) {
|
||
|
||
var c = scale[ l - ++i ];
|
||
var offset = i * 3;
|
||
|
||
data[ offset ] = c[0];
|
||
data[ offset + 1 ] = c[1];
|
||
data[ offset + 2 ] = c[2];
|
||
|
||
}
|
||
|
||
var texture = new DataTexture( data, l, 1, RGBFormat, UnsignedByteType );
|
||
|
||
texture.needsUpdate = true;
|
||
|
||
return texture;
|
||
|
||
}
|
||
|
||
function createColors ( scale ) {
|
||
|
||
var cache = [];
|
||
var c;
|
||
|
||
for ( var i = 0, l = scale.length; i < l; i++ ) {
|
||
|
||
c = scale[ i ];
|
||
|
||
cache[ i ] = new Color( c[ 0 ] / 255, c[ 1 ] / 255, c[ 2 ] / 255 );
|
||
|
||
}
|
||
|
||
return cache;
|
||
|
||
}
|
||
|
||
function getCacheEntry( cacheName, createFunc, name ) {
|
||
|
||
var cache = caches[ cacheName ];
|
||
var entry = cache[ name ];
|
||
|
||
if ( entry === undefined ) {
|
||
|
||
var scale = Colours[ name ];
|
||
|
||
if ( scale === undefined ) console.error( 'unknown colour scale requested ' + name );
|
||
|
||
entry = createFunc( scale );
|
||
cache[ name ] = entry;
|
||
|
||
}
|
||
|
||
return entry;
|
||
|
||
}
|
||
|
||
function getTexture( name ) {
|
||
|
||
return getCacheEntry( 'texture', createTexture, name );
|
||
|
||
}
|
||
|
||
function getColors( name ) {
|
||
|
||
return getCacheEntry( 'colors', createColors, name );
|
||
|
||
}
|
||
|
||
var ColourCache = {
|
||
getTexture: getTexture,
|
||
getColors: getColors,
|
||
red: new Color( 0xff0000 ),
|
||
yellow: new Color( 0xffff00 ),
|
||
green: new Color( 0x00ff00 ),
|
||
white: new Color( 0xffffff ),
|
||
grey: new Color( 0x444444 ),
|
||
lightGrey: new Color( 0x888888 ),
|
||
hudBlue: new Color( 0x106f8d ),
|
||
hudRed: new Color( 0x802100 )
|
||
};
|
||
|
||
/**
|
||
* @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 szimek / https://github.com/szimek/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author Marius Kintel / https://github.com/kintel
|
||
*/
|
||
|
||
/*
|
||
In options, we can specify:
|
||
* Texture parameters for an auto-generated target texture
|
||
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
|
||
*/
|
||
function WebGLRenderTarget( width, height, options ) {
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
this.width = width;
|
||
this.height = height;
|
||
|
||
this.scissor = new Vector4( 0, 0, width, height );
|
||
this.scissorTest = false;
|
||
|
||
this.viewport = new Vector4( 0, 0, width, height );
|
||
|
||
options = options || {};
|
||
|
||
if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
|
||
|
||
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
|
||
|
||
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
|
||
this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
|
||
this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
|
||
|
||
}
|
||
|
||
Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, {
|
||
|
||
isWebGLRenderTarget: true,
|
||
|
||
setSize: function ( width, height ) {
|
||
|
||
if ( this.width !== width || this.height !== height ) {
|
||
|
||
this.width = width;
|
||
this.height = height;
|
||
|
||
this.dispose();
|
||
|
||
}
|
||
|
||
this.viewport.set( 0, 0, width, height );
|
||
this.scissor.set( 0, 0, width, height );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( source ) {
|
||
|
||
this.width = source.width;
|
||
this.height = source.height;
|
||
|
||
this.viewport.copy( source.viewport );
|
||
|
||
this.texture = source.texture.clone();
|
||
|
||
this.depthBuffer = source.depthBuffer;
|
||
this.stencilBuffer = source.stencilBuffer;
|
||
this.depthTexture = source.depthTexture;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
|
||
|
||
images = images !== undefined ? images : [];
|
||
mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
|
||
|
||
Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
||
|
||
this.flipY = false;
|
||
|
||
}
|
||
|
||
CubeTexture.prototype = Object.create( Texture.prototype );
|
||
CubeTexture.prototype.constructor = CubeTexture;
|
||
|
||
CubeTexture.prototype.isCubeTexture = true;
|
||
|
||
Object.defineProperty( CubeTexture.prototype, 'images', {
|
||
|
||
get: function () {
|
||
|
||
return this.image;
|
||
|
||
},
|
||
|
||
set: function ( value ) {
|
||
|
||
this.image = value;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author tschw
|
||
*
|
||
* Uniforms of a program.
|
||
* Those form a tree structure with a special top-level container for the root,
|
||
* which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
|
||
*
|
||
*
|
||
* Properties of inner nodes including the top-level container:
|
||
*
|
||
* .seq - array of nested uniforms
|
||
* .map - nested uniforms by name
|
||
*
|
||
*
|
||
* Methods of all nodes except the top-level container:
|
||
*
|
||
* .setValue( gl, value, [renderer] )
|
||
*
|
||
* uploads a uniform value(s)
|
||
* the 'renderer' parameter is needed for sampler uniforms
|
||
*
|
||
*
|
||
* Static methods of the top-level container (renderer factorizations):
|
||
*
|
||
* .upload( gl, seq, values, renderer )
|
||
*
|
||
* sets uniforms in 'seq' to 'values[id].value'
|
||
*
|
||
* .seqWithValue( seq, values ) : filteredSeq
|
||
*
|
||
* filters 'seq' entries with corresponding entry in values
|
||
*
|
||
*
|
||
* Methods of the top-level container (renderer factorizations):
|
||
*
|
||
* .setValue( gl, name, value )
|
||
*
|
||
* sets uniform with name 'name' to 'value'
|
||
*
|
||
* .set( gl, obj, prop )
|
||
*
|
||
* sets uniform from object and property with same name than uniform
|
||
*
|
||
* .setOptional( gl, obj, prop )
|
||
*
|
||
* like .set for an optional property of the object
|
||
*
|
||
*/
|
||
|
||
var emptyTexture = new Texture();
|
||
var emptyCubeTexture = new CubeTexture();
|
||
|
||
// --- Base for inner nodes (including the root) ---
|
||
|
||
function UniformContainer() {
|
||
|
||
this.seq = [];
|
||
this.map = {};
|
||
|
||
}
|
||
|
||
// --- Utilities ---
|
||
|
||
// Array Caches (provide typed arrays for temporary by size)
|
||
|
||
var arrayCacheF32 = [];
|
||
var arrayCacheI32 = [];
|
||
|
||
// Float32Array caches used for uploading Matrix uniforms
|
||
|
||
var mat4array = new Float32Array( 16 );
|
||
var mat3array = new Float32Array( 9 );
|
||
|
||
// Flattening for arrays of vectors and matrices
|
||
|
||
function flatten( array, nBlocks, blockSize ) {
|
||
|
||
var firstElem = array[ 0 ];
|
||
|
||
if ( firstElem <= 0 || firstElem > 0 ) return array;
|
||
// unoptimized: ! isNaN( firstElem )
|
||
// see http://jacksondunstan.com/articles/983
|
||
|
||
var n = nBlocks * blockSize,
|
||
r = arrayCacheF32[ n ];
|
||
|
||
if ( r === undefined ) {
|
||
|
||
r = new Float32Array( n );
|
||
arrayCacheF32[ n ] = r;
|
||
|
||
}
|
||
|
||
if ( nBlocks !== 0 ) {
|
||
|
||
firstElem.toArray( r, 0 );
|
||
|
||
for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
|
||
|
||
offset += blockSize;
|
||
array[ i ].toArray( r, offset );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return r;
|
||
|
||
}
|
||
|
||
// Texture unit allocation
|
||
|
||
function allocTexUnits( renderer, n ) {
|
||
|
||
var r = arrayCacheI32[ n ];
|
||
|
||
if ( r === undefined ) {
|
||
|
||
r = new Int32Array( n );
|
||
arrayCacheI32[ n ] = r;
|
||
|
||
}
|
||
|
||
for ( var i = 0; i !== n; ++ i )
|
||
r[ i ] = renderer.allocTextureUnit();
|
||
|
||
return r;
|
||
|
||
}
|
||
|
||
// --- Setters ---
|
||
|
||
// Note: Defining these methods externally, because they come in a bunch
|
||
// and this way their names minify.
|
||
|
||
// Single scalar
|
||
|
||
function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
|
||
function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
|
||
|
||
// Single float vector (from flat array or THREE.VectorN)
|
||
|
||
function setValue2fv( gl, v ) {
|
||
|
||
if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
|
||
else gl.uniform2f( this.addr, v.x, v.y );
|
||
|
||
}
|
||
|
||
function setValue3fv( gl, v ) {
|
||
|
||
if ( v.x !== undefined )
|
||
gl.uniform3f( this.addr, v.x, v.y, v.z );
|
||
else if ( v.r !== undefined )
|
||
gl.uniform3f( this.addr, v.r, v.g, v.b );
|
||
else
|
||
gl.uniform3fv( this.addr, v );
|
||
|
||
}
|
||
|
||
function setValue4fv( gl, v ) {
|
||
|
||
if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
|
||
else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
|
||
|
||
}
|
||
|
||
// Single matrix (from flat array or MatrixN)
|
||
|
||
function setValue2fm( gl, v ) {
|
||
|
||
gl.uniformMatrix2fv( this.addr, false, v.elements || v );
|
||
|
||
}
|
||
|
||
function setValue3fm( gl, v ) {
|
||
|
||
if ( v.elements === undefined ) {
|
||
|
||
gl.uniformMatrix3fv( this.addr, false, v );
|
||
|
||
} else {
|
||
|
||
mat3array.set( v.elements );
|
||
gl.uniformMatrix3fv( this.addr, false, mat3array );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setValue4fm( gl, v ) {
|
||
|
||
if ( v.elements === undefined ) {
|
||
|
||
gl.uniformMatrix4fv( this.addr, false, v );
|
||
|
||
} else {
|
||
|
||
mat4array.set( v.elements );
|
||
gl.uniformMatrix4fv( this.addr, false, mat4array );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Single texture (2D / Cube)
|
||
|
||
function setValueT1( gl, v, renderer ) {
|
||
|
||
var unit = renderer.allocTextureUnit();
|
||
gl.uniform1i( this.addr, unit );
|
||
renderer.setTexture2D( v || emptyTexture, unit );
|
||
|
||
}
|
||
|
||
function setValueT6( gl, v, renderer ) {
|
||
|
||
var unit = renderer.allocTextureUnit();
|
||
gl.uniform1i( this.addr, unit );
|
||
renderer.setTextureCube( v || emptyCubeTexture, unit );
|
||
|
||
}
|
||
|
||
// Integer / Boolean vectors or arrays thereof (always flat arrays)
|
||
|
||
function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
|
||
function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
|
||
function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
|
||
|
||
// Helper to pick the right setter for the singular case
|
||
|
||
function getSingularSetter( type ) {
|
||
|
||
switch ( type ) {
|
||
|
||
case 0x1406: return setValue1f; // FLOAT
|
||
case 0x8b50: return setValue2fv; // _VEC2
|
||
case 0x8b51: return setValue3fv; // _VEC3
|
||
case 0x8b52: return setValue4fv; // _VEC4
|
||
|
||
case 0x8b5a: return setValue2fm; // _MAT2
|
||
case 0x8b5b: return setValue3fm; // _MAT3
|
||
case 0x8b5c: return setValue4fm; // _MAT4
|
||
|
||
case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
|
||
case 0x8b60: return setValueT6; // SAMPLER_CUBE
|
||
|
||
case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
|
||
case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
|
||
case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
|
||
case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Array of scalars
|
||
|
||
function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
|
||
function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
|
||
|
||
// Array of vectors (flat or from THREE classes)
|
||
|
||
function setValueV2a( gl, v ) {
|
||
|
||
gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );
|
||
|
||
}
|
||
|
||
function setValueV3a( gl, v ) {
|
||
|
||
gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );
|
||
|
||
}
|
||
|
||
function setValueV4a( gl, v ) {
|
||
|
||
gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );
|
||
|
||
}
|
||
|
||
// Array of matrices (flat or from THREE clases)
|
||
|
||
function setValueM2a( gl, v ) {
|
||
|
||
gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );
|
||
|
||
}
|
||
|
||
function setValueM3a( gl, v ) {
|
||
|
||
gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );
|
||
|
||
}
|
||
|
||
function setValueM4a( gl, v ) {
|
||
|
||
gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );
|
||
|
||
}
|
||
|
||
// Array of textures (2D / Cube)
|
||
|
||
function setValueT1a( gl, v, renderer ) {
|
||
|
||
var n = v.length,
|
||
units = allocTexUnits( renderer, n );
|
||
|
||
gl.uniform1iv( this.addr, units );
|
||
|
||
for ( var i = 0; i !== n; ++ i ) {
|
||
|
||
renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setValueT6a( gl, v, renderer ) {
|
||
|
||
var n = v.length,
|
||
units = allocTexUnits( renderer, n );
|
||
|
||
gl.uniform1iv( this.addr, units );
|
||
|
||
for ( var i = 0; i !== n; ++ i ) {
|
||
|
||
renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Helper to pick the right setter for a pure (bottom-level) array
|
||
|
||
function getPureArraySetter( type ) {
|
||
|
||
switch ( type ) {
|
||
|
||
case 0x1406: return setValue1fv; // FLOAT
|
||
case 0x8b50: return setValueV2a; // _VEC2
|
||
case 0x8b51: return setValueV3a; // _VEC3
|
||
case 0x8b52: return setValueV4a; // _VEC4
|
||
|
||
case 0x8b5a: return setValueM2a; // _MAT2
|
||
case 0x8b5b: return setValueM3a; // _MAT3
|
||
case 0x8b5c: return setValueM4a; // _MAT4
|
||
|
||
case 0x8b5e: return setValueT1a; // SAMPLER_2D
|
||
case 0x8b60: return setValueT6a; // SAMPLER_CUBE
|
||
|
||
case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
|
||
case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
|
||
case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
|
||
case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// --- Uniform Classes ---
|
||
|
||
function SingleUniform( id, activeInfo, addr ) {
|
||
|
||
this.id = id;
|
||
this.addr = addr;
|
||
this.setValue = getSingularSetter( activeInfo.type );
|
||
|
||
// this.path = activeInfo.name; // DEBUG
|
||
|
||
}
|
||
|
||
function PureArrayUniform( id, activeInfo, addr ) {
|
||
|
||
this.id = id;
|
||
this.addr = addr;
|
||
this.size = activeInfo.size;
|
||
this.setValue = getPureArraySetter( activeInfo.type );
|
||
|
||
// this.path = activeInfo.name; // DEBUG
|
||
|
||
}
|
||
|
||
function StructuredUniform( id ) {
|
||
|
||
this.id = id;
|
||
|
||
UniformContainer.call( this ); // mix-in
|
||
|
||
}
|
||
|
||
StructuredUniform.prototype.setValue = function ( gl, value ) {
|
||
|
||
// Note: Don't need an extra 'renderer' parameter, since samplers
|
||
// are not allowed in structured uniforms.
|
||
|
||
var seq = this.seq;
|
||
|
||
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
||
|
||
var u = seq[ i ];
|
||
u.setValue( gl, value[ u.id ] );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// --- Top-level ---
|
||
|
||
// Parser - builds up the property tree from the path strings
|
||
|
||
var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
|
||
|
||
// extracts
|
||
// - the identifier (member name or array index)
|
||
// - followed by an optional right bracket (found when array index)
|
||
// - followed by an optional left bracket or dot (type of subscript)
|
||
//
|
||
// Note: These portions can be read in a non-overlapping fashion and
|
||
// allow straightforward parsing of the hierarchy that WebGL encodes
|
||
// in the uniform names.
|
||
|
||
function addUniform( container, uniformObject ) {
|
||
|
||
container.seq.push( uniformObject );
|
||
container.map[ uniformObject.id ] = uniformObject;
|
||
|
||
}
|
||
|
||
function parseUniform( activeInfo, addr, container ) {
|
||
|
||
var path = activeInfo.name,
|
||
pathLength = path.length;
|
||
|
||
// reset RegExp object, because of the early exit of a previous run
|
||
RePathPart.lastIndex = 0;
|
||
|
||
for ( ; ; ) {
|
||
|
||
var match = RePathPart.exec( path ),
|
||
matchEnd = RePathPart.lastIndex,
|
||
|
||
id = match[ 1 ],
|
||
idIsIndex = match[ 2 ] === ']',
|
||
subscript = match[ 3 ];
|
||
|
||
if ( idIsIndex ) id = id | 0; // convert to integer
|
||
|
||
if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
|
||
|
||
// bare name or "pure" bottom-level array "[0]" suffix
|
||
|
||
addUniform( container, subscript === undefined ?
|
||
new SingleUniform( id, activeInfo, addr ) :
|
||
new PureArrayUniform( id, activeInfo, addr ) );
|
||
|
||
break;
|
||
|
||
} else {
|
||
|
||
// step into inner node / create it in case it doesn't exist
|
||
|
||
var map = container.map, next = map[ id ];
|
||
|
||
if ( next === undefined ) {
|
||
|
||
next = new StructuredUniform( id );
|
||
addUniform( container, next );
|
||
|
||
}
|
||
|
||
container = next;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Root Container
|
||
|
||
function WebGLUniforms( gl, program, renderer ) {
|
||
|
||
UniformContainer.call( this );
|
||
|
||
this.renderer = renderer;
|
||
|
||
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
|
||
|
||
for ( var i = 0; i < n; ++ i ) {
|
||
|
||
var info = gl.getActiveUniform( program, i ),
|
||
path = info.name,
|
||
addr = gl.getUniformLocation( program, path );
|
||
|
||
parseUniform( info, addr, this );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
|
||
|
||
var u = this.map[ name ];
|
||
|
||
if ( u !== undefined ) u.setValue( gl, value, this.renderer );
|
||
|
||
};
|
||
|
||
WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
|
||
|
||
var v = object[ name ];
|
||
|
||
if ( v !== undefined ) this.setValue( gl, name, v );
|
||
|
||
};
|
||
|
||
|
||
// Static interface
|
||
|
||
WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
|
||
|
||
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
||
|
||
var u = seq[ i ],
|
||
v = values[ u.id ];
|
||
|
||
if ( v.needsUpdate !== false ) {
|
||
|
||
// note: always updating when .needsUpdate is undefined
|
||
u.setValue( gl, v.value, renderer );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WebGLUniforms.seqWithValue = function ( seq, values ) {
|
||
|
||
var r = [];
|
||
|
||
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
||
|
||
var u = seq[ i ];
|
||
if ( u.id in values ) r.push( u );
|
||
|
||
}
|
||
|
||
return r;
|
||
|
||
};
|
||
|
||
/**
|
||
* Uniforms library for shared webgl shaders
|
||
*/
|
||
|
||
var UniformsLib = {
|
||
|
||
common: {
|
||
|
||
diffuse: { value: new Color( 0xeeeeee ) },
|
||
opacity: { value: 1.0 },
|
||
|
||
map: { value: null },
|
||
offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },
|
||
|
||
specularMap: { value: null },
|
||
alphaMap: { value: null },
|
||
|
||
envMap: { value: null },
|
||
flipEnvMap: { value: - 1 },
|
||
reflectivity: { value: 1.0 },
|
||
refractionRatio: { value: 0.98 }
|
||
|
||
},
|
||
|
||
aomap: {
|
||
|
||
aoMap: { value: null },
|
||
aoMapIntensity: { value: 1 }
|
||
|
||
},
|
||
|
||
lightmap: {
|
||
|
||
lightMap: { value: null },
|
||
lightMapIntensity: { value: 1 }
|
||
|
||
},
|
||
|
||
emissivemap: {
|
||
|
||
emissiveMap: { value: null }
|
||
|
||
},
|
||
|
||
bumpmap: {
|
||
|
||
bumpMap: { value: null },
|
||
bumpScale: { value: 1 }
|
||
|
||
},
|
||
|
||
normalmap: {
|
||
|
||
normalMap: { value: null },
|
||
normalScale: { value: new Vector2( 1, 1 ) }
|
||
|
||
},
|
||
|
||
displacementmap: {
|
||
|
||
displacementMap: { value: null },
|
||
displacementScale: { value: 1 },
|
||
displacementBias: { value: 0 }
|
||
|
||
},
|
||
|
||
roughnessmap: {
|
||
|
||
roughnessMap: { value: null }
|
||
|
||
},
|
||
|
||
metalnessmap: {
|
||
|
||
metalnessMap: { value: null }
|
||
|
||
},
|
||
|
||
gradientmap: {
|
||
|
||
gradientMap: { value: null }
|
||
|
||
},
|
||
|
||
fog: {
|
||
|
||
fogDensity: { value: 0.00025 },
|
||
fogNear: { value: 1 },
|
||
fogFar: { value: 2000 },
|
||
fogColor: { value: new Color( 0xffffff ) }
|
||
|
||
},
|
||
|
||
lights: {
|
||
|
||
ambientLightColor: { value: [] },
|
||
|
||
directionalLights: { value: [], properties: {
|
||
direction: {},
|
||
color: {},
|
||
|
||
shadow: {},
|
||
shadowBias: {},
|
||
shadowRadius: {},
|
||
shadowMapSize: {}
|
||
} },
|
||
|
||
directionalShadowMap: { value: [] },
|
||
directionalShadowMatrix: { value: [] },
|
||
|
||
spotLights: { value: [], properties: {
|
||
color: {},
|
||
position: {},
|
||
direction: {},
|
||
distance: {},
|
||
coneCos: {},
|
||
penumbraCos: {},
|
||
decay: {},
|
||
|
||
shadow: {},
|
||
shadowBias: {},
|
||
shadowRadius: {},
|
||
shadowMapSize: {}
|
||
} },
|
||
|
||
spotShadowMap: { value: [] },
|
||
spotShadowMatrix: { value: [] },
|
||
|
||
pointLights: { value: [], properties: {
|
||
color: {},
|
||
position: {},
|
||
decay: {},
|
||
distance: {},
|
||
|
||
shadow: {},
|
||
shadowBias: {},
|
||
shadowRadius: {},
|
||
shadowMapSize: {}
|
||
} },
|
||
|
||
pointShadowMap: { value: [] },
|
||
pointShadowMatrix: { value: [] },
|
||
|
||
hemisphereLights: { value: [], properties: {
|
||
direction: {},
|
||
skyColor: {},
|
||
groundColor: {}
|
||
} },
|
||
|
||
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
|
||
rectAreaLights: { value: [], properties: {
|
||
color: {},
|
||
position: {},
|
||
width: {},
|
||
height: {}
|
||
} }
|
||
|
||
},
|
||
|
||
points: {
|
||
|
||
diffuse: { value: new Color( 0xeeeeee ) },
|
||
opacity: { value: 1.0 },
|
||
size: { value: 1.0 },
|
||
scale: { value: 1.0 },
|
||
map: { value: null },
|
||
offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* Uniform Utilities
|
||
*/
|
||
|
||
var UniformsUtils = {
|
||
|
||
merge: function ( uniforms ) {
|
||
|
||
var merged = {};
|
||
|
||
for ( var u = 0; u < uniforms.length; u ++ ) {
|
||
|
||
var tmp = this.clone( uniforms[ u ] );
|
||
|
||
for ( var p in tmp ) {
|
||
|
||
merged[ p ] = tmp[ p ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return merged;
|
||
|
||
},
|
||
|
||
clone: function ( uniforms_src ) {
|
||
|
||
var uniforms_dst = {};
|
||
|
||
for ( var u in uniforms_src ) {
|
||
|
||
uniforms_dst[ u ] = {};
|
||
|
||
for ( var p in uniforms_src[ u ] ) {
|
||
|
||
var parameter_src = uniforms_src[ u ][ p ];
|
||
|
||
if ( parameter_src && ( parameter_src.isColor ||
|
||
parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
|
||
parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
|
||
parameter_src.isTexture ) ) {
|
||
|
||
uniforms_dst[ u ][ p ] = parameter_src.clone();
|
||
|
||
} else if ( Array.isArray( parameter_src ) ) {
|
||
|
||
uniforms_dst[ u ][ p ] = parameter_src.slice();
|
||
|
||
} else {
|
||
|
||
uniforms_dst[ u ][ p ] = parameter_src;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return uniforms_dst;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var alphamap_fragment = "#ifdef USE_ALPHAMAP\r\n\r\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\r\n\r\n#endif\r\n";
|
||
|
||
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\r\n\r\n\tuniform sampler2D alphaMap;\r\n\r\n#endif\r\n";
|
||
|
||
var alphatest_fragment = "#ifdef ALPHATEST\r\n\r\n\tif ( diffuseColor.a < ALPHATEST ) discard;\r\n\r\n#endif\r\n";
|
||
|
||
var aomap_fragment = "#ifdef USE_AOMAP\r\n\r\n\t// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\r\n\r\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\r\n\r\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\r\n\r\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\r\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
|
||
|
||
var aomap_pars_fragment = "#ifdef USE_AOMAP\r\n\r\n\tuniform sampler2D aoMap;\r\n\tuniform float aoMapIntensity;\r\n\r\n#endif";
|
||
|
||
var begin_vertex = "\r\nvec3 transformed = vec3( position );\r\n";
|
||
|
||
var beginnormal_vertex = "\r\nvec3 objectNormal = vec3( normal );\r\n";
|
||
|
||
var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\r\n\r\n\tif( decayExponent > 0.0 ) {\r\n\r\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\r\n\r\n\t\t// based upon Frostbite 3 Moving to Physically-based Rendering\r\n\t\t// page 32, equation 26: E[window1]\r\n\t\t// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf\r\n\t\t// this is intended to be used on spot and point lights who are represented as luminous intensity\r\n\t\t// but who must be converted to luminous irradiance for surface lighting calculation\r\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\r\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\r\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\r\n\r\n#else\r\n\r\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\r\n\r\n#endif\r\n\r\n\t}\r\n\r\n\treturn 1.0;\r\n\r\n}\r\n\r\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\r\n\r\n\treturn RECIPROCAL_PI * diffuseColor;\r\n\r\n} // validated\r\n\r\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\r\n\r\n\t// Original approximation by Christophe Schlick '94\r\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\r\n\r\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\r\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\r\n\r\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\r\n\r\n} // validated\r\n\r\n// Microfacet Models for Refraction through Rough Surfaces - equation (34)\r\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\r\n// alpha is \"roughness squared\" in Disney’s reparameterization\r\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\r\n\r\n\t// geometry term = G(l)⋅G(v) / 4(n⋅l)(n⋅v)\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\r\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\r\n\r\n\treturn 1.0 / ( gl * gv );\r\n\r\n} // validated\r\n\r\n// Moving Frostbite to Physically Based Rendering 2.0 - page 12, listing 2\r\n// http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf\r\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\r\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\r\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\r\n\r\n\treturn 0.5 / max( gv + gl, EPSILON );\r\n}\r\n\r\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\r\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\r\n// alpha is \"roughness squared\" in Disney’s reparameterization\r\nfloat D_GGX( const in float alpha, const in float dotNH ) {\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\r\n\r\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\r\n\r\n}\r\n\r\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\r\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\r\n\r\n\tfloat alpha = pow2( roughness ); // UE4's roughness\r\n\r\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\r\n\r\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\r\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\r\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\r\n\r\n\tvec3 F = F_Schlick( specularColor, dotLH );\r\n\r\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\r\n\r\n\tfloat D = D_GGX( alpha, dotNH );\r\n\r\n\treturn F * ( G * D );\r\n\r\n} // validated\r\n\r\n// Rect Area Light\r\n\r\n// Area light computation code adapted from:\r\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\r\n// By: Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt\r\n// https://drive.google.com/file/d/0BzvWIdpUpRx_d09ndGVjNVJzZjA/view\r\n// https://eheitzresearch.wordpress.com/415-2/\r\n// http://blog.selfshadow.com/sandbox/ltc.html\r\n\r\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\r\n\r\n\tconst float LUT_SIZE = 64.0;\r\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\r\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\r\n\r\n\tfloat theta = acos( dot( N, V ) );\r\n\r\n\t// Parameterization of texture:\r\n\t// sqrt(roughness) -> [0,1]\r\n\t// theta -> [0, PI/2]\r\n\tvec2 uv = vec2(\r\n\t\tsqrt( saturate( roughness ) ),\r\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\r\n\r\n\t// Ensure we don't have nonlinearities at the look-up table's edges\r\n\t// see: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html\r\n\t// \"Shader Analysis\" section\r\n\tuv = uv * LUT_SCALE + LUT_BIAS;\r\n\r\n\treturn uv;\r\n\r\n}\r\n\r\n// Real-Time Area Lighting: a Journey from Research to Production\r\n// By: Stephen Hill & Eric Heitz\r\n// http://advances.realtimerendering.com/s2016/s2016_ltc_rnd.pdf\r\n// An approximation for the form factor of a clipped rectangle.\r\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\r\n\r\n\tfloat l = length( f );\r\n\r\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\r\n\r\n}\r\n\r\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\r\n// also Real-Time Area Lighting: a Journey from Research to Production\r\n// http://advances.realtimerendering.com/s2016/s2016_ltc_rnd.pdf\r\n// Normalization by 2*PI is incorporated in this function itself.\r\n// theta/sin(theta) is approximated by rational polynomial\r\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\r\n\r\n\tfloat x = dot( v1, v2 );\r\n\r\n\tfloat y = abs( x );\r\n\tfloat a = 0.86267 + (0.49788 + 0.01436 * y ) * y;\r\n\tfloat b = 3.45068 + (4.18814 + y) * y;\r\n\tfloat v = a / b;\r\n\r\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - v;\r\n\r\n\treturn cross( v1, v2 ) * theta_sintheta;\r\n\r\n}\r\n\r\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\r\n\r\n\t// bail if point is on back side of plane of light\r\n\t// assumes ccw winding order of light vertices\r\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\r\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\r\n\tvec3 lightNormal = cross( v1, v2 );\r\n\r\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\r\n\r\n\t// construct orthonormal basis around N\r\n\tvec3 T1, T2;\r\n\tT1 = normalize( V - N * dot( V, N ) );\r\n\tT2 = - cross( N, T1 ); // negated from paper; possibly due to a different assumed handedness of world coordinate system\r\n\r\n\t// compute transform\r\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\r\n\r\n\t// transform rect\r\n\tvec3 coords[ 4 ];\r\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\r\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\r\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\r\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\r\n\r\n\t// project rect onto sphere\r\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\r\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\r\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\r\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\r\n\r\n\t// calculate vector form factor\r\n\tvec3 vectorFormFactor = vec3( 0.0 );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\r\n\r\n\t// adjust for horizon clipping\r\n\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\r\n\r\n\treturn result;\r\n\r\n}\r\n\r\n// End Rect Area Light\r\n\r\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\r\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\r\n\r\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\r\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\r\n\r\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\r\n\r\n\tvec4 r = roughness * c0 + c1;\r\n\r\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\r\n\r\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\r\n\r\n\treturn specularColor * AB.x + AB.y;\r\n\r\n} // validated\r\n\r\n\r\nfloat G_BlinnPhong_Implicit( ) {\r\n\r\n\t// geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)\r\n\treturn 0.25;\r\n\r\n}\r\n\r\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\r\n\r\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\r\n\r\n}\r\n\r\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\r\n\r\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\r\n\r\n\t//float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\r\n\t//float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\r\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\r\n\r\n\tvec3 F = F_Schlick( specularColor, dotLH );\r\n\r\n\tfloat G = G_BlinnPhong_Implicit( );\r\n\r\n\tfloat D = D_BlinnPhong( shininess, dotNH );\r\n\r\n\treturn F * ( G * D );\r\n\r\n} // validated\r\n\r\n// source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html\r\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\r\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\r\n}\r\n\r\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\r\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\r\n}\r\n";
|
||
|
||
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\r\n\r\n\tuniform sampler2D bumpMap;\r\n\tuniform float bumpScale;\r\n\r\n\t// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\r\n\t// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\r\n\r\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\r\n\r\n\tvec2 dHdxy_fwd() {\r\n\r\n\t\tvec2 dSTdx = dFdx( vUv );\r\n\t\tvec2 dSTdy = dFdy( vUv );\r\n\r\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\r\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\r\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\r\n\r\n\t\treturn vec2( dBx, dBy );\r\n\r\n\t}\r\n\r\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\r\n\r\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\r\n\r\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\r\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\r\n\t\tvec3 vN = surf_norm;\t\t// normalized\r\n\r\n\t\tvec3 R1 = cross( vSigmaY, vN );\r\n\t\tvec3 R2 = cross( vN, vSigmaX );\r\n\r\n\t\tfloat fDet = dot( vSigmaX, R1 );\r\n\r\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\r\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\r\n\r\n\t}\r\n\r\n#endif\r\n";
|
||
|
||
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\r\n\r\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\r\n\r\n\t\tvec4 plane = clippingPlanes[ i ];\r\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\r\n\r\n\t}\r\n\t\t\r\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\r\n\r\n\t\tbool clipped = true;\r\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\r\n\t\t\tvec4 plane = clippingPlanes[ i ];\r\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\r\n\t\t}\r\n\r\n\t\tif ( clipped ) discard;\r\n\t\r\n\t#endif\r\n\r\n#endif\r\n";
|
||
|
||
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\r\n\r\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\t\tvarying vec3 vViewPosition;\r\n\t#endif\r\n\r\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\r\n\r\n#endif\r\n";
|
||
|
||
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\tvarying vec3 vViewPosition;\r\n#endif\r\n";
|
||
|
||
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\tvViewPosition = - mvPosition.xyz;\r\n#endif\r\n\r\n";
|
||
|
||
var color_fragment = "#ifdef USE_COLOR\r\n\r\n\tdiffuseColor.rgb *= vColor;\r\n\r\n#endif";
|
||
|
||
var color_pars_fragment = "#ifdef USE_COLOR\r\n\r\n\tvarying vec3 vColor;\r\n\r\n#endif\r\n";
|
||
|
||
var color_pars_vertex = "#ifdef USE_COLOR\r\n\r\n\tvarying vec3 vColor;\r\n\r\n#endif";
|
||
|
||
var color_vertex = "#ifdef USE_COLOR\r\n\r\n\tvColor.xyz = color.xyz;\r\n\r\n#endif";
|
||
|
||
var common = "#define PI 3.14159265359\r\n#define PI2 6.28318530718\r\n#define PI_HALF 1.5707963267949\r\n#define RECIPROCAL_PI 0.31830988618\r\n#define RECIPROCAL_PI2 0.15915494\r\n#define LOG2 1.442695\r\n#define EPSILON 1e-6\r\n\r\n#define saturate(a) clamp( a, 0.0, 1.0 )\r\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\r\n\r\nfloat pow2( const in float x ) { return x*x; }\r\nfloat pow3( const in float x ) { return x*x*x; }\r\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\r\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\r\n// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.\r\n// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\r\nhighp float rand( const in vec2 uv ) {\r\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\r\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\r\n\treturn fract(sin(sn) * c);\r\n}\r\n\r\nstruct IncidentLight {\r\n\tvec3 color;\r\n\tvec3 direction;\r\n\tbool visible;\r\n};\r\n\r\nstruct ReflectedLight {\r\n\tvec3 directDiffuse;\r\n\tvec3 directSpecular;\r\n\tvec3 indirectDiffuse;\r\n\tvec3 indirectSpecular;\r\n};\r\n\r\nstruct GeometricContext {\r\n\tvec3 position;\r\n\tvec3 normal;\r\n\tvec3 viewDir;\r\n};\r\n\r\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\r\n\r\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\r\n\r\n}\r\n\r\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\r\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\r\n\r\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\r\n\r\n}\r\n\r\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\r\n\r\n\treturn - distance * planeNormal + point;\r\n\r\n}\r\n\r\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\r\n\r\n}\r\n\r\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\r\n\r\n}\r\n\r\nmat3 transpose( const in mat3 v ) {\r\n\r\n\tmat3 tmp;\r\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\r\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\r\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\r\n\r\n\treturn tmp;\r\n\r\n}\r\n";
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var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\r\n\r\n#define cubeUV_textureSize (1024.0)\r\n\r\nint getFaceFromDirection(vec3 direction) {\r\n\tvec3 absDirection = abs(direction);\r\n\tint face = -1;\r\n\tif( absDirection.x > absDirection.z ) {\r\n\t\tif(absDirection.x > absDirection.y )\r\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\r\n\t\telse\r\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\r\n\t}\r\n\telse {\r\n\t\tif(absDirection.z > absDirection.y )\r\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\r\n\t\telse\r\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\r\n\t}\r\n\treturn face;\r\n}\r\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\r\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\r\n\r\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\r\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\r\n\tfloat dxRoughness = dFdx(roughness);\r\n\tfloat dyRoughness = dFdy(roughness);\r\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\r\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\r\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\r\n\t// Clamp the value to the max mip level counts. hard coded to 6 mips\r\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\r\n\tfloat mipLevel = 0.5 * log2(d);\r\n\treturn vec2(floor(mipLevel), fract(mipLevel));\r\n}\r\n\r\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\r\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\r\n\r\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\r\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\r\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\r\n\r\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\r\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\r\n\t// float powScale = exp2(roughnessLevel + mipLevel);\r\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\r\n\t// float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel);\r\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\r\n\t// float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel);\r\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\r\n\r\n\tbool bRes = mipLevel == 0.0;\r\n\tscale = bRes && (scale < a) ? a : scale;\r\n\r\n\tvec3 r;\r\n\tvec2 offset;\r\n\tint face = getFaceFromDirection(direction);\r\n\r\n\tfloat rcpPowScale = 1.0 / powScale;\r\n\r\n\tif( face == 0) {\r\n\t\tr = vec3(direction.x, -direction.z, direction.y);\r\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 1) {\r\n\t\tr = vec3(direction.y, direction.x, direction.z);\r\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 2) {\r\n\t\tr = vec3(direction.z, direction.x, direction.y);\r\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 3) {\r\n\t\tr = vec3(direction.x, direction.z, direction.y);\r\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\telse if( face == 4) {\r\n\t\tr = vec3(direction.y, direction.x, -direction.z);\r\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\telse {\r\n\t\tr = vec3(direction.z, -direction.x, direction.y);\r\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\tr = normalize(r);\r\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\r\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\r\n\tvec2 base = offset + vec2( texelOffset );\r\n\treturn base + s * ( scale - 2.0 * texelOffset );\r\n}\r\n\r\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\r\n\r\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\r\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\r\n\tfloat r1 = floor(roughnessVal);\r\n\tfloat r2 = r1 + 1.0;\r\n\tfloat t = fract(roughnessVal);\r\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\r\n\tfloat s = mipInfo.y;\r\n\tfloat level0 = mipInfo.x;\r\n\tfloat level1 = level0 + 1.0;\r\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\r\n\r\n\t// round to nearest mipmap if we are not interpolating.\r\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\r\n\r\n\t// Tri linear interpolation.\r\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\r\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\r\n\r\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\r\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\r\n\r\n\tvec4 result = mix(color10, color20, t);\r\n\r\n\treturn vec4(result.rgb, 1.0);\r\n}\r\n\r\n#endif\r\n";
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var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\r\n\r\n#ifdef FLIP_SIDED\r\n\r\n\ttransformedNormal = - transformedNormal;\r\n\r\n#endif\r\n";
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var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\r\n\r\n\tuniform sampler2D displacementMap;\r\n\tuniform float displacementScale;\r\n\tuniform float displacementBias;\r\n\r\n#endif\r\n";
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var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\r\n\r\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\r\n\r\n#endif\r\n";
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var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\r\n\r\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\r\n\r\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\r\n\r\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\r\n\r\n#endif\r\n";
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var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\r\n\r\n\tuniform sampler2D emissiveMap;\r\n\r\n#endif\r\n";
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var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\r\n";
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var encodings_pars_fragment = "// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\r\n\r\nvec4 LinearToLinear( in vec4 value ) {\r\n\treturn value;\r\n}\r\n\r\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\r\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\r\n}\r\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\r\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\r\n}\r\n\r\nvec4 sRGBToLinear( in vec4 value ) {\r\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\r\n}\r\nvec4 LinearTosRGB( in vec4 value ) {\r\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\r\n}\r\n\r\nvec4 RGBEToLinear( in vec4 value ) {\r\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\r\n}\r\nvec4 LinearToRGBE( in vec4 value ) {\r\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\r\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\r\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\r\n// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\r\n}\r\n\r\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\r\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\r\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\r\n}\r\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\r\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\r\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\r\n\tM = ceil( M * 255.0 ) / 255.0;\r\n\treturn vec4( value.rgb / ( M * maxRange ), M );\r\n}\r\n\r\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\r\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\r\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\r\n}\r\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\r\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\r\n\tfloat D = max( maxRange / maxRGB, 1.0 );\r\n\tD = min( floor( D ) / 255.0, 1.0 );\r\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\r\n}\r\n\r\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\r\n\r\n// M matrix, for encoding\r\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\r\nvec4 LinearToLogLuv( in vec4 value ) {\r\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\r\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\r\n\tvec4 vResult;\r\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\r\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\r\n\tvResult.w = fract(Le);\r\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\r\n\treturn vResult;\r\n}\r\n\r\n// Inverse M matrix, for decoding\r\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\r\nvec4 LogLuvToLinear( in vec4 value ) {\r\n\tfloat Le = value.z * 255.0 + value.w;\r\n\tvec3 Xp_Y_XYZp;\r\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\r\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\r\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\r\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\r\n\treturn vec4( max(vRGB, 0.0), 1.0 );\r\n}\r\n";
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var envmap_fragment = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\r\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\r\n\r\n\t\t// Transforming Normal Vectors with the Inverse Transformation\r\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t#else\r\n\r\n\t\tvec3 reflectVec = vReflect;\r\n\r\n\t#endif\r\n\r\n\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\r\n\r\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\r\n\r\n\t\tvec2 sampleUV;\r\n\t\tsampleUV.y = asin( flipNormal * reflectVec.y ) * RECIPROCAL_PI + 0.5;\r\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\r\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\r\n\r\n\t#elif defined( ENVMAP_TYPE_SPHERE )\r\n\r\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\r\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\r\n\r\n\t#else\r\n\r\n\t\tvec4 envColor = vec4( 0.0 );\r\n\r\n\t#endif\r\n\r\n\tenvColor = envMapTexelToLinear( envColor );\r\n\r\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\r\n\r\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\r\n\r\n\t#elif defined( ENVMAP_BLENDING_MIX )\r\n\r\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\r\n\r\n\t#elif defined( ENVMAP_BLENDING_ADD )\r\n\r\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\r\n\tuniform float reflectivity;\r\n\tuniform float envMapIntensity;\r\n#endif\r\n\r\n#ifdef USE_ENVMAP\r\n\r\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\r\n\t\tvarying vec3 vWorldPosition;\r\n\t#endif\r\n\r\n\t#ifdef ENVMAP_TYPE_CUBE\r\n\t\tuniform samplerCube envMap;\r\n\t#else\r\n\t\tuniform sampler2D envMap;\r\n\t#endif\r\n\tuniform float flipEnvMap;\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\r\n\t\tuniform float refractionRatio;\r\n\t#else\r\n\t\tvarying vec3 vReflect;\r\n\t#endif\r\n\r\n#endif\r\n";
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var envmap_pars_vertex = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\t\tvarying vec3 vWorldPosition;\r\n\r\n\t#else\r\n\r\n\t\tvarying vec3 vReflect;\r\n\t\tuniform float refractionRatio;\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var envmap_vertex = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\r\n\t\tvWorldPosition = worldPosition.xyz;\r\n\r\n\t#else\r\n\r\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\r\n\r\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var fog_vertex = "\r\n#ifdef USE_FOG\r\nfogDepth = -mvPosition.z;\r\n#endif";
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var fog_pars_vertex = "#ifdef USE_FOG\r\n\r\n varying float fogDepth;\r\n\r\n#endif\r\n";
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var fog_fragment = "#ifdef USE_FOG\r\n\r\n\t#ifdef FOG_EXP2\r\n\r\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\r\n\r\n\t#else\r\n\r\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\r\n\r\n#endif\r\n";
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var fog_pars_fragment = "#ifdef USE_FOG\r\n\r\n\tuniform vec3 fogColor;\r\n\tvarying float fogDepth;\r\n\r\n\t#ifdef FOG_EXP2\r\n\r\n\t\tuniform float fogDensity;\r\n\r\n\t#else\r\n\r\n\t\tuniform float fogNear;\r\n\t\tuniform float fogFar;\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var gradientmap_pars_fragment = "#ifdef TOON\r\n\r\n\tuniform sampler2D gradientMap;\r\n\r\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\r\n\r\n\t\t// dotNL will be from -1.0 to 1.0\r\n\t\tfloat dotNL = dot( normal, lightDirection );\r\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\r\n\r\n\t\t#ifdef USE_GRADIENTMAP\r\n\r\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\r\n\r\n\t\t#else\r\n\r\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\r\n\r\n\t\t#endif\r\n\r\n\r\n\t}\r\n\r\n#endif\r\n";
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var lightmap_fragment = "#ifdef USE_LIGHTMAP\r\n\r\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage\r\n\r\n#endif\r\n";
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var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\r\n\r\n\tuniform sampler2D lightMap;\r\n\tuniform float lightMapIntensity;\r\n\r\n#endif";
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var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\r\n\r\nGeometricContext geometry;\r\ngeometry.position = mvPosition.xyz;\r\ngeometry.normal = normalize( transformedNormal );\r\ngeometry.viewDir = normalize( -mvPosition.xyz );\r\n\r\nGeometricContext backGeometry;\r\nbackGeometry.position = geometry.position;\r\nbackGeometry.normal = -geometry.normal;\r\nbackGeometry.viewDir = geometry.viewDir;\r\n\r\nvLightFront = vec3( 0.0 );\r\n\r\n#ifdef DOUBLE_SIDED\r\n\tvLightBack = vec3( 0.0 );\r\n#endif\r\n\r\nIncidentLight directLight;\r\nfloat dotNL;\r\nvec3 directLightColor_Diffuse;\r\n\r\n#if NUM_POINT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n\r\n#if NUM_DIR_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if NUM_HEMI_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\r\n\r\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n";
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var lights_pars = "uniform vec3 ambientLightColor;\r\n\r\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\r\n\r\n\tvec3 irradiance = ambientLightColor;\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI;\r\n\r\n\t#endif\r\n\r\n\treturn irradiance;\r\n\r\n}\r\n\r\n#if NUM_DIR_LIGHTS > 0\r\n\r\n\tstruct DirectionalLight {\r\n\t\tvec3 direction;\r\n\t\tvec3 color;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\r\n\r\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tdirectLight.color = directionalLight.color;\r\n\t\tdirectLight.direction = directionalLight.direction;\r\n\t\tdirectLight.visible = true;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_POINT_LIGHTS > 0\r\n\r\n\tstruct PointLight {\r\n\t\tvec3 position;\r\n\t\tvec3 color;\r\n\t\tfloat distance;\r\n\t\tfloat decay;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\r\n\r\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\r\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tvec3 lVector = pointLight.position - geometry.position;\r\n\t\tdirectLight.direction = normalize( lVector );\r\n\r\n\t\tfloat lightDistance = length( lVector );\r\n\r\n\t\tdirectLight.color = pointLight.color;\r\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\r\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tstruct SpotLight {\r\n\t\tvec3 position;\r\n\t\tvec3 direction;\r\n\t\tvec3 color;\r\n\t\tfloat distance;\r\n\t\tfloat decay;\r\n\t\tfloat coneCos;\r\n\t\tfloat penumbraCos;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\r\n\r\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\r\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tvec3 lVector = spotLight.position - geometry.position;\r\n\t\tdirectLight.direction = normalize( lVector );\r\n\r\n\t\tfloat lightDistance = length( lVector );\r\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\r\n\r\n\t\tif ( angleCos > spotLight.coneCos ) {\r\n\r\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\r\n\r\n\t\t\tdirectLight.color = spotLight.color;\r\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\r\n\t\t\tdirectLight.visible = true;\r\n\r\n\t\t} else {\r\n\r\n\t\t\tdirectLight.color = vec3( 0.0 );\r\n\t\t\tdirectLight.visible = false;\r\n\r\n\t\t}\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_RECT_AREA_LIGHTS > 0\r\n\r\n\tstruct RectAreaLight {\r\n\t\tvec3 color;\r\n\t\tvec3 position;\r\n\t\tvec3 halfWidth;\r\n\t\tvec3 halfHeight;\r\n\t};\r\n\r\n\t// Pre-computed values of LinearTransformedCosine approximation of BRDF\r\n\t// BRDF approximation Texture is 64x64\r\n\tuniform sampler2D ltcMat; // RGBA Float\r\n\tuniform sampler2D ltcMag; // Alpha Float (only has w component)\r\n\r\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\r\n\r\n#endif\r\n\r\n\r\n#if NUM_HEMI_LIGHTS > 0\r\n\r\n\tstruct HemisphereLight {\r\n\t\tvec3 direction;\r\n\t\tvec3 skyColor;\r\n\t\tvec3 groundColor;\r\n\t};\r\n\r\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\r\n\r\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\r\n\r\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\r\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\r\n\r\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\r\n\r\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\t\tirradiance *= PI;\r\n\r\n\t\t#endif\r\n\r\n\t\treturn irradiance;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\r\n\r\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\r\n\r\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\r\n\r\n\t\t\t// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level\r\n\t\t\t// of a specular cubemap, or just the default level of a specially created irradiance cubemap.\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\t// force the bias high to get the last LOD level as it is the most blurred.\r\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\r\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec4 envMapColor = vec4( 0.0 );\r\n\r\n\t\t#endif\r\n\r\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\r\n\r\n\t}\r\n\r\n\t// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html\r\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\r\n\r\n\t\t//float envMapWidth = pow( 2.0, maxMIPLevelScalar );\r\n\t\t//float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\r\n\r\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\r\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\r\n\r\n\t\t// clamp to allowable LOD ranges.\r\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\r\n\r\n\t}\r\n\r\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\r\n\r\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\r\n\r\n\t\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\r\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\r\n\r\n\t\t\tvec2 sampleUV;\r\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\r\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\r\n\r\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#endif\r\n\r\n\t\treturn envMapColor.rgb * envMapIntensity;\r\n\r\n\t}\r\n\r\n#endif\r\n";
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var lights_phong_fragment = "BlinnPhongMaterial material;\r\nmaterial.diffuseColor = diffuseColor.rgb;\r\nmaterial.specularColor = specular;\r\nmaterial.specularShininess = shininess;\r\nmaterial.specularStrength = specularStrength;\r\n";
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var lights_phong_pars_fragment = "varying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n\r\nstruct BlinnPhongMaterial {\r\n\r\n\tvec3\tdiffuseColor;\r\n\tvec3\tspecularColor;\r\n\tfloat\tspecularShininess;\r\n\tfloat\tspecularStrength;\r\n\r\n};\r\n\r\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t#ifdef TOON\r\n\r\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\r\n\r\n\t#else\r\n\r\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\r\n\t\tvec3 irradiance = dotNL * directLight.color;\r\n\r\n\t#endif\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI; // punctual light\r\n\r\n\t#endif\r\n\r\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\r\n\r\n}\r\n\r\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n}\r\n\r\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\r\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\r\n\r\n#define Material_LightProbeLOD( material )\t(0)\r\n";
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var lights_physical_fragment = "PhysicalMaterial material;\r\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\r\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\r\n#ifdef STANDARD\r\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\r\n#else\r\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\r\n\tmaterial.clearCoat = saturate( clearCoat ); // Burley clearcoat model\r\n\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\r\n#endif\r\n";
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var lights_physical_pars_fragment = "struct PhysicalMaterial {\r\n\r\n\tvec3\tdiffuseColor;\r\n\tfloat\tspecularRoughness;\r\n\tvec3\tspecularColor;\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat clearCoat;\r\n\t\tfloat clearCoatRoughness;\r\n\t#endif\r\n\r\n};\r\n\r\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\r\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\r\n\r\n// Clear coat directional hemishperical reflectance (this approximation should be improved)\r\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\r\n\r\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\r\n\r\n}\r\n\r\n#if NUM_RECT_AREA_LIGHTS > 0\r\n\r\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t\tvec3 normal = geometry.normal;\r\n\t\tvec3 viewDir = geometry.viewDir;\r\n\t\tvec3 position = geometry.position;\r\n\t\tvec3 lightPos = rectAreaLight.position;\r\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\r\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\r\n\t\tvec3 lightColor = rectAreaLight.color;\r\n\t\tfloat roughness = material.specularRoughness;\r\n\r\n\t\tvec3 rectCoords[ 4 ];\r\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight; // counterclockwise\r\n\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\r\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\r\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\r\n\r\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\r\n\r\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\r\n\r\n\t\tvec4 t = texture2D( ltcMat, uv );\r\n\r\n\t\tmat3 mInv = mat3(\r\n\t\t\tvec3( 1, 0, t.y ),\r\n\t\t\tvec3( 0, t.z, 0 ),\r\n\t\t\tvec3( t.w, 0, t.x )\r\n\t\t);\r\n\r\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords ); // no fresnel\r\n\r\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\r\n\r\n\tvec3 irradiance = dotNL * directLight.color;\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI; // punctual light\r\n\r\n\t#endif\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\r\n\t#else\r\n\t\tfloat clearCoatDHR = 0.0;\r\n\t#endif\r\n\r\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\r\n\r\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n\t#ifndef STANDARD\r\n\r\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\r\n\r\n\t#endif\r\n\r\n}\r\n\r\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n}\r\n\r\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\t\tfloat dotNL = dotNV;\r\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\r\n\t#else\r\n\t\tfloat clearCoatDHR = 0.0;\r\n\t#endif\r\n\r\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\r\n\r\n\t#ifndef STANDARD\r\n\r\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\r\n\r\n\t#endif\r\n\r\n}\r\n\r\n#define RE_Direct\t\t\t\tRE_Direct_Physical\r\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\r\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\r\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\r\n\r\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\r\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\r\n\r\n// ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf\r\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\r\n\r\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\r\n\r\n}\r\n";
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var lights_template = "\r\n\r\nGeometricContext geometry;\r\n\r\ngeometry.position = - vViewPosition;\r\ngeometry.normal = normal;\r\ngeometry.viewDir = normalize( vViewPosition );\r\n\r\nIncidentLight directLight;\r\n\r\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tPointLight pointLight;\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tpointLight = pointLights[ i ];\r\n\r\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tSpotLight spotLight;\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tspotLight = spotLights[ i ];\r\n\r\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tDirectionalLight directionalLight;\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tdirectionalLight = directionalLights[ i ];\r\n\r\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\r\n\r\n\tRectAreaLight rectAreaLight;\r\n\r\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\r\n\r\n\t\trectAreaLight = rectAreaLights[ i ];\r\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if defined( RE_IndirectDiffuse )\r\n\r\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\r\n\r\n\t#ifdef USE_LIGHTMAP\r\n\r\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\r\n\r\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\t\tlightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage\r\n\r\n\t\t#endif\r\n\r\n\t\tirradiance += lightMapIrradiance;\r\n\r\n\t#endif\r\n\r\n\t#if ( NUM_HEMI_LIGHTS > 0 )\r\n\r\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\r\n\r\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t// TODO, replace 8 with the real maxMIPLevel\r\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\r\n\r\n\t#endif\r\n\r\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\r\n\r\n#endif\r\n\r\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\r\n\r\n\t// TODO, replace 8 with the real maxMIPLevel\r\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\r\n\r\n\t#ifndef STANDARD\r\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\r\n\t#else\r\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\r\n\t#endif\r\n\r\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\r\n\r\n#endif\r\n";
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var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\r\n\r\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\r\n\r\n#endif";
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var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\tuniform float logDepthBufFC;\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvarying float vFragDepth;\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvarying float vFragDepth;\r\n\r\n\t#endif\r\n\r\n\tuniform float logDepthBufFC;\r\n\r\n#endif";
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var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvFragDepth = 1.0 + gl_Position.w;\r\n\r\n\t#else\r\n\r\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var map_fragment = "#ifdef USE_MAP\r\n\r\n\tvec4 texelColor = texture2D( map, vUv );\r\n\r\n\ttexelColor = mapTexelToLinear( texelColor );\r\n\tdiffuseColor *= texelColor;\r\n\r\n#endif\r\n";
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var map_pars_fragment = "#ifdef USE_MAP\r\n\r\n\tuniform sampler2D map;\r\n\r\n#endif\r\n";
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var map_particle_fragment = "#ifdef USE_MAP\r\n\r\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\r\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\r\n\r\n#endif\r\n";
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var map_particle_pars_fragment = "#ifdef USE_MAP\r\n\r\n\tuniform vec4 offsetRepeat;\r\n\tuniform sampler2D map;\r\n\r\n#endif\r\n";
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var metalnessmap_fragment = "float metalnessFactor = metalness;\r\n\r\n#ifdef USE_METALNESSMAP\r\n\r\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\r\n\r\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\tmetalnessFactor *= texelMetalness.b;\r\n\r\n#endif\r\n";
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var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\r\n\r\n\tuniform sampler2D metalnessMap;\r\n\r\n#endif";
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var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\r\n\r\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\r\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\r\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\r\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\r\n\r\n#endif\r\n";
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var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\r\n\r\n\t#ifndef USE_MORPHNORMALS\r\n\r\n\tuniform float morphTargetInfluences[ 8 ];\r\n\r\n\t#else\r\n\r\n\tuniform float morphTargetInfluences[ 4 ];\r\n\r\n\t#endif\r\n\r\n#endif";
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var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\r\n\r\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\r\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\r\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\r\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\r\n\r\n\t#ifndef USE_MORPHNORMALS\r\n\r\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\r\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\r\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\r\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var normal_flip = "#ifdef DOUBLE_SIDED\r\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\r\n#else\r\n\tfloat flipNormal = 1.0;\r\n#endif\r\n";
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var normal_fragment = "#ifdef FLAT_SHADED\r\n\r\n\t// Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ...\r\n\r\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\r\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\r\n\tvec3 normal = normalize( cross( fdx, fdy ) );\r\n\r\n#else\r\n\r\n\tvec3 normal = normalize( vNormal ) * flipNormal;\r\n\r\n#endif\r\n\r\n#ifdef USE_NORMALMAP\r\n\r\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\r\n\r\n#elif defined( USE_BUMPMAP )\r\n\r\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\r\n\r\n#endif\r\n";
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var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\r\n\r\n\tuniform sampler2D normalMap;\r\n\tuniform vec2 normalScale;\r\n\r\n\t// Per-Pixel Tangent Space Normal Mapping\r\n\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\r\n\r\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\r\n\r\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\r\n\r\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\r\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\r\n\t\tvec2 st0 = dFdx( vUv.st );\r\n\t\tvec2 st1 = dFdy( vUv.st );\r\n\r\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\r\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\r\n\t\tvec3 N = normalize( surf_norm );\r\n\r\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\r\n\t\tmapN.xy = normalScale * mapN.xy;\r\n\t\tmat3 tsn = mat3( S, T, N );\r\n\t\treturn normalize( tsn * mapN );\r\n\r\n\t}\r\n\r\n#endif\r\n";
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\r\n\treturn normalize( normal ) * 0.5 + 0.5;\r\n}\r\n\r\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\r\n\treturn 1.0 - 2.0 * rgb.xyz;\r\n}\r\n\r\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\r\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nconst float ShiftRight8 = 1. / 256.;\r\n\r\nvec4 packDepthToRGBA( const in float v ) {\r\n\tvec4 r = vec4( fract( v * PackFactors ), v );\r\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\r\n\treturn r * PackUpscale;\r\n}\r\n\r\nfloat unpackRGBAToDepth( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\n// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions\r\n\r\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\r\n\treturn ( viewZ + near ) / ( near - far );\r\n}\r\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\r\n\treturn linearClipZ * ( near - far ) - near;\r\n}\r\n\r\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\r\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\r\n}\r\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\r\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\r\n}\r\n";
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var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\r\n\r\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\r\n\tgl_FragColor.rgb *= gl_FragColor.a;\r\n\r\n#endif\r\n";
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var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\r\n\r\ngl_Position = projectionMatrix * mvPosition;\r\n";
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var dithering_fragment = "#if defined( DITHERING )\r\n\r\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\r\n\r\n#endif\r\n";
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var dithering_pars_fragment = "#if defined( DITHERING )\r\n\r\n\t// based on https://www.shadertoy.com/view/MslGR8\r\n\tvec3 dithering( vec3 color ) {\r\n\t\t//Calculate grid position\r\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\r\n\r\n\t\t//Shift the individual colors differently, thus making it even harder to see the dithering pattern\r\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\r\n\r\n\t\t//modify shift acording to grid position.\r\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\r\n\r\n\t\t//shift the color by dither_shift\r\n\t\treturn color + dither_shift_RGB;\r\n\t}\r\n\r\n#endif\r\n";
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var roughnessmap_fragment = "float roughnessFactor = roughness;\r\n\r\n#ifdef USE_ROUGHNESSMAP\r\n\r\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\r\n\r\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\troughnessFactor *= texelRoughness.g;\r\n\r\n#endif\r\n";
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var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\r\n\r\n\tuniform sampler2D roughnessMap;\r\n\r\n#endif";
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var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\r\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\r\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\r\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\r\n\r\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\r\n\r\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\r\n\r\n\t}\r\n\r\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\r\n\r\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\r\n\r\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\r\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\r\n\r\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\r\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\r\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\r\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\r\n\r\n\t\tvec2 f = fract( uv * size + 0.5 );\r\n\r\n\t\tfloat a = mix( lb, lt, f.y );\r\n\t\tfloat b = mix( rb, rt, f.y );\r\n\t\tfloat c = mix( a, b, f.x );\r\n\r\n\t\treturn c;\r\n\r\n\t}\r\n\r\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\r\n\r\n\t\tfloat shadow = 1.0;\r\n\r\n\t\tshadowCoord.xyz /= shadowCoord.w;\r\n\t\tshadowCoord.z += shadowBias;\r\n\r\n\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\r\n\t\t// if ( all( something, something ) ) using this instead\r\n\r\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\r\n\t\tbool inFrustum = all( inFrustumVec );\r\n\r\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\r\n\r\n\t\tbool frustumTest = all( frustumTestVec );\r\n\r\n\t\tif ( frustumTest ) {\r\n\r\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\r\n\r\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\r\n\r\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\r\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\r\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\r\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\r\n\r\n\t\t\tshadow = (\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\r\n\r\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\r\n\r\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\r\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\r\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\r\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\r\n\r\n\t\t\tshadow = (\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#else // no percentage-closer filtering:\r\n\r\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\r\n\r\n\t\t#endif\r\n\r\n\t\t}\r\n\r\n\t\treturn shadow;\r\n\r\n\t}\r\n\r\n\t// cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\r\n\t// vector suitable for 2D texture mapping. This code uses the following layout for the\r\n\t// 2D texture:\r\n\t//\r\n\t// xzXZ\r\n\t// y Y\r\n\t//\r\n\t// Y - Positive y direction\r\n\t// y - Negative y direction\r\n\t// X - Positive x direction\r\n\t// x - Negative x direction\r\n\t// Z - Positive z direction\r\n\t// z - Negative z direction\r\n\t//\r\n\t// Source and test bed:\r\n\t// https://gist.github.com/tschw/da10c43c467ce8afd0c4\r\n\r\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\r\n\r\n\t\t// Number of texels to avoid at the edge of each square\r\n\r\n\t\tvec3 absV = abs( v );\r\n\r\n\t\t// Intersect unit cube\r\n\r\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\r\n\t\tabsV *= scaleToCube;\r\n\r\n\t\t// Apply scale to avoid seams\r\n\r\n\t\t// two texels less per square (one texel will do for NEAREST)\r\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\r\n\r\n\t\t// Unwrap\r\n\r\n\t\t// space: -1 ... 1 range for each square\r\n\t\t//\r\n\t\t// #X##\t\tdim := ( 4 , 2 )\r\n\t\t// # #\t\tcenter := ( 1 , 1 )\r\n\r\n\t\tvec2 planar = v.xy;\r\n\r\n\t\tfloat almostATexel = 1.5 * texelSizeY;\r\n\t\tfloat almostOne = 1.0 - almostATexel;\r\n\r\n\t\tif ( absV.z >= almostOne ) {\r\n\r\n\t\t\tif ( v.z > 0.0 )\r\n\t\t\t\tplanar.x = 4.0 - v.x;\r\n\r\n\t\t} else if ( absV.x >= almostOne ) {\r\n\r\n\t\t\tfloat signX = sign( v.x );\r\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\r\n\r\n\t\t} else if ( absV.y >= almostOne ) {\r\n\r\n\t\t\tfloat signY = sign( v.y );\r\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\r\n\t\t\tplanar.y = v.z * signY - 2.0;\r\n\r\n\t\t}\r\n\r\n\t\t// Transform to UV space\r\n\r\n\t\t// scale := 0.5 / dim\r\n\t\t// translate := ( center + 0.5 ) / dim\r\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\r\n\r\n\t}\r\n\r\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\r\n\r\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\r\n\r\n\t\t// for point lights, the uniform @vShadowCoord is re-purposed to hold\r\n\t\t// the distance from the light to the world-space position of the fragment.\r\n\t\tvec3 lightToPosition = shadowCoord.xyz;\r\n\r\n\t\t// bd3D = base direction 3D\r\n\t\tvec3 bd3D = normalize( lightToPosition );\r\n\t\t// dp = distance from light to fragment position\r\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\r\n\r\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\r\n\r\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\r\n\r\n\t\t\treturn (\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#else // no percentage-closer filtering\r\n\r\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n";
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var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\r\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\r\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\r\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\r\n\r\n#endif\r\n";
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var shadowmap_vertex = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\r\n\r\n#endif\r\n";
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var shadowmask_pars_fragment = "float getShadowMask() {\r\n\r\n\tfloat shadow = 1.0;\r\n\r\n\t#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\tDirectionalLight directionalLight;\r\n\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tdirectionalLight = directionalLights[ i ];\r\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tSpotLight spotLight;\r\n\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tspotLight = spotLights[ i ];\r\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\tPointLight pointLight;\r\n\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tpointLight = pointLights[ i ];\r\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\r\n\r\n\t#endif\r\n\r\n\treturn shadow;\r\n\r\n}\r\n";
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var skinbase_vertex = "#ifdef USE_SKINNING\r\n\r\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\r\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\r\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\r\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\r\n\r\n#endif";
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var skinning_pars_vertex = "#ifdef USE_SKINNING\r\n\r\n\tuniform mat4 bindMatrix;\r\n\tuniform mat4 bindMatrixInverse;\r\n\r\n\t#ifdef BONE_TEXTURE\r\n\r\n\t\tuniform sampler2D boneTexture;\r\n\t\tuniform int boneTextureSize;\r\n\r\n\t\tmat4 getBoneMatrix( const in float i ) {\r\n\r\n\t\t\tfloat j = i * 4.0;\r\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\r\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\r\n\r\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\r\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\r\n\r\n\t\t\ty = dy * ( y + 0.5 );\r\n\r\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\r\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\r\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\r\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\r\n\r\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\r\n\r\n\t\t\treturn bone;\r\n\r\n\t\t}\r\n\r\n\t#else\r\n\r\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\r\n\r\n\t\tmat4 getBoneMatrix( const in float i ) {\r\n\r\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\r\n\t\t\treturn bone;\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n#endif\r\n";
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var skinning_vertex = "#ifdef USE_SKINNING\r\n\r\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\r\n\r\n\tvec4 skinned = vec4( 0.0 );\r\n\tskinned += boneMatX * skinVertex * skinWeight.x;\r\n\tskinned += boneMatY * skinVertex * skinWeight.y;\r\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\r\n\tskinned += boneMatW * skinVertex * skinWeight.w;\r\n\r\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\r\n\r\n#endif\r\n";
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var skinnormal_vertex = "#ifdef USE_SKINNING\r\n\r\n\tmat4 skinMatrix = mat4( 0.0 );\r\n\tskinMatrix += skinWeight.x * boneMatX;\r\n\tskinMatrix += skinWeight.y * boneMatY;\r\n\tskinMatrix += skinWeight.z * boneMatZ;\r\n\tskinMatrix += skinWeight.w * boneMatW;\r\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\r\n\r\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\r\n\r\n#endif\r\n";
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var specularmap_fragment = "float specularStrength;\r\n\r\n#ifdef USE_SPECULARMAP\r\n\r\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\r\n\tspecularStrength = texelSpecular.r;\r\n\r\n#else\r\n\r\n\tspecularStrength = 1.0;\r\n\r\n#endif";
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var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\r\n\r\n\tuniform sampler2D specularMap;\r\n\r\n#endif";
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var tonemapping_fragment = "#if defined( TONE_MAPPING )\r\n\r\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\r\n\r\n#endif\r\n";
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var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\r\n\r\nuniform float toneMappingExposure;\r\nuniform float toneMappingWhitePoint;\r\n\r\n// exposure only\r\nvec3 LinearToneMapping( vec3 color ) {\r\n\r\n\treturn toneMappingExposure * color;\r\n\r\n}\r\n\r\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\r\nvec3 ReinhardToneMapping( vec3 color ) {\r\n\r\n\tcolor *= toneMappingExposure;\r\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\r\n\r\n}\r\n\r\n// source: http://filmicgames.com/archives/75\r\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\r\nvec3 Uncharted2ToneMapping( vec3 color ) {\r\n\r\n\t// John Hable's filmic operator from Uncharted 2 video game\r\n\tcolor *= toneMappingExposure;\r\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\r\n\r\n}\r\n\r\n// source: http://filmicgames.com/archives/75\r\nvec3 OptimizedCineonToneMapping( vec3 color ) {\r\n\r\n\t// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\r\n\tcolor *= toneMappingExposure;\r\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\r\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\r\n\r\n}\r\n";
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var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\r\n\r\n\tvarying vec2 vUv;\r\n\r\n#endif";
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var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\r\n\r\n\tvarying vec2 vUv;\r\n\tuniform vec4 offsetRepeat;\r\n\r\n#endif\r\n";
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var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\r\n\r\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\r\n\r\n#endif";
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var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tvarying vec2 vUv2;\r\n\r\n#endif";
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var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tattribute vec2 uv2;\r\n\tvarying vec2 vUv2;\r\n\r\n#endif";
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var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tvUv2 = uv2;\r\n\r\n#endif";
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var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\r\n\r\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\r\n\r\n#endif\r\n";
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var cube_frag = "uniform samplerCube tCube;\r\nuniform float tFlip;\r\nuniform float opacity;\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\r\n\tgl_FragColor.a *= opacity;\r\n\r\n}\r\n";
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var cube_vert = "varying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\tvWorldPosition = transformDirection( position, modelMatrix );\r\n\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n}\r\n";
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var depth_frag = "#if DEPTH_PACKING == 3200\r\n\r\n\tuniform float opacity;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <uv_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( 1.0 );\r\n\r\n\t#if DEPTH_PACKING == 3200\r\n\r\n\t\tdiffuseColor.a = opacity;\r\n\r\n\t#endif\r\n\r\n\t#include <map_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\r\n\t#if DEPTH_PACKING == 3200\r\n\r\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\r\n\r\n\t#elif DEPTH_PACKING == 3201\r\n\r\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\r\n\r\n\t#endif\r\n\r\n}\r\n";
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var depth_vert = "#include <common>\r\n#include <uv_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\r\n\t#include <skinbase_vertex>\r\n\r\n\t#ifdef USE_DISPLACEMENTMAP\r\n\r\n\t\t#include <beginnormal_vertex>\r\n\t\t#include <morphnormal_vertex>\r\n\t\t#include <skinnormal_vertex>\r\n\r\n\t#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n}\r\n";
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var distanceRGBA_frag = "uniform vec3 lightPos;\r\nvarying vec4 vWorldPosition;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main () {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\r\n\r\n}\r\n";
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var distanceRGBA_vert = "varying vec4 vWorldPosition;\r\n\r\n#include <common>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <skinbase_vertex>\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\tvWorldPosition = worldPosition;\r\n\r\n}\r\n";
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var equirect_frag = "uniform sampler2D tEquirect;\r\nuniform float tFlip;\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\t// \tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\r\n\tvec3 direction = normalize( vWorldPosition );\r\n\tvec2 sampleUV;\r\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\r\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\r\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\r\n\r\n}\r\n";
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var equirect_vert = "varying vec3 vWorldPosition;\r\n\r\n#include <common>\r\n\r\nvoid main() {\r\n\r\n\tvWorldPosition = transformDirection( position, modelMatrix );\r\n\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n}\r\n";
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var linedashed_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\nuniform float dashSize;\r\nuniform float totalSize;\r\n\r\nvarying float vLineDistance;\r\n\r\n#include <common>\r\n#include <color_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\r\n\r\n\t\tdiscard;\r\n\r\n\t}\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <color_fragment>\r\n\r\n\toutgoingLight = diffuseColor.rgb; // simple shader\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n";
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var linedashed_vert = "uniform float scale;\r\nattribute float lineDistance;\r\n\r\nvarying float vLineDistance;\r\n\r\n#include <common>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <color_vertex>\r\n\r\n\tvLineDistance = scale * lineDistance;\r\n\r\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\r\n\tgl_Position = projectionMatrix * mvPosition;\r\n\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n";
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var meshbasic_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <specularmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <specularmap_fragment>\r\n\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\r\n\t// accumulation (baked indirect lighting only)\r\n\t#ifdef USE_LIGHTMAP\r\n\r\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\r\n\r\n\t#else\r\n\r\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\r\n\r\n\t#endif\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\r\n\r\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\r\n\r\n\t#include <normal_flip>\r\n\t#include <envmap_fragment>\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n";
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var meshbasic_vert = "#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <envmap_pars_vertex>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\t#include <skinbase_vertex>\r\n\r\n\t#ifdef USE_ENVMAP\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n\t#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <envmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n";
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var meshlambert_frag = "uniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform float opacity;\r\n\r\nvarying vec3 vLightFront;\r\n\r\n#ifdef DOUBLE_SIDED\r\n\r\n\tvarying vec3 vLightBack;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <dithering_pars_fragment>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <emissivemap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <fog_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <shadowmask_pars_fragment>\r\n#include <specularmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <specularmap_fragment>\r\n\t#include <emissivemap_fragment>\r\n\r\n\t// accumulation\r\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\r\n\r\n\t#include <lightmap_fragment>\r\n\r\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\r\n\r\n\t#ifdef DOUBLE_SIDED\r\n\r\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\r\n\r\n\t#else\r\n\r\n\t\treflectedLight.directDiffuse = vLightFront;\r\n\r\n\t#endif\r\n\r\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\r\n\r\n\t#include <normal_flip>\r\n\t#include <envmap_fragment>\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n";
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var meshlambert_vert = "#define LAMBERT\r\n\r\nvarying vec3 vLightFront;\r\n\r\n#ifdef DOUBLE_SIDED\r\n\r\n\tvarying vec3 vLightBack;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <envmap_pars_vertex>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <envmap_vertex>\r\n\t#include <lights_lambert_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n";
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var meshphong_frag = "#define PHONG\r\n\r\nuniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform vec3 specular;\r\nuniform float shininess;\r\nuniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <dithering_pars_fragment>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <emissivemap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <gradientmap_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <lights_phong_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <bumpmap_pars_fragment>\r\n#include <normalmap_pars_fragment>\r\n#include <specularmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <specularmap_fragment>\r\n\t#include <normal_flip>\r\n\t#include <normal_fragment>\r\n\t#include <emissivemap_fragment>\r\n\r\n\t// accumulation\r\n\t#include <lights_phong_fragment>\r\n\t#include <lights_template>\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\r\n\r\n\t#include <envmap_fragment>\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n";
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var meshphong_vert = "#define PHONG\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <envmap_pars_vertex>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <envmap_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n";
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var meshphysical_frag = "#define PHYSICAL\r\n\r\nuniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform float roughness;\r\nuniform float metalness;\r\nuniform float opacity;\r\n\r\n#ifndef STANDARD\r\n\tuniform float clearCoat;\r\n\tuniform float clearCoatRoughness;\r\n#endif\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <dithering_pars_fragment>\r\n#include <color_pars_fragment>\r\n#include <uv_pars_fragment>\r\n#include <uv2_pars_fragment>\r\n#include <map_pars_fragment>\r\n#include <alphamap_pars_fragment>\r\n#include <aomap_pars_fragment>\r\n#include <lightmap_pars_fragment>\r\n#include <emissivemap_pars_fragment>\r\n#include <envmap_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <bsdfs>\r\n#include <cube_uv_reflection_fragment>\r\n#include <lights_pars>\r\n#include <lights_physical_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <bumpmap_pars_fragment>\r\n#include <normalmap_pars_fragment>\r\n#include <roughnessmap_pars_fragment>\r\n#include <metalnessmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphamap_fragment>\r\n\t#include <alphatest_fragment>\r\n\t#include <roughnessmap_fragment>\r\n\t#include <metalnessmap_fragment>\r\n\t#include <normal_flip>\r\n\t#include <normal_fragment>\r\n\t#include <emissivemap_fragment>\r\n\r\n\t// accumulation\r\n\t#include <lights_physical_fragment>\r\n\t#include <lights_template>\r\n\r\n\t// modulation\r\n\t#include <aomap_fragment>\r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <dithering_fragment>\r\n\r\n}\r\n";
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var meshphysical_vert = "#define PHYSICAL\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <common>\r\n#include <uv_pars_vertex>\r\n#include <uv2_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\t#include <uv2_vertex>\r\n\t#include <color_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n";
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|
||
var normal_frag = "#define NORMAL\r\n\r\nuniform float opacity;\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\r\n\r\n\tvarying vec3 vViewPosition;\r\n\r\n#endif\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <packing>\r\n#include <uv_pars_fragment>\r\n#include <bumpmap_pars_fragment>\r\n#include <normalmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <normal_flip>\r\n\t#include <normal_fragment>\r\n\r\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\r\n\r\n}\r\n";
|
||
|
||
var normal_vert = "#define NORMAL\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\r\n\r\n\tvarying vec3 vViewPosition;\r\n\r\n#endif\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include <uv_pars_vertex>\r\n#include <displacementmap_pars_vertex>\r\n#include <morphtarget_pars_vertex>\r\n#include <skinning_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <uv_vertex>\r\n\r\n\t#include <beginnormal_vertex>\r\n\t#include <morphnormal_vertex>\r\n\t#include <skinbase_vertex>\r\n\t#include <skinnormal_vertex>\r\n\t#include <defaultnormal_vertex>\r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include <begin_vertex>\r\n\t#include <morphtarget_vertex>\r\n\t#include <skinning_vertex>\r\n\t#include <displacementmap_vertex>\r\n\t#include <project_vertex>\r\n\t#include <logdepthbuf_vertex>\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n#endif\r\n\r\n}\r\n";
|
||
|
||
var points_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <color_pars_fragment>\r\n#include <map_particle_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_particle_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphatest_fragment>\r\n\r\n\toutgoingLight = diffuseColor.rgb;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n";
|
||
|
||
var points_vert = "uniform float size;\r\nuniform float scale;\r\n\r\n#include <common>\r\n#include <color_pars_vertex>\r\n#include <fog_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <color_vertex>\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n\t#ifdef USE_SIZEATTENUATION\r\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\r\n\t#else\r\n\t\tgl_PointSize = size;\r\n\t#endif\r\n\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\t#include <fog_vertex>\r\n\r\n}\r\n";
|
||
|
||
var shadow_frag = "uniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <bsdfs>\r\n#include <lights_pars>\r\n#include <shadowmap_pars_fragment>\r\n#include <shadowmask_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\r\n\r\n}\r\n";
|
||
|
||
var shadow_vert = "#include <shadowmap_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\r\n}\r\n";
|
||
|
||
var ShaderChunk = {
|
||
alphamap_fragment: alphamap_fragment,
|
||
alphamap_pars_fragment: alphamap_pars_fragment,
|
||
alphatest_fragment: alphatest_fragment,
|
||
aomap_fragment: aomap_fragment,
|
||
aomap_pars_fragment: aomap_pars_fragment,
|
||
begin_vertex: begin_vertex,
|
||
beginnormal_vertex: beginnormal_vertex,
|
||
bsdfs: bsdfs,
|
||
bumpmap_pars_fragment: bumpmap_pars_fragment,
|
||
clipping_planes_fragment: clipping_planes_fragment,
|
||
clipping_planes_pars_fragment: clipping_planes_pars_fragment,
|
||
clipping_planes_pars_vertex: clipping_planes_pars_vertex,
|
||
clipping_planes_vertex: clipping_planes_vertex,
|
||
color_fragment: color_fragment,
|
||
color_pars_fragment: color_pars_fragment,
|
||
color_pars_vertex: color_pars_vertex,
|
||
color_vertex: color_vertex,
|
||
common: common,
|
||
cube_uv_reflection_fragment: cube_uv_reflection_fragment,
|
||
defaultnormal_vertex: defaultnormal_vertex,
|
||
displacementmap_pars_vertex: displacementmap_pars_vertex,
|
||
displacementmap_vertex: displacementmap_vertex,
|
||
emissivemap_fragment: emissivemap_fragment,
|
||
emissivemap_pars_fragment: emissivemap_pars_fragment,
|
||
encodings_fragment: encodings_fragment,
|
||
encodings_pars_fragment: encodings_pars_fragment,
|
||
envmap_fragment: envmap_fragment,
|
||
envmap_pars_fragment: envmap_pars_fragment,
|
||
envmap_pars_vertex: envmap_pars_vertex,
|
||
envmap_vertex: envmap_vertex,
|
||
fog_vertex: fog_vertex,
|
||
fog_pars_vertex: fog_pars_vertex,
|
||
fog_fragment: fog_fragment,
|
||
fog_pars_fragment: fog_pars_fragment,
|
||
gradientmap_pars_fragment: gradientmap_pars_fragment,
|
||
lightmap_fragment: lightmap_fragment,
|
||
lightmap_pars_fragment: lightmap_pars_fragment,
|
||
lights_lambert_vertex: lights_lambert_vertex,
|
||
lights_pars: lights_pars,
|
||
lights_phong_fragment: lights_phong_fragment,
|
||
lights_phong_pars_fragment: lights_phong_pars_fragment,
|
||
lights_physical_fragment: lights_physical_fragment,
|
||
lights_physical_pars_fragment: lights_physical_pars_fragment,
|
||
lights_template: lights_template,
|
||
logdepthbuf_fragment: logdepthbuf_fragment,
|
||
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
|
||
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
|
||
logdepthbuf_vertex: logdepthbuf_vertex,
|
||
map_fragment: map_fragment,
|
||
map_pars_fragment: map_pars_fragment,
|
||
map_particle_fragment: map_particle_fragment,
|
||
map_particle_pars_fragment: map_particle_pars_fragment,
|
||
metalnessmap_fragment: metalnessmap_fragment,
|
||
metalnessmap_pars_fragment: metalnessmap_pars_fragment,
|
||
morphnormal_vertex: morphnormal_vertex,
|
||
morphtarget_pars_vertex: morphtarget_pars_vertex,
|
||
morphtarget_vertex: morphtarget_vertex,
|
||
normal_flip: normal_flip,
|
||
normal_fragment: normal_fragment,
|
||
normalmap_pars_fragment: normalmap_pars_fragment,
|
||
packing: packing,
|
||
premultiplied_alpha_fragment: premultiplied_alpha_fragment,
|
||
project_vertex: project_vertex,
|
||
dithering_fragment: dithering_fragment,
|
||
dithering_pars_fragment: dithering_pars_fragment,
|
||
roughnessmap_fragment: roughnessmap_fragment,
|
||
roughnessmap_pars_fragment: roughnessmap_pars_fragment,
|
||
shadowmap_pars_fragment: shadowmap_pars_fragment,
|
||
shadowmap_pars_vertex: shadowmap_pars_vertex,
|
||
shadowmap_vertex: shadowmap_vertex,
|
||
shadowmask_pars_fragment: shadowmask_pars_fragment,
|
||
skinbase_vertex: skinbase_vertex,
|
||
skinning_pars_vertex: skinning_pars_vertex,
|
||
skinning_vertex: skinning_vertex,
|
||
skinnormal_vertex: skinnormal_vertex,
|
||
specularmap_fragment: specularmap_fragment,
|
||
specularmap_pars_fragment: specularmap_pars_fragment,
|
||
tonemapping_fragment: tonemapping_fragment,
|
||
tonemapping_pars_fragment: tonemapping_pars_fragment,
|
||
uv_pars_fragment: uv_pars_fragment,
|
||
uv_pars_vertex: uv_pars_vertex,
|
||
uv_vertex: uv_vertex,
|
||
uv2_pars_fragment: uv2_pars_fragment,
|
||
uv2_pars_vertex: uv2_pars_vertex,
|
||
uv2_vertex: uv2_vertex,
|
||
worldpos_vertex: worldpos_vertex,
|
||
|
||
cube_frag: cube_frag,
|
||
cube_vert: cube_vert,
|
||
depth_frag: depth_frag,
|
||
depth_vert: depth_vert,
|
||
distanceRGBA_frag: distanceRGBA_frag,
|
||
distanceRGBA_vert: distanceRGBA_vert,
|
||
equirect_frag: equirect_frag,
|
||
equirect_vert: equirect_vert,
|
||
linedashed_frag: linedashed_frag,
|
||
linedashed_vert: linedashed_vert,
|
||
meshbasic_frag: meshbasic_frag,
|
||
meshbasic_vert: meshbasic_vert,
|
||
meshlambert_frag: meshlambert_frag,
|
||
meshlambert_vert: meshlambert_vert,
|
||
meshphong_frag: meshphong_frag,
|
||
meshphong_vert: meshphong_vert,
|
||
meshphysical_frag: meshphysical_frag,
|
||
meshphysical_vert: meshphysical_vert,
|
||
normal_frag: normal_frag,
|
||
normal_vert: normal_vert,
|
||
points_frag: points_frag,
|
||
points_vert: points_vert,
|
||
shadow_frag: shadow_frag,
|
||
shadow_vert: shadow_vert
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
*/
|
||
|
||
var ShaderLib = {
|
||
|
||
basic: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.fog
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.meshbasic_vert,
|
||
fragmentShader: ShaderChunk.meshbasic_frag
|
||
|
||
},
|
||
|
||
lambert: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.emissivemap,
|
||
UniformsLib.fog,
|
||
UniformsLib.lights,
|
||
{
|
||
emissive: { value: new Color( 0x000000 ) }
|
||
}
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.meshlambert_vert,
|
||
fragmentShader: ShaderChunk.meshlambert_frag
|
||
|
||
},
|
||
|
||
phong: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.emissivemap,
|
||
UniformsLib.bumpmap,
|
||
UniformsLib.normalmap,
|
||
UniformsLib.displacementmap,
|
||
UniformsLib.gradientmap,
|
||
UniformsLib.fog,
|
||
UniformsLib.lights,
|
||
{
|
||
emissive: { value: new Color( 0x000000 ) },
|
||
specular: { value: new Color( 0x111111 ) },
|
||
shininess: { value: 30 }
|
||
}
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.meshphong_vert,
|
||
fragmentShader: ShaderChunk.meshphong_frag
|
||
|
||
},
|
||
|
||
standard: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.aomap,
|
||
UniformsLib.lightmap,
|
||
UniformsLib.emissivemap,
|
||
UniformsLib.bumpmap,
|
||
UniformsLib.normalmap,
|
||
UniformsLib.displacementmap,
|
||
UniformsLib.roughnessmap,
|
||
UniformsLib.metalnessmap,
|
||
UniformsLib.fog,
|
||
UniformsLib.lights,
|
||
{
|
||
emissive: { value: new Color( 0x000000 ) },
|
||
roughness: { value: 0.5 },
|
||
metalness: { value: 0.5 },
|
||
envMapIntensity: { value: 1 } // temporary
|
||
}
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.meshphysical_vert,
|
||
fragmentShader: ShaderChunk.meshphysical_frag
|
||
|
||
},
|
||
|
||
points: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.points,
|
||
UniformsLib.fog
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.points_vert,
|
||
fragmentShader: ShaderChunk.points_frag
|
||
|
||
},
|
||
|
||
dashed: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.fog,
|
||
{
|
||
scale: { value: 1 },
|
||
dashSize: { value: 1 },
|
||
totalSize: { value: 2 }
|
||
}
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.linedashed_vert,
|
||
fragmentShader: ShaderChunk.linedashed_frag
|
||
|
||
},
|
||
|
||
depth: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.displacementmap
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.depth_vert,
|
||
fragmentShader: ShaderChunk.depth_frag
|
||
|
||
},
|
||
|
||
normal: {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.common,
|
||
UniformsLib.bumpmap,
|
||
UniformsLib.normalmap,
|
||
UniformsLib.displacementmap,
|
||
{
|
||
opacity: { value: 1.0 }
|
||
}
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.normal_vert,
|
||
fragmentShader: ShaderChunk.normal_frag
|
||
|
||
},
|
||
|
||
/* -------------------------------------------------------------------------
|
||
// Cube map shader
|
||
------------------------------------------------------------------------- */
|
||
|
||
cube: {
|
||
|
||
uniforms: {
|
||
tCube: { value: null },
|
||
tFlip: { value: - 1 },
|
||
opacity: { value: 1.0 }
|
||
},
|
||
|
||
vertexShader: ShaderChunk.cube_vert,
|
||
fragmentShader: ShaderChunk.cube_frag
|
||
|
||
},
|
||
|
||
/* -------------------------------------------------------------------------
|
||
// Cube map shader
|
||
------------------------------------------------------------------------- */
|
||
|
||
equirect: {
|
||
|
||
uniforms: {
|
||
tEquirect: { value: null },
|
||
tFlip: { value: - 1 }
|
||
},
|
||
|
||
vertexShader: ShaderChunk.equirect_vert,
|
||
fragmentShader: ShaderChunk.equirect_frag
|
||
|
||
},
|
||
|
||
distanceRGBA: {
|
||
|
||
uniforms: {
|
||
lightPos: { value: new Vector3() }
|
||
},
|
||
|
||
vertexShader: ShaderChunk.distanceRGBA_vert,
|
||
fragmentShader: ShaderChunk.distanceRGBA_frag
|
||
|
||
}
|
||
|
||
};
|
||
|
||
ShaderLib.physical = {
|
||
|
||
uniforms: UniformsUtils.merge( [
|
||
ShaderLib.standard.uniforms,
|
||
{
|
||
clearCoat: { value: 0 },
|
||
clearCoatRoughness: { value: 0 }
|
||
}
|
||
] ),
|
||
|
||
vertexShader: ShaderChunk.meshphysical_vert,
|
||
fragmentShader: ShaderChunk.meshphysical_frag
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://clara.io
|
||
*/
|
||
|
||
function Box2( min, max ) {
|
||
|
||
this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
|
||
this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
|
||
|
||
}
|
||
|
||
Object.assign( Box2.prototype, {
|
||
|
||
set: function ( min, max ) {
|
||
|
||
this.min.copy( min );
|
||
this.max.copy( max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromPoints: function ( points ) {
|
||
|
||
this.makeEmpty();
|
||
|
||
for ( var i = 0, il = points.length; i < il; i ++ ) {
|
||
|
||
this.expandByPoint( points[ i ] );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromCenterAndSize: function () {
|
||
|
||
var v1 = new Vector2();
|
||
|
||
return function setFromCenterAndSize( center, size ) {
|
||
|
||
var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
||
this.min.copy( center ).sub( halfSize );
|
||
this.max.copy( center ).add( halfSize );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( box ) {
|
||
|
||
this.min.copy( box.min );
|
||
this.max.copy( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
makeEmpty: function () {
|
||
|
||
this.min.x = this.min.y = + Infinity;
|
||
this.max.x = this.max.y = - Infinity;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
isEmpty: function () {
|
||
|
||
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
||
|
||
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
|
||
|
||
},
|
||
|
||
getCenter: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector2();
|
||
return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
||
|
||
},
|
||
|
||
getSize: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector2();
|
||
return this.isEmpty() ? result.set( 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;
|
||
|
||
},
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
return point.x < this.min.x || point.x > this.max.x ||
|
||
point.y < this.min.y || point.y > this.max.y ? false : true;
|
||
|
||
},
|
||
|
||
containsBox: function ( box ) {
|
||
|
||
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
|
||
this.min.y <= box.min.y && box.max.y <= this.max.y;
|
||
|
||
},
|
||
|
||
getParameter: function ( point, optionalTarget ) {
|
||
|
||
// This can potentially have a divide by zero if the box
|
||
// has a size dimension of 0.
|
||
|
||
var result = optionalTarget || new Vector2();
|
||
|
||
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 )
|
||
);
|
||
|
||
},
|
||
|
||
intersectsBox: function ( box ) {
|
||
|
||
// using 4 splitting planes to rule out intersections
|
||
|
||
return box.max.x < this.min.x || box.min.x > this.max.x ||
|
||
box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
|
||
|
||
},
|
||
|
||
clampPoint: function ( point, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector2();
|
||
return result.copy( point ).clamp( this.min, this.max );
|
||
|
||
},
|
||
|
||
distanceToPoint: function () {
|
||
|
||
var v1 = new Vector2();
|
||
|
||
return function distanceToPoint( point ) {
|
||
|
||
var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
||
return clampedPoint.sub( point ).length();
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersect: function ( box ) {
|
||
|
||
this.min.max( box.min );
|
||
this.max.min( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
union: function ( box ) {
|
||
|
||
this.min.min( box.min );
|
||
this.max.max( box.max );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
translate: function ( offset ) {
|
||
|
||
this.min.add( offset );
|
||
this.max.add( offset );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( box ) {
|
||
|
||
return box.min.equals( this.min ) && box.max.equals( this.max );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function LensFlarePlugin( renderer, flares ) {
|
||
|
||
var gl = renderer.context;
|
||
var state = renderer.state;
|
||
|
||
var vertexBuffer, elementBuffer;
|
||
var shader, program, attributes, uniforms;
|
||
|
||
var tempTexture, occlusionTexture;
|
||
|
||
function init() {
|
||
|
||
var vertices = new Float32Array( [
|
||
- 1, - 1, 0, 0,
|
||
1, - 1, 1, 0,
|
||
1, 1, 1, 1,
|
||
- 1, 1, 0, 1
|
||
] );
|
||
|
||
var faces = new Uint16Array( [
|
||
0, 1, 2,
|
||
0, 2, 3
|
||
] );
|
||
|
||
// buffers
|
||
|
||
vertexBuffer = gl.createBuffer();
|
||
elementBuffer = gl.createBuffer();
|
||
|
||
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
||
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
|
||
|
||
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
||
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
|
||
|
||
// textures
|
||
|
||
tempTexture = gl.createTexture();
|
||
occlusionTexture = gl.createTexture();
|
||
|
||
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
||
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
|
||
|
||
state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
|
||
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
|
||
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
|
||
|
||
shader = {
|
||
|
||
vertexShader: [
|
||
|
||
"uniform lowp int renderType;",
|
||
|
||
"uniform vec3 screenPosition;",
|
||
"uniform vec2 scale;",
|
||
"uniform float rotation;",
|
||
|
||
"uniform sampler2D occlusionMap;",
|
||
|
||
"attribute vec2 position;",
|
||
"attribute vec2 uv;",
|
||
|
||
"varying vec2 vUV;",
|
||
"varying float vVisibility;",
|
||
|
||
"void main() {",
|
||
|
||
"vUV = uv;",
|
||
|
||
"vec2 pos = position;",
|
||
|
||
"if ( renderType == 2 ) {",
|
||
|
||
"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
|
||
"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
|
||
|
||
"vVisibility = visibility.r / 9.0;",
|
||
"vVisibility *= 1.0 - visibility.g / 9.0;",
|
||
"vVisibility *= visibility.b / 9.0;",
|
||
"vVisibility *= 1.0 - visibility.a / 9.0;",
|
||
|
||
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
||
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
||
|
||
"}",
|
||
|
||
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
|
||
|
||
"}"
|
||
|
||
].join( "\n" ),
|
||
|
||
fragmentShader: [
|
||
|
||
"uniform lowp int renderType;",
|
||
|
||
"uniform sampler2D map;",
|
||
"uniform float opacity;",
|
||
"uniform vec3 color;",
|
||
|
||
"varying vec2 vUV;",
|
||
"varying float vVisibility;",
|
||
|
||
"void main() {",
|
||
|
||
// pink square
|
||
|
||
"if ( renderType == 0 ) {",
|
||
|
||
"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
|
||
|
||
// restore
|
||
|
||
"} else if ( renderType == 1 ) {",
|
||
|
||
"gl_FragColor = texture2D( map, vUV );",
|
||
|
||
// flare
|
||
|
||
"} else {",
|
||
|
||
"vec4 texture = texture2D( map, vUV );",
|
||
"texture.a *= opacity * vVisibility;",
|
||
"gl_FragColor = texture;",
|
||
"gl_FragColor.rgb *= color;",
|
||
|
||
"}",
|
||
|
||
"}"
|
||
|
||
].join( "\n" )
|
||
|
||
};
|
||
|
||
program = createProgram( shader );
|
||
|
||
attributes = {
|
||
vertex: gl.getAttribLocation ( program, "position" ),
|
||
uv: gl.getAttribLocation ( program, "uv" )
|
||
};
|
||
|
||
uniforms = {
|
||
renderType: gl.getUniformLocation( program, "renderType" ),
|
||
map: gl.getUniformLocation( program, "map" ),
|
||
occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
|
||
opacity: gl.getUniformLocation( program, "opacity" ),
|
||
color: gl.getUniformLocation( program, "color" ),
|
||
scale: gl.getUniformLocation( program, "scale" ),
|
||
rotation: gl.getUniformLocation( program, "rotation" ),
|
||
screenPosition: gl.getUniformLocation( program, "screenPosition" )
|
||
};
|
||
|
||
}
|
||
|
||
/*
|
||
* Render lens flares
|
||
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
|
||
* reads these back and calculates occlusion.
|
||
*/
|
||
|
||
this.render = function ( scene, camera, viewport ) {
|
||
|
||
if ( flares.length === 0 ) return;
|
||
|
||
var tempPosition = new Vector3();
|
||
|
||
var invAspect = viewport.w / viewport.z,
|
||
halfViewportWidth = viewport.z * 0.5,
|
||
halfViewportHeight = viewport.w * 0.5;
|
||
|
||
var size = 16 / viewport.w,
|
||
scale = new Vector2( size * invAspect, size );
|
||
|
||
var screenPosition = new Vector3( 1, 1, 0 ),
|
||
screenPositionPixels = new Vector2( 1, 1 );
|
||
|
||
var validArea = new Box2();
|
||
|
||
validArea.min.set( viewport.x, viewport.y );
|
||
validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );
|
||
|
||
if ( program === undefined ) {
|
||
|
||
init();
|
||
|
||
}
|
||
|
||
gl.useProgram( program );
|
||
|
||
state.initAttributes();
|
||
state.enableAttribute( attributes.vertex );
|
||
state.enableAttribute( attributes.uv );
|
||
state.disableUnusedAttributes();
|
||
|
||
// loop through all lens flares to update their occlusion and positions
|
||
// setup gl and common used attribs/uniforms
|
||
|
||
gl.uniform1i( uniforms.occlusionMap, 0 );
|
||
gl.uniform1i( uniforms.map, 1 );
|
||
|
||
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
||
gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
|
||
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
|
||
|
||
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
||
|
||
state.disable( gl.CULL_FACE );
|
||
state.buffers.depth.setMask( false );
|
||
|
||
for ( var i = 0, l = flares.length; i < l; i ++ ) {
|
||
|
||
size = 16 / viewport.w;
|
||
scale.set( size * invAspect, size );
|
||
|
||
// calc object screen position
|
||
|
||
var flare = flares[ i ];
|
||
|
||
tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
|
||
|
||
tempPosition.applyMatrix4( camera.matrixWorldInverse );
|
||
tempPosition.applyMatrix4( camera.projectionMatrix );
|
||
|
||
// setup arrays for gl programs
|
||
|
||
screenPosition.copy( tempPosition );
|
||
|
||
// horizontal and vertical coordinate of the lower left corner of the pixels to copy
|
||
|
||
screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
|
||
screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;
|
||
|
||
// screen cull
|
||
|
||
if ( validArea.containsPoint( screenPositionPixels ) === true ) {
|
||
|
||
// save current RGB to temp texture
|
||
|
||
state.activeTexture( gl.TEXTURE0 );
|
||
state.bindTexture( gl.TEXTURE_2D, null );
|
||
state.activeTexture( gl.TEXTURE1 );
|
||
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
||
gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
|
||
|
||
|
||
// render pink quad
|
||
|
||
gl.uniform1i( uniforms.renderType, 0 );
|
||
gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
||
gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
||
|
||
state.disable( gl.BLEND );
|
||
state.enable( gl.DEPTH_TEST );
|
||
|
||
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
||
|
||
|
||
// copy result to occlusionMap
|
||
|
||
state.activeTexture( gl.TEXTURE0 );
|
||
state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
|
||
gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );
|
||
|
||
|
||
// restore graphics
|
||
|
||
gl.uniform1i( uniforms.renderType, 1 );
|
||
state.disable( gl.DEPTH_TEST );
|
||
|
||
state.activeTexture( gl.TEXTURE1 );
|
||
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
||
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
||
|
||
|
||
// update object positions
|
||
|
||
flare.positionScreen.copy( screenPosition );
|
||
|
||
if ( flare.customUpdateCallback ) {
|
||
|
||
flare.customUpdateCallback( flare );
|
||
|
||
} else {
|
||
|
||
flare.updateLensFlares();
|
||
|
||
}
|
||
|
||
// render flares
|
||
|
||
gl.uniform1i( uniforms.renderType, 2 );
|
||
state.enable( gl.BLEND );
|
||
|
||
for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
|
||
|
||
var sprite = flare.lensFlares[ j ];
|
||
|
||
if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
|
||
|
||
screenPosition.x = sprite.x;
|
||
screenPosition.y = sprite.y;
|
||
screenPosition.z = sprite.z;
|
||
|
||
size = sprite.size * sprite.scale / viewport.w;
|
||
|
||
scale.x = size * invAspect;
|
||
scale.y = size;
|
||
|
||
gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
||
gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
||
gl.uniform1f( uniforms.rotation, sprite.rotation );
|
||
|
||
gl.uniform1f( uniforms.opacity, sprite.opacity );
|
||
gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
|
||
|
||
state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
|
||
renderer.setTexture2D( sprite.texture, 1 );
|
||
|
||
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// restore gl
|
||
|
||
state.enable( gl.CULL_FACE );
|
||
state.enable( gl.DEPTH_TEST );
|
||
state.buffers.depth.setMask( true );
|
||
|
||
renderer.resetGLState();
|
||
|
||
};
|
||
|
||
function createProgram( shader ) {
|
||
|
||
var program = gl.createProgram();
|
||
|
||
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
|
||
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
|
||
|
||
var prefix = "precision " + renderer.getPrecision() + " float;\n";
|
||
|
||
gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
|
||
gl.shaderSource( vertexShader, prefix + shader.vertexShader );
|
||
|
||
gl.compileShader( fragmentShader );
|
||
gl.compileShader( vertexShader );
|
||
|
||
gl.attachShader( program, fragmentShader );
|
||
gl.attachShader( program, vertexShader );
|
||
|
||
gl.linkProgram( program );
|
||
|
||
return program;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function SpritePlugin( renderer, sprites ) {
|
||
|
||
var gl = renderer.context;
|
||
var state = renderer.state;
|
||
|
||
var vertexBuffer, elementBuffer;
|
||
var program, attributes, uniforms;
|
||
|
||
var texture;
|
||
|
||
// decompose matrixWorld
|
||
|
||
var spritePosition = new Vector3();
|
||
var spriteRotation = new Quaternion();
|
||
var spriteScale = new Vector3();
|
||
|
||
function init() {
|
||
|
||
var vertices = new Float32Array( [
|
||
- 0.5, - 0.5, 0, 0,
|
||
0.5, - 0.5, 1, 0,
|
||
0.5, 0.5, 1, 1,
|
||
- 0.5, 0.5, 0, 1
|
||
] );
|
||
|
||
var faces = new Uint16Array( [
|
||
0, 1, 2,
|
||
0, 2, 3
|
||
] );
|
||
|
||
vertexBuffer = gl.createBuffer();
|
||
elementBuffer = gl.createBuffer();
|
||
|
||
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
||
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
|
||
|
||
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
||
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
|
||
|
||
program = createProgram();
|
||
|
||
attributes = {
|
||
position: gl.getAttribLocation ( program, 'position' ),
|
||
uv: gl.getAttribLocation ( program, 'uv' )
|
||
};
|
||
|
||
uniforms = {
|
||
uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
|
||
uvScale: gl.getUniformLocation( program, 'uvScale' ),
|
||
|
||
rotation: gl.getUniformLocation( program, 'rotation' ),
|
||
scale: gl.getUniformLocation( program, 'scale' ),
|
||
|
||
color: gl.getUniformLocation( program, 'color' ),
|
||
map: gl.getUniformLocation( program, 'map' ),
|
||
opacity: gl.getUniformLocation( program, 'opacity' ),
|
||
|
||
modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
|
||
projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
|
||
|
||
fogType: gl.getUniformLocation( program, 'fogType' ),
|
||
fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
|
||
fogNear: gl.getUniformLocation( program, 'fogNear' ),
|
||
fogFar: gl.getUniformLocation( program, 'fogFar' ),
|
||
fogColor: gl.getUniformLocation( program, 'fogColor' ),
|
||
|
||
alphaTest: gl.getUniformLocation( program, 'alphaTest' )
|
||
};
|
||
|
||
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
||
canvas.width = 8;
|
||
canvas.height = 8;
|
||
|
||
var context = canvas.getContext( '2d' );
|
||
context.fillStyle = 'white';
|
||
context.fillRect( 0, 0, 8, 8 );
|
||
|
||
texture = new Texture( canvas );
|
||
texture.needsUpdate = true;
|
||
|
||
}
|
||
|
||
this.render = function ( scene, camera ) {
|
||
|
||
if ( sprites.length === 0 ) return;
|
||
|
||
// setup gl
|
||
|
||
if ( program === undefined ) {
|
||
|
||
init();
|
||
|
||
}
|
||
|
||
gl.useProgram( program );
|
||
|
||
state.initAttributes();
|
||
state.enableAttribute( attributes.position );
|
||
state.enableAttribute( attributes.uv );
|
||
state.disableUnusedAttributes();
|
||
|
||
state.disable( gl.CULL_FACE );
|
||
state.enable( gl.BLEND );
|
||
|
||
gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
|
||
gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
|
||
gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
|
||
|
||
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
||
|
||
gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
|
||
|
||
state.activeTexture( gl.TEXTURE0 );
|
||
gl.uniform1i( uniforms.map, 0 );
|
||
|
||
var oldFogType = 0;
|
||
var sceneFogType = 0;
|
||
var fog = scene.fog;
|
||
|
||
if ( fog ) {
|
||
|
||
gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
|
||
|
||
if ( fog.isFog ) {
|
||
|
||
gl.uniform1f( uniforms.fogNear, fog.near );
|
||
gl.uniform1f( uniforms.fogFar, fog.far );
|
||
|
||
gl.uniform1i( uniforms.fogType, 1 );
|
||
oldFogType = 1;
|
||
sceneFogType = 1;
|
||
|
||
} else if ( fog.isFogExp2 ) {
|
||
|
||
gl.uniform1f( uniforms.fogDensity, fog.density );
|
||
|
||
gl.uniform1i( uniforms.fogType, 2 );
|
||
oldFogType = 2;
|
||
sceneFogType = 2;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
gl.uniform1i( uniforms.fogType, 0 );
|
||
oldFogType = 0;
|
||
sceneFogType = 0;
|
||
|
||
}
|
||
|
||
|
||
// update positions and sort
|
||
|
||
for ( var i = 0, l = sprites.length; i < l; i ++ ) {
|
||
|
||
var sprite = sprites[ i ];
|
||
|
||
sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
|
||
sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
|
||
|
||
}
|
||
|
||
sprites.sort( painterSortStable );
|
||
|
||
// render all sprites
|
||
|
||
var scale = [];
|
||
|
||
for ( var i = 0, l = sprites.length; i < l; i ++ ) {
|
||
|
||
var sprite = sprites[ i ];
|
||
var material = sprite.material;
|
||
|
||
if ( material.visible === false ) continue;
|
||
|
||
sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined );
|
||
|
||
gl.uniform1f( uniforms.alphaTest, material.alphaTest );
|
||
gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
|
||
|
||
sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
|
||
|
||
scale[ 0 ] = spriteScale.x;
|
||
scale[ 1 ] = spriteScale.y;
|
||
|
||
var fogType = 0;
|
||
|
||
if ( scene.fog && material.fog ) {
|
||
|
||
fogType = sceneFogType;
|
||
|
||
}
|
||
|
||
if ( oldFogType !== fogType ) {
|
||
|
||
gl.uniform1i( uniforms.fogType, fogType );
|
||
oldFogType = fogType;
|
||
|
||
}
|
||
|
||
if ( material.map !== null ) {
|
||
|
||
gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
|
||
gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
|
||
|
||
} else {
|
||
|
||
gl.uniform2f( uniforms.uvOffset, 0, 0 );
|
||
gl.uniform2f( uniforms.uvScale, 1, 1 );
|
||
|
||
}
|
||
|
||
gl.uniform1f( uniforms.opacity, material.opacity );
|
||
gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
|
||
|
||
gl.uniform1f( uniforms.rotation, material.rotation );
|
||
gl.uniform2fv( uniforms.scale, scale );
|
||
|
||
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
|
||
state.buffers.depth.setTest( material.depthTest );
|
||
state.buffers.depth.setMask( material.depthWrite );
|
||
|
||
if ( material.map ) {
|
||
|
||
renderer.setTexture2D( material.map, 0 );
|
||
|
||
} else {
|
||
|
||
renderer.setTexture2D( texture, 0 );
|
||
|
||
}
|
||
|
||
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
|
||
|
||
sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined );
|
||
|
||
}
|
||
|
||
// restore gl
|
||
|
||
state.enable( gl.CULL_FACE );
|
||
|
||
renderer.resetGLState();
|
||
|
||
};
|
||
|
||
function createProgram() {
|
||
|
||
var program = gl.createProgram();
|
||
|
||
var vertexShader = gl.createShader( gl.VERTEX_SHADER );
|
||
var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
|
||
|
||
gl.shaderSource( vertexShader, [
|
||
|
||
'precision ' + renderer.getPrecision() + ' float;',
|
||
|
||
'#define SHADER_NAME ' + 'SpriteMaterial',
|
||
|
||
'uniform mat4 modelViewMatrix;',
|
||
'uniform mat4 projectionMatrix;',
|
||
'uniform float rotation;',
|
||
'uniform vec2 scale;',
|
||
'uniform vec2 uvOffset;',
|
||
'uniform vec2 uvScale;',
|
||
|
||
'attribute vec2 position;',
|
||
'attribute vec2 uv;',
|
||
|
||
'varying vec2 vUV;',
|
||
|
||
'void main() {',
|
||
|
||
'vUV = uvOffset + uv * uvScale;',
|
||
|
||
'vec2 alignedPosition = position * scale;',
|
||
|
||
'vec2 rotatedPosition;',
|
||
'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
|
||
'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
|
||
|
||
'vec4 finalPosition;',
|
||
|
||
'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
|
||
'finalPosition.xy += rotatedPosition;',
|
||
'finalPosition = projectionMatrix * finalPosition;',
|
||
|
||
'gl_Position = finalPosition;',
|
||
|
||
'}'
|
||
|
||
].join( '\n' ) );
|
||
|
||
gl.shaderSource( fragmentShader, [
|
||
|
||
'precision ' + renderer.getPrecision() + ' float;',
|
||
|
||
'#define SHADER_NAME ' + 'SpriteMaterial',
|
||
|
||
'uniform vec3 color;',
|
||
'uniform sampler2D map;',
|
||
'uniform float opacity;',
|
||
|
||
'uniform int fogType;',
|
||
'uniform vec3 fogColor;',
|
||
'uniform float fogDensity;',
|
||
'uniform float fogNear;',
|
||
'uniform float fogFar;',
|
||
'uniform float alphaTest;',
|
||
|
||
'varying vec2 vUV;',
|
||
|
||
'void main() {',
|
||
|
||
'vec4 texture = texture2D( map, vUV );',
|
||
|
||
'if ( texture.a < alphaTest ) discard;',
|
||
|
||
'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
|
||
|
||
'if ( fogType > 0 ) {',
|
||
|
||
'float depth = gl_FragCoord.z / gl_FragCoord.w;',
|
||
'float fogFactor = 0.0;',
|
||
|
||
'if ( fogType == 1 ) {',
|
||
|
||
'fogFactor = smoothstep( fogNear, fogFar, depth );',
|
||
|
||
'} else {',
|
||
|
||
'const float LOG2 = 1.442695;',
|
||
'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
|
||
'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
|
||
|
||
'}',
|
||
|
||
'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
|
||
|
||
'}',
|
||
|
||
'}'
|
||
|
||
].join( '\n' ) );
|
||
|
||
gl.compileShader( vertexShader );
|
||
gl.compileShader( fragmentShader );
|
||
|
||
gl.attachShader( program, vertexShader );
|
||
gl.attachShader( program, fragmentShader );
|
||
|
||
gl.linkProgram( program );
|
||
|
||
return program;
|
||
|
||
}
|
||
|
||
function painterSortStable( a, b ) {
|
||
|
||
if ( a.renderOrder !== b.renderOrder ) {
|
||
|
||
return a.renderOrder - b.renderOrder;
|
||
|
||
} else if ( a.z !== b.z ) {
|
||
|
||
return b.z - a.z;
|
||
|
||
} else {
|
||
|
||
return b.id - a.id;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
var materialId = 0;
|
||
|
||
function Material() {
|
||
|
||
Object.defineProperty( this, 'id', { value: materialId ++ } );
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
this.name = '';
|
||
this.type = 'Material';
|
||
|
||
this.fog = true;
|
||
this.lights = true;
|
||
|
||
this.blending = NormalBlending;
|
||
this.side = FrontSide;
|
||
this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
|
||
this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
|
||
|
||
this.opacity = 1;
|
||
this.transparent = false;
|
||
|
||
this.blendSrc = SrcAlphaFactor;
|
||
this.blendDst = OneMinusSrcAlphaFactor;
|
||
this.blendEquation = AddEquation;
|
||
this.blendSrcAlpha = null;
|
||
this.blendDstAlpha = null;
|
||
this.blendEquationAlpha = null;
|
||
|
||
this.depthFunc = LessEqualDepth;
|
||
this.depthTest = true;
|
||
this.depthWrite = true;
|
||
|
||
this.clippingPlanes = null;
|
||
this.clipIntersection = false;
|
||
this.clipShadows = false;
|
||
|
||
this.colorWrite = true;
|
||
|
||
this.precision = null; // override the renderer's default precision for this material
|
||
|
||
this.polygonOffset = false;
|
||
this.polygonOffsetFactor = 0;
|
||
this.polygonOffsetUnits = 0;
|
||
|
||
this.dithering = false;
|
||
|
||
this.alphaTest = 0;
|
||
this.premultipliedAlpha = false;
|
||
|
||
this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
|
||
|
||
this.visible = true;
|
||
|
||
this.needsUpdate = true;
|
||
|
||
}
|
||
|
||
Object.assign( Material.prototype, EventDispatcher.prototype, {
|
||
|
||
isMaterial: true,
|
||
|
||
onBeforeCompile: function () {},
|
||
|
||
setValues: function ( values ) {
|
||
|
||
if ( values === undefined ) return;
|
||
|
||
for ( var key in values ) {
|
||
|
||
var newValue = values[ key ];
|
||
|
||
if ( newValue === undefined ) {
|
||
|
||
console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
|
||
continue;
|
||
|
||
}
|
||
|
||
var currentValue = this[ key ];
|
||
|
||
if ( currentValue === undefined ) {
|
||
|
||
console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
|
||
continue;
|
||
|
||
}
|
||
|
||
if ( currentValue && currentValue.isColor ) {
|
||
|
||
currentValue.set( newValue );
|
||
|
||
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
|
||
|
||
currentValue.copy( newValue );
|
||
|
||
} else if ( key === 'overdraw' ) {
|
||
|
||
// ensure overdraw is backwards-compatible with legacy boolean type
|
||
this[ key ] = Number( newValue );
|
||
|
||
} else {
|
||
|
||
this[ key ] = newValue;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var isRoot = meta === undefined;
|
||
|
||
if ( isRoot ) {
|
||
|
||
meta = {
|
||
textures: {},
|
||
images: {}
|
||
};
|
||
|
||
}
|
||
|
||
var data = {
|
||
metadata: {
|
||
version: 4.5,
|
||
type: 'Material',
|
||
generator: 'Material.toJSON'
|
||
}
|
||
};
|
||
|
||
// standard Material serialization
|
||
data.uuid = this.uuid;
|
||
data.type = this.type;
|
||
|
||
if ( this.name !== '' ) data.name = this.name;
|
||
|
||
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
|
||
|
||
if ( this.roughness !== undefined ) data.roughness = this.roughness;
|
||
if ( this.metalness !== undefined ) data.metalness = this.metalness;
|
||
|
||
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
|
||
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
|
||
if ( this.shininess !== undefined ) data.shininess = this.shininess;
|
||
if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
|
||
if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
|
||
|
||
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
|
||
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
|
||
if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
|
||
if ( this.bumpMap && this.bumpMap.isTexture ) {
|
||
|
||
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
|
||
data.bumpScale = this.bumpScale;
|
||
|
||
}
|
||
if ( this.normalMap && this.normalMap.isTexture ) {
|
||
|
||
data.normalMap = this.normalMap.toJSON( meta ).uuid;
|
||
data.normalScale = this.normalScale.toArray();
|
||
|
||
}
|
||
if ( this.displacementMap && this.displacementMap.isTexture ) {
|
||
|
||
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
|
||
data.displacementScale = this.displacementScale;
|
||
data.displacementBias = this.displacementBias;
|
||
|
||
}
|
||
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
|
||
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
|
||
|
||
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
|
||
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
|
||
|
||
if ( this.envMap && this.envMap.isTexture ) {
|
||
|
||
data.envMap = this.envMap.toJSON( meta ).uuid;
|
||
data.reflectivity = this.reflectivity; // Scale behind envMap
|
||
|
||
}
|
||
|
||
if ( this.gradientMap && this.gradientMap.isTexture ) {
|
||
|
||
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
|
||
|
||
}
|
||
|
||
if ( this.size !== undefined ) data.size = this.size;
|
||
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
|
||
|
||
if ( this.blending !== NormalBlending ) data.blending = this.blending;
|
||
if ( this.shading !== SmoothShading ) data.shading = this.shading;
|
||
if ( this.side !== FrontSide ) data.side = this.side;
|
||
if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
|
||
|
||
if ( this.opacity < 1 ) data.opacity = this.opacity;
|
||
if ( this.transparent === true ) data.transparent = this.transparent;
|
||
|
||
data.depthFunc = this.depthFunc;
|
||
data.depthTest = this.depthTest;
|
||
data.depthWrite = this.depthWrite;
|
||
|
||
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
|
||
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
|
||
if ( this.wireframe === true ) data.wireframe = this.wireframe;
|
||
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
|
||
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
|
||
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
|
||
|
||
data.skinning = this.skinning;
|
||
data.morphTargets = this.morphTargets;
|
||
|
||
data.dithering = this.dithering;
|
||
|
||
// TODO: Copied from Object3D.toJSON
|
||
|
||
function extractFromCache( cache ) {
|
||
|
||
var values = [];
|
||
|
||
for ( var key in cache ) {
|
||
|
||
var data = cache[ key ];
|
||
delete data.metadata;
|
||
values.push( data );
|
||
|
||
}
|
||
|
||
return values;
|
||
|
||
}
|
||
|
||
if ( isRoot ) {
|
||
|
||
var textures = extractFromCache( meta.textures );
|
||
var images = extractFromCache( meta.images );
|
||
|
||
if ( textures.length > 0 ) data.textures = textures;
|
||
if ( images.length > 0 ) data.images = images;
|
||
|
||
}
|
||
|
||
return data;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( source ) {
|
||
|
||
this.name = source.name;
|
||
|
||
this.fog = source.fog;
|
||
this.lights = source.lights;
|
||
|
||
this.blending = source.blending;
|
||
this.side = source.side;
|
||
this.shading = source.shading;
|
||
this.vertexColors = source.vertexColors;
|
||
|
||
this.opacity = source.opacity;
|
||
this.transparent = source.transparent;
|
||
|
||
this.blendSrc = source.blendSrc;
|
||
this.blendDst = source.blendDst;
|
||
this.blendEquation = source.blendEquation;
|
||
this.blendSrcAlpha = source.blendSrcAlpha;
|
||
this.blendDstAlpha = source.blendDstAlpha;
|
||
this.blendEquationAlpha = source.blendEquationAlpha;
|
||
|
||
this.depthFunc = source.depthFunc;
|
||
this.depthTest = source.depthTest;
|
||
this.depthWrite = source.depthWrite;
|
||
|
||
this.colorWrite = source.colorWrite;
|
||
|
||
this.precision = source.precision;
|
||
|
||
this.polygonOffset = source.polygonOffset;
|
||
this.polygonOffsetFactor = source.polygonOffsetFactor;
|
||
this.polygonOffsetUnits = source.polygonOffsetUnits;
|
||
|
||
this.dithering = source.dithering;
|
||
|
||
this.alphaTest = source.alphaTest;
|
||
|
||
this.premultipliedAlpha = source.premultipliedAlpha;
|
||
|
||
this.overdraw = source.overdraw;
|
||
|
||
this.visible = source.visible;
|
||
this.clipShadows = source.clipShadows;
|
||
this.clipIntersection = source.clipIntersection;
|
||
|
||
var srcPlanes = source.clippingPlanes,
|
||
dstPlanes = null;
|
||
|
||
if ( srcPlanes !== null ) {
|
||
|
||
var n = srcPlanes.length;
|
||
dstPlanes = new Array( n );
|
||
|
||
for ( var i = 0; i !== n; ++ i )
|
||
dstPlanes[ i ] = srcPlanes[ i ].clone();
|
||
|
||
}
|
||
|
||
this.clippingPlanes = dstPlanes;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
dispose: function () {
|
||
|
||
this.dispatchEvent( { type: 'dispose' } );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* defines: { "label" : "value" },
|
||
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
|
||
*
|
||
* fragmentShader: <string>,
|
||
* vertexShader: <string>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* lights: <bool>,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>
|
||
* }
|
||
*/
|
||
|
||
function ShaderMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'ShaderMaterial';
|
||
|
||
this.defines = {};
|
||
this.uniforms = {};
|
||
|
||
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
|
||
this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
|
||
|
||
this.linewidth = 1;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
|
||
this.fog = false; // set to use scene fog
|
||
this.lights = false; // set to use scene lights
|
||
this.clipping = false; // set to use user-defined clipping planes
|
||
|
||
this.skinning = false; // set to use skinning attribute streams
|
||
this.morphTargets = false; // set to use morph targets
|
||
this.morphNormals = false; // set to use morph normals
|
||
|
||
this.extensions = {
|
||
derivatives: false, // set to use derivatives
|
||
fragDepth: false, // set to use fragment depth values
|
||
drawBuffers: false, // set to use draw buffers
|
||
shaderTextureLOD: false // set to use shader texture LOD
|
||
};
|
||
|
||
// When rendered geometry doesn't include these attributes but the material does,
|
||
// use these default values in WebGL. This avoids errors when buffer data is missing.
|
||
this.defaultAttributeValues = {
|
||
'color': [ 1, 1, 1 ],
|
||
'uv': [ 0, 0 ],
|
||
'uv2': [ 0, 0 ]
|
||
};
|
||
|
||
this.index0AttributeName = undefined;
|
||
|
||
if ( parameters !== undefined ) {
|
||
|
||
if ( parameters.attributes !== undefined ) {
|
||
|
||
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
|
||
|
||
}
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
ShaderMaterial.prototype = Object.create( Material.prototype );
|
||
ShaderMaterial.prototype.constructor = ShaderMaterial;
|
||
|
||
ShaderMaterial.prototype.isShaderMaterial = true;
|
||
|
||
ShaderMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.fragmentShader = source.fragmentShader;
|
||
this.vertexShader = source.vertexShader;
|
||
|
||
this.uniforms = UniformsUtils.clone( source.uniforms );
|
||
|
||
this.defines = source.defines;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
|
||
this.lights = source.lights;
|
||
this.clipping = source.clipping;
|
||
|
||
this.skinning = source.skinning;
|
||
|
||
this.morphTargets = source.morphTargets;
|
||
this.morphNormals = source.morphNormals;
|
||
|
||
this.extensions = source.extensions;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
ShaderMaterial.prototype.toJSON = function ( meta ) {
|
||
|
||
var data = Material.prototype.toJSON.call( this, meta );
|
||
|
||
data.uniforms = this.uniforms;
|
||
data.vertexShader = this.vertexShader;
|
||
data.fragmentShader = this.fragmentShader;
|
||
|
||
return data;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author bhouston / https://clara.io
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*
|
||
* parameters = {
|
||
*
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* alphaMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* displacementMap: new THREE.Texture( <Image> ),
|
||
* displacementScale: <float>,
|
||
* displacementBias: <float>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>
|
||
* }
|
||
*/
|
||
|
||
function MeshDepthMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'MeshDepthMaterial';
|
||
|
||
this.depthPacking = BasicDepthPacking;
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
|
||
this.map = null;
|
||
|
||
this.alphaMap = null;
|
||
|
||
this.displacementMap = null;
|
||
this.displacementScale = 1;
|
||
this.displacementBias = 0;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
|
||
this.fog = false;
|
||
this.lights = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshDepthMaterial.prototype = Object.create( Material.prototype );
|
||
MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
|
||
|
||
MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
|
||
|
||
MeshDepthMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.depthPacking = source.depthPacking;
|
||
|
||
this.skinning = source.skinning;
|
||
this.morphTargets = source.morphTargets;
|
||
|
||
this.map = source.map;
|
||
|
||
this.alphaMap = source.alphaMap;
|
||
|
||
this.displacementMap = source.displacementMap;
|
||
this.displacementScale = source.displacementScale;
|
||
this.displacementBias = source.displacementBias;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @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 );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @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 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 bhouston / http://clara.io
|
||
*/
|
||
|
||
function Plane( normal, constant ) {
|
||
|
||
this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
|
||
this.constant = ( constant !== undefined ) ? constant : 0;
|
||
|
||
}
|
||
|
||
Object.assign( Plane.prototype, {
|
||
|
||
set: function ( normal, constant ) {
|
||
|
||
this.normal.copy( normal );
|
||
this.constant = constant;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setComponents: function ( x, y, z, w ) {
|
||
|
||
this.normal.set( x, y, z );
|
||
this.constant = w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromNormalAndCoplanarPoint: function ( normal, point ) {
|
||
|
||
this.normal.copy( normal );
|
||
this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromCoplanarPoints: function () {
|
||
|
||
var v1 = new Vector3();
|
||
var v2 = new Vector3();
|
||
|
||
return function setFromCoplanarPoints( a, b, c ) {
|
||
|
||
var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
|
||
|
||
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
|
||
|
||
this.setFromNormalAndCoplanarPoint( normal, a );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( plane ) {
|
||
|
||
this.normal.copy( plane.normal );
|
||
this.constant = plane.constant;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
normalize: function () {
|
||
|
||
// Note: will lead to a divide by zero if the plane is invalid.
|
||
|
||
var inverseNormalLength = 1.0 / this.normal.length();
|
||
this.normal.multiplyScalar( inverseNormalLength );
|
||
this.constant *= inverseNormalLength;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
negate: function () {
|
||
|
||
this.constant *= - 1;
|
||
this.normal.negate();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
distanceToPoint: function ( point ) {
|
||
|
||
return this.normal.dot( point ) + this.constant;
|
||
|
||
},
|
||
|
||
distanceToSphere: function ( sphere ) {
|
||
|
||
return this.distanceToPoint( sphere.center ) - sphere.radius;
|
||
|
||
},
|
||
|
||
projectPoint: function ( point, optionalTarget ) {
|
||
|
||
return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
|
||
|
||
},
|
||
|
||
orthoPoint: function ( point, optionalTarget ) {
|
||
|
||
var perpendicularMagnitude = this.distanceToPoint( point );
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
|
||
|
||
},
|
||
|
||
intersectLine: function () {
|
||
|
||
var v1 = new Vector3();
|
||
|
||
return function intersectLine( line, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
var direction = line.delta( v1 );
|
||
|
||
var denominator = this.normal.dot( direction );
|
||
|
||
if ( denominator === 0 ) {
|
||
|
||
// line is coplanar, return origin
|
||
if ( this.distanceToPoint( line.start ) === 0 ) {
|
||
|
||
return result.copy( line.start );
|
||
|
||
}
|
||
|
||
// Unsure if this is the correct method to handle this case.
|
||
return undefined;
|
||
|
||
}
|
||
|
||
var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
|
||
|
||
if ( t < 0 || t > 1 ) {
|
||
|
||
return undefined;
|
||
|
||
}
|
||
|
||
return result.copy( direction ).multiplyScalar( t ).add( line.start );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersectsLine: function ( line ) {
|
||
|
||
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
|
||
|
||
var startSign = this.distanceToPoint( line.start );
|
||
var endSign = this.distanceToPoint( line.end );
|
||
|
||
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
|
||
|
||
},
|
||
|
||
intersectsBox: function ( box ) {
|
||
|
||
return box.intersectsPlane( this );
|
||
|
||
},
|
||
|
||
intersectsSphere: function ( sphere ) {
|
||
|
||
return sphere.intersectsPlane( this );
|
||
|
||
},
|
||
|
||
coplanarPoint: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
return result.copy( this.normal ).multiplyScalar( - this.constant );
|
||
|
||
},
|
||
|
||
applyMatrix4: function () {
|
||
|
||
var v1 = new Vector3();
|
||
var m1 = new Matrix3();
|
||
|
||
return function applyMatrix4( matrix, optionalNormalMatrix ) {
|
||
|
||
var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
|
||
|
||
// transform normal based on theory here:
|
||
// http://www.songho.ca/opengl/gl_normaltransform.html
|
||
var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
|
||
var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
|
||
|
||
// recalculate constant (like in setFromNormalAndCoplanarPoint)
|
||
this.constant = - referencePoint.dot( normal );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
translate: function ( offset ) {
|
||
|
||
this.constant = this.constant - offset.dot( this.normal );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( plane ) {
|
||
|
||
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author bhouston / http://clara.io
|
||
*/
|
||
|
||
function Frustum( p0, p1, p2, p3, p4, p5 ) {
|
||
|
||
this.planes = [
|
||
|
||
( p0 !== undefined ) ? p0 : new Plane(),
|
||
( p1 !== undefined ) ? p1 : new Plane(),
|
||
( p2 !== undefined ) ? p2 : new Plane(),
|
||
( p3 !== undefined ) ? p3 : new Plane(),
|
||
( p4 !== undefined ) ? p4 : new Plane(),
|
||
( p5 !== undefined ) ? p5 : new Plane()
|
||
|
||
];
|
||
|
||
}
|
||
|
||
Object.assign( Frustum.prototype, {
|
||
|
||
set: function ( p0, p1, p2, p3, p4, p5 ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
planes[ 0 ].copy( p0 );
|
||
planes[ 1 ].copy( p1 );
|
||
planes[ 2 ].copy( p2 );
|
||
planes[ 3 ].copy( p3 );
|
||
planes[ 4 ].copy( p4 );
|
||
planes[ 5 ].copy( p5 );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( frustum ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
planes[ i ].copy( frustum.planes[ i ] );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromMatrix: function ( m ) {
|
||
|
||
var planes = this.planes;
|
||
var me = m.elements;
|
||
var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
|
||
var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
|
||
var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
|
||
var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
|
||
|
||
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
|
||
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
|
||
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
|
||
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
|
||
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
|
||
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
intersectsObject: function () {
|
||
|
||
var sphere = new Sphere();
|
||
|
||
return function intersectsObject( object ) {
|
||
|
||
var geometry = object.geometry;
|
||
|
||
if ( geometry.boundingSphere === null )
|
||
geometry.computeBoundingSphere();
|
||
|
||
sphere.copy( geometry.boundingSphere )
|
||
.applyMatrix4( object.matrixWorld );
|
||
|
||
return this.intersectsSphere( sphere );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersectsSprite: function () {
|
||
|
||
var sphere = new Sphere();
|
||
|
||
return function intersectsSprite( sprite ) {
|
||
|
||
sphere.center.set( 0, 0, 0 );
|
||
sphere.radius = 0.7071067811865476;
|
||
sphere.applyMatrix4( sprite.matrixWorld );
|
||
|
||
return this.intersectsSphere( sphere );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersectsSphere: function ( sphere ) {
|
||
|
||
var planes = this.planes;
|
||
var center = sphere.center;
|
||
var negRadius = - sphere.radius;
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
var distance = planes[ i ].distanceToPoint( center );
|
||
|
||
if ( distance < negRadius ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
},
|
||
|
||
intersectsBox: function () {
|
||
|
||
var p1 = new Vector3(),
|
||
p2 = new Vector3();
|
||
|
||
return function intersectsBox( box ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
var plane = planes[ i ];
|
||
|
||
p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
|
||
p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
|
||
p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
|
||
p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
|
||
p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
|
||
p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
|
||
|
||
var d1 = plane.distanceToPoint( p1 );
|
||
var d2 = plane.distanceToPoint( p2 );
|
||
|
||
// if both outside plane, no intersection
|
||
|
||
if ( d1 < 0 && d2 < 0 ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
var planes = this.planes;
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
|
||
|
||
var _gl = _renderer.context,
|
||
_state = _renderer.state,
|
||
_frustum = new Frustum(),
|
||
_projScreenMatrix = new Matrix4(),
|
||
|
||
_lightShadows = _lights.shadows,
|
||
|
||
_shadowMapSize = new Vector2(),
|
||
_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),
|
||
|
||
_lookTarget = new Vector3(),
|
||
_lightPositionWorld = new Vector3(),
|
||
|
||
_MorphingFlag = 1,
|
||
_SkinningFlag = 2,
|
||
|
||
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
|
||
|
||
_depthMaterials = new Array( _NumberOfMaterialVariants ),
|
||
_distanceMaterials = new Array( _NumberOfMaterialVariants ),
|
||
|
||
_materialCache = {};
|
||
|
||
var cubeDirections = [
|
||
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
|
||
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
|
||
];
|
||
|
||
var cubeUps = [
|
||
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
|
||
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
|
||
];
|
||
|
||
var cube2DViewPorts = [
|
||
new Vector4(), new Vector4(), new Vector4(),
|
||
new Vector4(), new Vector4(), new Vector4()
|
||
];
|
||
|
||
// init
|
||
|
||
var depthMaterialTemplate = new MeshDepthMaterial();
|
||
depthMaterialTemplate.depthPacking = RGBADepthPacking;
|
||
depthMaterialTemplate.clipping = true;
|
||
|
||
var distanceShader = ShaderLib[ "distanceRGBA" ];
|
||
var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );
|
||
|
||
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
|
||
|
||
var useMorphing = ( i & _MorphingFlag ) !== 0;
|
||
var useSkinning = ( i & _SkinningFlag ) !== 0;
|
||
|
||
var depthMaterial = depthMaterialTemplate.clone();
|
||
depthMaterial.morphTargets = useMorphing;
|
||
depthMaterial.skinning = useSkinning;
|
||
|
||
_depthMaterials[ i ] = depthMaterial;
|
||
|
||
var distanceMaterial = new ShaderMaterial( {
|
||
defines: {
|
||
'USE_SHADOWMAP': ''
|
||
},
|
||
uniforms: distanceUniforms,
|
||
vertexShader: distanceShader.vertexShader,
|
||
fragmentShader: distanceShader.fragmentShader,
|
||
morphTargets: useMorphing,
|
||
skinning: useSkinning,
|
||
clipping: true
|
||
} );
|
||
|
||
_distanceMaterials[ i ] = distanceMaterial;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var scope = this;
|
||
|
||
this.enabled = false;
|
||
|
||
this.autoUpdate = true;
|
||
this.needsUpdate = false;
|
||
|
||
this.type = PCFShadowMap;
|
||
|
||
this.renderReverseSided = true;
|
||
this.renderSingleSided = true;
|
||
|
||
this.render = function ( scene, camera ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
|
||
|
||
if ( _lightShadows.length === 0 ) return;
|
||
|
||
// Set GL state for depth map.
|
||
_state.disable( _gl.BLEND );
|
||
_state.buffers.color.setClear( 1, 1, 1, 1 );
|
||
_state.buffers.depth.setTest( true );
|
||
_state.setScissorTest( false );
|
||
|
||
// render depth map
|
||
|
||
var faceCount;
|
||
|
||
for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {
|
||
|
||
var light = _lightShadows[ i ];
|
||
var shadow = light.shadow;
|
||
var isPointLight = light && light.isPointLight;
|
||
|
||
if ( shadow === undefined ) {
|
||
|
||
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
|
||
continue;
|
||
|
||
}
|
||
|
||
var shadowCamera = shadow.camera;
|
||
|
||
_shadowMapSize.copy( shadow.mapSize );
|
||
_shadowMapSize.min( _maxShadowMapSize );
|
||
|
||
if ( isPointLight ) {
|
||
|
||
var vpWidth = _shadowMapSize.x;
|
||
var vpHeight = _shadowMapSize.y;
|
||
|
||
// These viewports map a cube-map onto a 2D texture with the
|
||
// following orientation:
|
||
//
|
||
// xzXZ
|
||
// y Y
|
||
//
|
||
// X - Positive x direction
|
||
// x - Negative x direction
|
||
// Y - Positive y direction
|
||
// y - Negative y direction
|
||
// Z - Positive z direction
|
||
// z - Negative z direction
|
||
|
||
// positive X
|
||
cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
|
||
// negative X
|
||
cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
|
||
// positive Z
|
||
cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
|
||
// negative Z
|
||
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
|
||
// positive Y
|
||
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
|
||
// negative Y
|
||
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
|
||
|
||
_shadowMapSize.x *= 4.0;
|
||
_shadowMapSize.y *= 2.0;
|
||
|
||
}
|
||
|
||
if ( shadow.map === null ) {
|
||
|
||
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
|
||
|
||
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
|
||
shadow.map.texture.name = light.name + ".shadowMap";
|
||
|
||
shadowCamera.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
if ( shadow.isSpotLightShadow ) {
|
||
|
||
shadow.update( light );
|
||
|
||
}
|
||
|
||
var shadowMap = shadow.map;
|
||
var shadowMatrix = shadow.matrix;
|
||
|
||
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
|
||
shadowCamera.position.copy( _lightPositionWorld );
|
||
|
||
if ( isPointLight ) {
|
||
|
||
faceCount = 6;
|
||
|
||
// for point lights we set the shadow matrix to be a translation-only matrix
|
||
// equal to inverse of the light's position
|
||
|
||
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
|
||
|
||
} else {
|
||
|
||
faceCount = 1;
|
||
|
||
_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
|
||
shadowCamera.lookAt( _lookTarget );
|
||
shadowCamera.updateMatrixWorld();
|
||
|
||
// compute shadow matrix
|
||
|
||
shadowMatrix.set(
|
||
0.5, 0.0, 0.0, 0.5,
|
||
0.0, 0.5, 0.0, 0.5,
|
||
0.0, 0.0, 0.5, 0.5,
|
||
0.0, 0.0, 0.0, 1.0
|
||
);
|
||
|
||
shadowMatrix.multiply( shadowCamera.projectionMatrix );
|
||
shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
|
||
|
||
}
|
||
|
||
_renderer.setRenderTarget( shadowMap );
|
||
_renderer.clear();
|
||
|
||
// render shadow map for each cube face (if omni-directional) or
|
||
// run a single pass if not
|
||
|
||
for ( var face = 0; face < faceCount; face ++ ) {
|
||
|
||
if ( isPointLight ) {
|
||
|
||
_lookTarget.copy( shadowCamera.position );
|
||
_lookTarget.add( cubeDirections[ face ] );
|
||
shadowCamera.up.copy( cubeUps[ face ] );
|
||
shadowCamera.lookAt( _lookTarget );
|
||
shadowCamera.updateMatrixWorld();
|
||
|
||
var vpDimensions = cube2DViewPorts[ face ];
|
||
_state.viewport( vpDimensions );
|
||
|
||
}
|
||
|
||
// update camera matrices and frustum
|
||
|
||
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
|
||
_frustum.setFromMatrix( _projScreenMatrix );
|
||
|
||
// set object matrices & frustum culling
|
||
|
||
renderObject( scene, camera, shadowCamera, isPointLight );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Restore GL state.
|
||
var clearColor = _renderer.getClearColor();
|
||
var clearAlpha = _renderer.getClearAlpha();
|
||
_renderer.setClearColor( clearColor, clearAlpha );
|
||
|
||
scope.needsUpdate = false;
|
||
|
||
};
|
||
|
||
function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
|
||
|
||
var geometry = object.geometry;
|
||
|
||
var result = null;
|
||
|
||
var materialVariants = _depthMaterials;
|
||
var customMaterial = object.customDepthMaterial;
|
||
|
||
if ( isPointLight ) {
|
||
|
||
materialVariants = _distanceMaterials;
|
||
customMaterial = object.customDistanceMaterial;
|
||
|
||
}
|
||
|
||
if ( ! customMaterial ) {
|
||
|
||
var useMorphing = false;
|
||
|
||
if ( material.morphTargets ) {
|
||
|
||
if ( geometry && geometry.isBufferGeometry ) {
|
||
|
||
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
|
||
|
||
} else if ( geometry && geometry.isGeometry ) {
|
||
|
||
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( object.isSkinnedMesh && material.skinning === false ) {
|
||
|
||
console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
|
||
|
||
}
|
||
|
||
var useSkinning = object.isSkinnedMesh && material.skinning;
|
||
|
||
var variantIndex = 0;
|
||
|
||
if ( useMorphing ) variantIndex |= _MorphingFlag;
|
||
if ( useSkinning ) variantIndex |= _SkinningFlag;
|
||
|
||
result = materialVariants[ variantIndex ];
|
||
|
||
} else {
|
||
|
||
result = customMaterial;
|
||
|
||
}
|
||
|
||
if ( _renderer.localClippingEnabled &&
|
||
material.clipShadows === true &&
|
||
material.clippingPlanes.length !== 0 ) {
|
||
|
||
// in this case we need a unique material instance reflecting the
|
||
// appropriate state
|
||
|
||
var keyA = result.uuid, keyB = material.uuid;
|
||
|
||
var materialsForVariant = _materialCache[ keyA ];
|
||
|
||
if ( materialsForVariant === undefined ) {
|
||
|
||
materialsForVariant = {};
|
||
_materialCache[ keyA ] = materialsForVariant;
|
||
|
||
}
|
||
|
||
var cachedMaterial = materialsForVariant[ keyB ];
|
||
|
||
if ( cachedMaterial === undefined ) {
|
||
|
||
cachedMaterial = result.clone();
|
||
materialsForVariant[ keyB ] = cachedMaterial;
|
||
|
||
}
|
||
|
||
result = cachedMaterial;
|
||
|
||
}
|
||
|
||
result.visible = material.visible;
|
||
result.wireframe = material.wireframe;
|
||
|
||
var side = material.side;
|
||
|
||
if ( scope.renderSingleSided && side == DoubleSide ) {
|
||
|
||
side = FrontSide;
|
||
|
||
}
|
||
|
||
if ( scope.renderReverseSided ) {
|
||
|
||
if ( side === FrontSide ) side = BackSide;
|
||
else if ( side === BackSide ) side = FrontSide;
|
||
|
||
}
|
||
|
||
result.side = side;
|
||
|
||
result.clipShadows = material.clipShadows;
|
||
result.clippingPlanes = material.clippingPlanes;
|
||
|
||
result.wireframeLinewidth = material.wireframeLinewidth;
|
||
result.linewidth = material.linewidth;
|
||
|
||
if ( isPointLight && result.uniforms.lightPos !== undefined ) {
|
||
|
||
result.uniforms.lightPos.value.copy( lightPositionWorld );
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
}
|
||
|
||
function renderObject( object, camera, shadowCamera, isPointLight ) {
|
||
|
||
if ( object.visible === false ) return;
|
||
|
||
var visible = object.layers.test( camera.layers );
|
||
|
||
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
|
||
|
||
if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
|
||
|
||
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
||
|
||
var geometry = _objects.update( object );
|
||
var material = object.material;
|
||
|
||
if ( Array.isArray( material ) ) {
|
||
|
||
var groups = geometry.groups;
|
||
|
||
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
|
||
|
||
var group = groups[ k ];
|
||
var groupMaterial = material[ group.materialIndex ];
|
||
|
||
if ( groupMaterial && groupMaterial.visible ) {
|
||
|
||
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
|
||
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( material.visible ) {
|
||
|
||
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
|
||
_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var children = object.children;
|
||
|
||
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
||
|
||
renderObject( children[ i ], camera, shadowCamera, isPointLight );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLAttributes( gl ) {
|
||
|
||
var buffers = {};
|
||
|
||
function createBuffer( attribute, bufferType ) {
|
||
|
||
var array = attribute.array;
|
||
var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
|
||
|
||
var buffer = gl.createBuffer();
|
||
|
||
gl.bindBuffer( bufferType, buffer );
|
||
gl.bufferData( bufferType, array, usage );
|
||
|
||
attribute.onUploadCallback();
|
||
|
||
var type = gl.FLOAT;
|
||
|
||
if ( array instanceof Float32Array ) {
|
||
|
||
type = gl.FLOAT;
|
||
|
||
} else if ( array instanceof Float64Array ) {
|
||
|
||
console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
|
||
|
||
} else if ( array instanceof Uint16Array ) {
|
||
|
||
type = gl.UNSIGNED_SHORT;
|
||
|
||
} else if ( array instanceof Int16Array ) {
|
||
|
||
type = gl.SHORT;
|
||
|
||
} else if ( array instanceof Uint32Array ) {
|
||
|
||
type = gl.UNSIGNED_INT;
|
||
|
||
} else if ( array instanceof Int32Array ) {
|
||
|
||
type = gl.INT;
|
||
|
||
} else if ( array instanceof Int8Array ) {
|
||
|
||
type = gl.BYTE;
|
||
|
||
} else if ( array instanceof Uint8Array ) {
|
||
|
||
type = gl.UNSIGNED_BYTE;
|
||
|
||
}
|
||
|
||
return {
|
||
buffer: buffer,
|
||
type: type,
|
||
bytesPerElement: array.BYTES_PER_ELEMENT,
|
||
version: attribute.version
|
||
};
|
||
|
||
}
|
||
|
||
function updateBuffer( buffer, attribute, bufferType ) {
|
||
|
||
var array = attribute.array;
|
||
var updateRange = attribute.updateRange;
|
||
|
||
gl.bindBuffer( bufferType, buffer );
|
||
|
||
if ( attribute.dynamic === false ) {
|
||
|
||
gl.bufferData( bufferType, array, gl.STATIC_DRAW );
|
||
|
||
} else if ( updateRange.count === - 1 ) {
|
||
|
||
// Not using update ranges
|
||
|
||
gl.bufferSubData( bufferType, 0, array );
|
||
|
||
} else if ( updateRange.count === 0 ) {
|
||
|
||
console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
|
||
|
||
} else {
|
||
|
||
gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
|
||
array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
|
||
|
||
updateRange.count = -1; // reset range
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function get( attribute ) {
|
||
|
||
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
|
||
|
||
return buffers[ attribute.uuid ];
|
||
|
||
}
|
||
|
||
function remove( attribute ) {
|
||
|
||
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
|
||
|
||
var data = buffers[ attribute.uuid ];
|
||
|
||
if ( data ) {
|
||
|
||
gl.deleteBuffer( data.buffer );
|
||
|
||
delete buffers[ attribute.uuid ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function update( attribute, bufferType ) {
|
||
|
||
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
|
||
|
||
var data = buffers[ attribute.uuid ];
|
||
|
||
if ( data === undefined ) {
|
||
|
||
buffers[ attribute.uuid ] = createBuffer( attribute, bufferType );
|
||
|
||
} else if ( data.version < attribute.version ) {
|
||
|
||
updateBuffer( data.buffer, attribute, bufferType );
|
||
|
||
data.version = attribute.version;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return {
|
||
|
||
get: get,
|
||
remove: remove,
|
||
update: update
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @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 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;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
function Camera() {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Camera';
|
||
|
||
this.matrixWorldInverse = new Matrix4();
|
||
this.projectionMatrix = new Matrix4();
|
||
|
||
}
|
||
|
||
Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Camera,
|
||
|
||
isCamera: true,
|
||
|
||
copy: function ( source, recursive ) {
|
||
|
||
Object3D.prototype.copy.call( this, source, recursive );
|
||
|
||
this.matrixWorldInverse.copy( source.matrixWorldInverse );
|
||
this.projectionMatrix.copy( source.projectionMatrix );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getWorldDirection: function () {
|
||
|
||
var quaternion = new Quaternion();
|
||
|
||
return function getWorldDirection( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
this.getWorldQuaternion( quaternion );
|
||
|
||
return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
updateMatrixWorld: function ( force ) {
|
||
|
||
Object3D.prototype.updateMatrixWorld.call( this, force );
|
||
|
||
this.matrixWorldInverse.getInverse( this.matrixWorld );
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author arose / http://github.com/arose
|
||
*/
|
||
|
||
function OrthographicCamera( left, right, top, bottom, near, far ) {
|
||
|
||
Camera.call( this );
|
||
|
||
this.type = 'OrthographicCamera';
|
||
|
||
this.zoom = 1;
|
||
this.view = null;
|
||
|
||
this.left = left;
|
||
this.right = right;
|
||
this.top = top;
|
||
this.bottom = bottom;
|
||
|
||
this.near = ( near !== undefined ) ? near : 0.1;
|
||
this.far = ( far !== undefined ) ? far : 2000;
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
|
||
|
||
constructor: OrthographicCamera,
|
||
|
||
isOrthographicCamera: true,
|
||
|
||
copy: function ( source, recursive ) {
|
||
|
||
Camera.prototype.copy.call( this, source, recursive );
|
||
|
||
this.left = source.left;
|
||
this.right = source.right;
|
||
this.top = source.top;
|
||
this.bottom = source.bottom;
|
||
this.near = source.near;
|
||
this.far = source.far;
|
||
|
||
this.zoom = source.zoom;
|
||
this.view = source.view === null ? null : Object.assign( {}, source.view );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {
|
||
|
||
this.view = {
|
||
fullWidth: fullWidth,
|
||
fullHeight: fullHeight,
|
||
offsetX: x,
|
||
offsetY: y,
|
||
width: width,
|
||
height: height
|
||
};
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
},
|
||
|
||
clearViewOffset: function() {
|
||
|
||
this.view = null;
|
||
this.updateProjectionMatrix();
|
||
|
||
},
|
||
|
||
updateProjectionMatrix: function () {
|
||
|
||
var dx = ( this.right - this.left ) / ( 2 * this.zoom );
|
||
var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
|
||
var cx = ( this.right + this.left ) / 2;
|
||
var cy = ( this.top + this.bottom ) / 2;
|
||
|
||
var left = cx - dx;
|
||
var right = cx + dx;
|
||
var top = cy + dy;
|
||
var bottom = cy - dy;
|
||
|
||
if ( this.view !== null ) {
|
||
|
||
var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
|
||
var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
|
||
var scaleW = ( this.right - this.left ) / this.view.width;
|
||
var scaleH = ( this.top - this.bottom ) / this.view.height;
|
||
|
||
left += scaleW * ( this.view.offsetX / zoomW );
|
||
right = left + scaleW * ( this.view.width / zoomW );
|
||
top -= scaleH * ( this.view.offsetY / zoomH );
|
||
bottom = top - scaleH * ( this.view.height / zoomH );
|
||
|
||
}
|
||
|
||
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var data = Object3D.prototype.toJSON.call( this, meta );
|
||
|
||
data.object.zoom = this.zoom;
|
||
data.object.left = this.left;
|
||
data.object.right = this.right;
|
||
data.object.top = this.top;
|
||
data.object.bottom = this.bottom;
|
||
data.object.near = this.near;
|
||
data.object.far = this.far;
|
||
|
||
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
|
||
|
||
return data;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author greggman / http://games.greggman.com/
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* @author tschw
|
||
*/
|
||
|
||
function PerspectiveCamera( fov, aspect, near, far ) {
|
||
|
||
Camera.call( this );
|
||
|
||
this.type = 'PerspectiveCamera';
|
||
|
||
this.fov = fov !== undefined ? fov : 50;
|
||
this.zoom = 1;
|
||
|
||
this.near = near !== undefined ? near : 0.1;
|
||
this.far = far !== undefined ? far : 2000;
|
||
this.focus = 10;
|
||
|
||
this.aspect = aspect !== undefined ? aspect : 1;
|
||
this.view = null;
|
||
|
||
this.filmGauge = 35; // width of the film (default in millimeters)
|
||
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
|
||
|
||
constructor: PerspectiveCamera,
|
||
|
||
isPerspectiveCamera: true,
|
||
|
||
copy: function ( source, recursive ) {
|
||
|
||
Camera.prototype.copy.call( this, source, recursive );
|
||
|
||
this.fov = source.fov;
|
||
this.zoom = source.zoom;
|
||
|
||
this.near = source.near;
|
||
this.far = source.far;
|
||
this.focus = source.focus;
|
||
|
||
this.aspect = source.aspect;
|
||
this.view = source.view === null ? null : Object.assign( {}, source.view );
|
||
|
||
this.filmGauge = source.filmGauge;
|
||
this.filmOffset = source.filmOffset;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
/**
|
||
* Sets the FOV by focal length in respect to the current .filmGauge.
|
||
*
|
||
* The default film gauge is 35, so that the focal length can be specified for
|
||
* a 35mm (full frame) camera.
|
||
*
|
||
* Values for focal length and film gauge must have the same unit.
|
||
*/
|
||
setFocalLength: function ( focalLength ) {
|
||
|
||
// see http://www.bobatkins.com/photography/technical/field_of_view.html
|
||
var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
|
||
|
||
this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
|
||
this.updateProjectionMatrix();
|
||
|
||
},
|
||
|
||
/**
|
||
* Calculates the focal length from the current .fov and .filmGauge.
|
||
*/
|
||
getFocalLength: function () {
|
||
|
||
var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
|
||
|
||
return 0.5 * this.getFilmHeight() / vExtentSlope;
|
||
|
||
},
|
||
|
||
getEffectiveFOV: function () {
|
||
|
||
return _Math.RAD2DEG * 2 * Math.atan(
|
||
Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
|
||
|
||
},
|
||
|
||
getFilmWidth: function () {
|
||
|
||
// film not completely covered in portrait format (aspect < 1)
|
||
return this.filmGauge * Math.min( this.aspect, 1 );
|
||
|
||
},
|
||
|
||
getFilmHeight: function () {
|
||
|
||
// film not completely covered in landscape format (aspect > 1)
|
||
return this.filmGauge / Math.max( this.aspect, 1 );
|
||
|
||
},
|
||
|
||
/**
|
||
* Sets an offset in a larger frustum. This is useful for multi-window or
|
||
* multi-monitor/multi-machine setups.
|
||
*
|
||
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
|
||
* the monitors are in grid like this
|
||
*
|
||
* +---+---+---+
|
||
* | A | B | C |
|
||
* +---+---+---+
|
||
* | D | E | F |
|
||
* +---+---+---+
|
||
*
|
||
* then for each monitor you would call it like this
|
||
*
|
||
* var w = 1920;
|
||
* var h = 1080;
|
||
* var fullWidth = w * 3;
|
||
* var fullHeight = h * 2;
|
||
*
|
||
* --A--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
|
||
* --B--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
|
||
* --C--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
|
||
* --D--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
|
||
* --E--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
|
||
* --F--
|
||
* camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
|
||
*
|
||
* Note there is no reason monitors have to be the same size or in a grid.
|
||
*/
|
||
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
|
||
|
||
this.aspect = fullWidth / fullHeight;
|
||
|
||
this.view = {
|
||
fullWidth: fullWidth,
|
||
fullHeight: fullHeight,
|
||
offsetX: x,
|
||
offsetY: y,
|
||
width: width,
|
||
height: height
|
||
};
|
||
|
||
this.updateProjectionMatrix();
|
||
|
||
},
|
||
|
||
clearViewOffset: function () {
|
||
|
||
this.view = null;
|
||
this.updateProjectionMatrix();
|
||
|
||
},
|
||
|
||
updateProjectionMatrix: function () {
|
||
|
||
var near = this.near,
|
||
top = near * Math.tan(
|
||
_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
|
||
height = 2 * top,
|
||
width = this.aspect * height,
|
||
left = - 0.5 * width,
|
||
view = this.view;
|
||
|
||
if ( view !== null ) {
|
||
|
||
var fullWidth = view.fullWidth,
|
||
fullHeight = view.fullHeight;
|
||
|
||
left += view.offsetX * width / fullWidth;
|
||
top -= view.offsetY * height / fullHeight;
|
||
width *= view.width / fullWidth;
|
||
height *= view.height / fullHeight;
|
||
|
||
}
|
||
|
||
var skew = this.filmOffset;
|
||
if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
|
||
|
||
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var data = Object3D.prototype.toJSON.call( this, meta );
|
||
|
||
data.object.fov = this.fov;
|
||
data.object.zoom = this.zoom;
|
||
|
||
data.object.near = this.near;
|
||
data.object.far = this.far;
|
||
data.object.focus = this.focus;
|
||
|
||
data.object.aspect = this.aspect;
|
||
|
||
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
|
||
|
||
data.object.filmGauge = this.filmGauge;
|
||
data.object.filmOffset = this.filmOffset;
|
||
|
||
return data;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @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 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;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
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 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' } );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// BoxGeometry
|
||
|
||
function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'BoxGeometry';
|
||
|
||
this.parameters = {
|
||
width: width,
|
||
height: height,
|
||
depth: depth,
|
||
widthSegments: widthSegments,
|
||
heightSegments: heightSegments,
|
||
depthSegments: depthSegments
|
||
};
|
||
|
||
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
BoxGeometry.prototype = Object.create( Geometry.prototype );
|
||
BoxGeometry.prototype.constructor = BoxGeometry;
|
||
|
||
// BoxBufferGeometry
|
||
|
||
function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'BoxBufferGeometry';
|
||
|
||
this.parameters = {
|
||
width: width,
|
||
height: height,
|
||
depth: depth,
|
||
widthSegments: widthSegments,
|
||
heightSegments: heightSegments,
|
||
depthSegments: depthSegments
|
||
};
|
||
|
||
var scope = this;
|
||
|
||
// segments
|
||
|
||
widthSegments = Math.floor( widthSegments ) || 1;
|
||
heightSegments = Math.floor( heightSegments ) || 1;
|
||
depthSegments = Math.floor( depthSegments ) || 1;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var numberOfVertices = 0;
|
||
var groupStart = 0;
|
||
|
||
// build each side of the box geometry
|
||
|
||
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
|
||
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
|
||
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
|
||
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
|
||
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
|
||
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
|
||
|
||
var segmentWidth = width / gridX;
|
||
var segmentHeight = height / gridY;
|
||
|
||
var widthHalf = width / 2;
|
||
var heightHalf = height / 2;
|
||
var depthHalf = depth / 2;
|
||
|
||
var gridX1 = gridX + 1;
|
||
var gridY1 = gridY + 1;
|
||
|
||
var vertexCounter = 0;
|
||
var groupCount = 0;
|
||
|
||
var ix, iy;
|
||
|
||
var vector = new Vector3();
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( iy = 0; iy < gridY1; iy ++ ) {
|
||
|
||
var y = iy * segmentHeight - heightHalf;
|
||
|
||
for ( ix = 0; ix < gridX1; ix ++ ) {
|
||
|
||
var x = ix * segmentWidth - widthHalf;
|
||
|
||
// set values to correct vector component
|
||
|
||
vector[ u ] = x * udir;
|
||
vector[ v ] = y * vdir;
|
||
vector[ w ] = depthHalf;
|
||
|
||
// now apply vector to vertex buffer
|
||
|
||
vertices.push( vector.x, vector.y, vector.z );
|
||
|
||
// set values to correct vector component
|
||
|
||
vector[ u ] = 0;
|
||
vector[ v ] = 0;
|
||
vector[ w ] = depth > 0 ? 1 : - 1;
|
||
|
||
// now apply vector to normal buffer
|
||
|
||
normals.push( vector.x, vector.y, vector.z );
|
||
|
||
// uvs
|
||
|
||
uvs.push( ix / gridX );
|
||
uvs.push( 1 - ( iy / gridY ) );
|
||
|
||
// counters
|
||
|
||
vertexCounter += 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
// 1. you need three indices to draw a single face
|
||
// 2. a single segment consists of two faces
|
||
// 3. so we need to generate six (2*3) indices per segment
|
||
|
||
for ( iy = 0; iy < gridY; iy ++ ) {
|
||
|
||
for ( ix = 0; ix < gridX; ix ++ ) {
|
||
|
||
var a = numberOfVertices + ix + gridX1 * iy;
|
||
var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
|
||
var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
|
||
var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
// increase counter
|
||
|
||
groupCount += 6;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// add a group to the geometry. this will ensure multi material support
|
||
|
||
scope.addGroup( groupStart, groupCount, materialIndex );
|
||
|
||
// calculate new start value for groups
|
||
|
||
groupStart += groupCount;
|
||
|
||
// update total number of vertices
|
||
|
||
numberOfVertices += vertexCounter;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// PlaneGeometry
|
||
|
||
function PlaneGeometry( width, height, widthSegments, heightSegments ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'PlaneGeometry';
|
||
|
||
this.parameters = {
|
||
width: width,
|
||
height: height,
|
||
widthSegments: widthSegments,
|
||
heightSegments: heightSegments
|
||
};
|
||
|
||
this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
PlaneGeometry.prototype = Object.create( Geometry.prototype );
|
||
PlaneGeometry.prototype.constructor = PlaneGeometry;
|
||
|
||
// PlaneBufferGeometry
|
||
|
||
function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'PlaneBufferGeometry';
|
||
|
||
this.parameters = {
|
||
width: width,
|
||
height: height,
|
||
widthSegments: widthSegments,
|
||
heightSegments: heightSegments
|
||
};
|
||
|
||
var width_half = width / 2;
|
||
var height_half = height / 2;
|
||
|
||
var gridX = Math.floor( widthSegments ) || 1;
|
||
var gridY = Math.floor( heightSegments ) || 1;
|
||
|
||
var gridX1 = gridX + 1;
|
||
var gridY1 = gridY + 1;
|
||
|
||
var segment_width = width / gridX;
|
||
var segment_height = height / gridY;
|
||
|
||
var ix, iy;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( iy = 0; iy < gridY1; iy ++ ) {
|
||
|
||
var y = iy * segment_height - height_half;
|
||
|
||
for ( ix = 0; ix < gridX1; ix ++ ) {
|
||
|
||
var x = ix * segment_width - width_half;
|
||
|
||
vertices.push( x, - y, 0 );
|
||
|
||
normals.push( 0, 0, 1 );
|
||
|
||
uvs.push( ix / gridX );
|
||
uvs.push( 1 - ( iy / gridY ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
for ( iy = 0; iy < gridY; iy ++ ) {
|
||
|
||
for ( ix = 0; ix < gridX; ix ++ ) {
|
||
|
||
var a = ix + gridX1 * iy;
|
||
var b = ix + gridX1 * ( iy + 1 );
|
||
var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
|
||
var d = ( ix + 1 ) + gridX1 * iy;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
}
|
||
|
||
PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
* lightMapIntensity: <float>
|
||
*
|
||
* aoMap: new THREE.Texture( <Image> ),
|
||
* aoMapIntensity: <float>
|
||
*
|
||
* specularMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* alphaMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
||
* combine: THREE.Multiply,
|
||
* reflectivity: <float>,
|
||
* refractionRatio: <float>,
|
||
*
|
||
* shading: THREE.SmoothShading,
|
||
* depthTest: <bool>,
|
||
* depthWrite: <bool>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>
|
||
* }
|
||
*/
|
||
|
||
function MeshBasicMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'MeshBasicMaterial';
|
||
|
||
this.color = new Color( 0xffffff ); // emissive
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
this.lightMapIntensity = 1.0;
|
||
|
||
this.aoMap = null;
|
||
this.aoMapIntensity = 1.0;
|
||
|
||
this.specularMap = null;
|
||
|
||
this.alphaMap = null;
|
||
|
||
this.envMap = null;
|
||
this.combine = MultiplyOperation;
|
||
this.reflectivity = 1;
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
|
||
this.lights = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshBasicMaterial.prototype = Object.create( Material.prototype );
|
||
MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
|
||
|
||
MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
|
||
|
||
MeshBasicMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
|
||
this.map = source.map;
|
||
|
||
this.lightMap = source.lightMap;
|
||
this.lightMapIntensity = source.lightMapIntensity;
|
||
|
||
this.aoMap = source.aoMap;
|
||
this.aoMapIntensity = source.aoMapIntensity;
|
||
|
||
this.specularMap = source.specularMap;
|
||
|
||
this.alphaMap = source.alphaMap;
|
||
|
||
this.envMap = source.envMap;
|
||
this.combine = source.combine;
|
||
this.reflectivity = source.reflectivity;
|
||
this.refractionRatio = source.refractionRatio;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
this.wireframeLinecap = source.wireframeLinecap;
|
||
this.wireframeLinejoin = source.wireframeLinejoin;
|
||
|
||
this.skinning = source.skinning;
|
||
this.morphTargets = source.morphTargets;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author bhouston / http://clara.io
|
||
*/
|
||
|
||
function Ray( origin, direction ) {
|
||
|
||
this.origin = ( origin !== undefined ) ? origin : new Vector3();
|
||
this.direction = ( direction !== undefined ) ? direction : new Vector3();
|
||
|
||
}
|
||
|
||
Object.assign( Ray.prototype, {
|
||
|
||
set: function ( origin, direction ) {
|
||
|
||
this.origin.copy( origin );
|
||
this.direction.copy( direction );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( ray ) {
|
||
|
||
this.origin.copy( ray.origin );
|
||
this.direction.copy( ray.direction );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
at: function ( t, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
|
||
|
||
},
|
||
|
||
lookAt: function ( v ) {
|
||
|
||
this.direction.copy( v ).sub( this.origin ).normalize();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
recast: function () {
|
||
|
||
var v1 = new Vector3();
|
||
|
||
return function recast( t ) {
|
||
|
||
this.origin.copy( this.at( t, v1 ) );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
closestPointToPoint: function ( point, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
result.subVectors( point, this.origin );
|
||
var directionDistance = result.dot( this.direction );
|
||
|
||
if ( directionDistance < 0 ) {
|
||
|
||
return result.copy( this.origin );
|
||
|
||
}
|
||
|
||
return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
||
|
||
},
|
||
|
||
distanceToPoint: function ( point ) {
|
||
|
||
return Math.sqrt( this.distanceSqToPoint( point ) );
|
||
|
||
},
|
||
|
||
distanceSqToPoint: function () {
|
||
|
||
var v1 = new Vector3();
|
||
|
||
return function distanceSqToPoint( point ) {
|
||
|
||
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
|
||
|
||
// point behind the ray
|
||
|
||
if ( directionDistance < 0 ) {
|
||
|
||
return this.origin.distanceToSquared( point );
|
||
|
||
}
|
||
|
||
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
||
|
||
return v1.distanceToSquared( point );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
distanceSqToSegment: function () {
|
||
|
||
var segCenter = new Vector3();
|
||
var segDir = new Vector3();
|
||
var diff = new Vector3();
|
||
|
||
return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
|
||
|
||
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
|
||
// It returns the min distance between the ray and the segment
|
||
// defined by v0 and v1
|
||
// It can also set two optional targets :
|
||
// - The closest point on the ray
|
||
// - The closest point on the segment
|
||
|
||
segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
|
||
segDir.copy( v1 ).sub( v0 ).normalize();
|
||
diff.copy( this.origin ).sub( segCenter );
|
||
|
||
var segExtent = v0.distanceTo( v1 ) * 0.5;
|
||
var a01 = - this.direction.dot( segDir );
|
||
var b0 = diff.dot( this.direction );
|
||
var b1 = - diff.dot( segDir );
|
||
var c = diff.lengthSq();
|
||
var det = Math.abs( 1 - a01 * a01 );
|
||
var s0, s1, sqrDist, extDet;
|
||
|
||
if ( det > 0 ) {
|
||
|
||
// The ray and segment are not parallel.
|
||
|
||
s0 = a01 * b1 - b0;
|
||
s1 = a01 * b0 - b1;
|
||
extDet = segExtent * det;
|
||
|
||
if ( s0 >= 0 ) {
|
||
|
||
if ( s1 >= - extDet ) {
|
||
|
||
if ( s1 <= extDet ) {
|
||
|
||
// region 0
|
||
// Minimum at interior points of ray and segment.
|
||
|
||
var invDet = 1 / det;
|
||
s0 *= invDet;
|
||
s1 *= invDet;
|
||
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
|
||
|
||
} else {
|
||
|
||
// region 1
|
||
|
||
s1 = segExtent;
|
||
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// region 5
|
||
|
||
s1 = - segExtent;
|
||
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( s1 <= - extDet ) {
|
||
|
||
// region 4
|
||
|
||
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
|
||
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
} else if ( s1 <= extDet ) {
|
||
|
||
// region 3
|
||
|
||
s0 = 0;
|
||
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
||
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
} else {
|
||
|
||
// region 2
|
||
|
||
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
|
||
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// Ray and segment are parallel.
|
||
|
||
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
|
||
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
|
||
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
|
||
|
||
}
|
||
|
||
if ( optionalPointOnRay ) {
|
||
|
||
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
|
||
|
||
}
|
||
|
||
if ( optionalPointOnSegment ) {
|
||
|
||
optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
|
||
|
||
}
|
||
|
||
return sqrDist;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersectSphere: function () {
|
||
|
||
var v1 = new Vector3();
|
||
|
||
return function intersectSphere( sphere, optionalTarget ) {
|
||
|
||
v1.subVectors( sphere.center, this.origin );
|
||
var tca = v1.dot( this.direction );
|
||
var d2 = v1.dot( v1 ) - tca * tca;
|
||
var radius2 = sphere.radius * sphere.radius;
|
||
|
||
if ( d2 > radius2 ) return null;
|
||
|
||
var thc = Math.sqrt( radius2 - d2 );
|
||
|
||
// t0 = first intersect point - entrance on front of sphere
|
||
var t0 = tca - thc;
|
||
|
||
// t1 = second intersect point - exit point on back of sphere
|
||
var t1 = tca + thc;
|
||
|
||
// test to see if both t0 and t1 are behind the ray - if so, return null
|
||
if ( t0 < 0 && t1 < 0 ) return null;
|
||
|
||
// test to see if t0 is behind the ray:
|
||
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
|
||
// in order to always return an intersect point that is in front of the ray.
|
||
if ( t0 < 0 ) return this.at( t1, optionalTarget );
|
||
|
||
// else t0 is in front of the ray, so return the first collision point scaled by t0
|
||
return this.at( t0, optionalTarget );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
intersectsSphere: function ( sphere ) {
|
||
|
||
return this.distanceToPoint( sphere.center ) <= sphere.radius;
|
||
|
||
},
|
||
|
||
distanceToPlane: function ( plane ) {
|
||
|
||
var denominator = plane.normal.dot( this.direction );
|
||
|
||
if ( denominator === 0 ) {
|
||
|
||
// line is coplanar, return origin
|
||
if ( plane.distanceToPoint( this.origin ) === 0 ) {
|
||
|
||
return 0;
|
||
|
||
}
|
||
|
||
// Null is preferable to undefined since undefined means.... it is undefined
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
|
||
|
||
// Return if the ray never intersects the plane
|
||
|
||
return t >= 0 ? t : null;
|
||
|
||
},
|
||
|
||
intersectPlane: function ( plane, optionalTarget ) {
|
||
|
||
var t = this.distanceToPlane( plane );
|
||
|
||
if ( t === null ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
return this.at( t, optionalTarget );
|
||
|
||
},
|
||
|
||
intersectsPlane: function ( plane ) {
|
||
|
||
// check if the ray lies on the plane first
|
||
|
||
var distToPoint = plane.distanceToPoint( this.origin );
|
||
|
||
if ( distToPoint === 0 ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
var denominator = plane.normal.dot( this.direction );
|
||
|
||
if ( denominator * distToPoint < 0 ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
// ray origin is behind the plane (and is pointing behind it)
|
||
|
||
return false;
|
||
|
||
},
|
||
|
||
intersectBox: function ( box, optionalTarget ) {
|
||
|
||
var tmin, tmax, tymin, tymax, tzmin, tzmax;
|
||
|
||
var invdirx = 1 / this.direction.x,
|
||
invdiry = 1 / this.direction.y,
|
||
invdirz = 1 / this.direction.z;
|
||
|
||
var origin = this.origin;
|
||
|
||
if ( invdirx >= 0 ) {
|
||
|
||
tmin = ( box.min.x - origin.x ) * invdirx;
|
||
tmax = ( box.max.x - origin.x ) * invdirx;
|
||
|
||
} else {
|
||
|
||
tmin = ( box.max.x - origin.x ) * invdirx;
|
||
tmax = ( box.min.x - origin.x ) * invdirx;
|
||
|
||
}
|
||
|
||
if ( invdiry >= 0 ) {
|
||
|
||
tymin = ( box.min.y - origin.y ) * invdiry;
|
||
tymax = ( box.max.y - origin.y ) * invdiry;
|
||
|
||
} else {
|
||
|
||
tymin = ( box.max.y - origin.y ) * invdiry;
|
||
tymax = ( box.min.y - origin.y ) * invdiry;
|
||
|
||
}
|
||
|
||
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
|
||
|
||
// These lines also handle the case where tmin or tmax is NaN
|
||
// (result of 0 * Infinity). x !== x returns true if x is NaN
|
||
|
||
if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
|
||
|
||
if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
|
||
|
||
if ( invdirz >= 0 ) {
|
||
|
||
tzmin = ( box.min.z - origin.z ) * invdirz;
|
||
tzmax = ( box.max.z - origin.z ) * invdirz;
|
||
|
||
} else {
|
||
|
||
tzmin = ( box.max.z - origin.z ) * invdirz;
|
||
tzmax = ( box.min.z - origin.z ) * invdirz;
|
||
|
||
}
|
||
|
||
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
|
||
|
||
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
|
||
|
||
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
|
||
|
||
//return point closest to the ray (positive side)
|
||
|
||
if ( tmax < 0 ) return null;
|
||
|
||
return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
|
||
|
||
},
|
||
|
||
intersectsBox: ( function () {
|
||
|
||
var v = new Vector3();
|
||
|
||
return function intersectsBox( box ) {
|
||
|
||
return this.intersectBox( box, v ) !== null;
|
||
|
||
};
|
||
|
||
} )(),
|
||
|
||
intersectTriangle: function () {
|
||
|
||
// Compute the offset origin, edges, and normal.
|
||
var diff = new Vector3();
|
||
var edge1 = new Vector3();
|
||
var edge2 = new Vector3();
|
||
var normal = new Vector3();
|
||
|
||
return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {
|
||
|
||
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
|
||
|
||
edge1.subVectors( b, a );
|
||
edge2.subVectors( c, a );
|
||
normal.crossVectors( edge1, edge2 );
|
||
|
||
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
||
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
|
||
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
||
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
||
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
||
var DdN = this.direction.dot( normal );
|
||
var sign;
|
||
|
||
if ( DdN > 0 ) {
|
||
|
||
if ( backfaceCulling ) return null;
|
||
sign = 1;
|
||
|
||
} else if ( DdN < 0 ) {
|
||
|
||
sign = - 1;
|
||
DdN = - DdN;
|
||
|
||
} else {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
diff.subVectors( this.origin, a );
|
||
var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
|
||
|
||
// b1 < 0, no intersection
|
||
if ( DdQxE2 < 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
|
||
|
||
// b2 < 0, no intersection
|
||
if ( DdE1xQ < 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
// b1+b2 > 1, no intersection
|
||
if ( DdQxE2 + DdE1xQ > DdN ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
// Line intersects triangle, check if ray does.
|
||
var QdN = - sign * diff.dot( normal );
|
||
|
||
// t < 0, no intersection
|
||
if ( QdN < 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
// Ray intersects triangle.
|
||
return this.at( QdN / DdN, optionalTarget );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
applyMatrix4: function ( matrix4 ) {
|
||
|
||
this.origin.applyMatrix4( matrix4 );
|
||
this.direction.transformDirection( matrix4 );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( ray ) {
|
||
|
||
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author bhouston / http://clara.io
|
||
*/
|
||
|
||
function Line3( start, end ) {
|
||
|
||
this.start = ( start !== undefined ) ? start : new Vector3();
|
||
this.end = ( end !== undefined ) ? end : new Vector3();
|
||
|
||
}
|
||
|
||
Object.assign( Line3.prototype, {
|
||
|
||
set: function ( start, end ) {
|
||
|
||
this.start.copy( start );
|
||
this.end.copy( end );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( line ) {
|
||
|
||
this.start.copy( line.start );
|
||
this.end.copy( line.end );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getCenter: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
|
||
|
||
},
|
||
|
||
delta: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
return result.subVectors( this.end, this.start );
|
||
|
||
},
|
||
|
||
distanceSq: function () {
|
||
|
||
return this.start.distanceToSquared( this.end );
|
||
|
||
},
|
||
|
||
distance: function () {
|
||
|
||
return this.start.distanceTo( this.end );
|
||
|
||
},
|
||
|
||
at: function ( t, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
return this.delta( result ).multiplyScalar( t ).add( this.start );
|
||
|
||
},
|
||
|
||
closestPointToPointParameter: function () {
|
||
|
||
var startP = new Vector3();
|
||
var startEnd = new Vector3();
|
||
|
||
return function closestPointToPointParameter( point, clampToLine ) {
|
||
|
||
startP.subVectors( point, this.start );
|
||
startEnd.subVectors( this.end, this.start );
|
||
|
||
var startEnd2 = startEnd.dot( startEnd );
|
||
var startEnd_startP = startEnd.dot( startP );
|
||
|
||
var t = startEnd_startP / startEnd2;
|
||
|
||
if ( clampToLine ) {
|
||
|
||
t = _Math.clamp( t, 0, 1 );
|
||
|
||
}
|
||
|
||
return t;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
|
||
|
||
var t = this.closestPointToPointParameter( point, clampToLine );
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
return this.delta( result ).multiplyScalar( t ).add( this.start );
|
||
|
||
},
|
||
|
||
applyMatrix4: function ( matrix ) {
|
||
|
||
this.start.applyMatrix4( matrix );
|
||
this.end.applyMatrix4( matrix );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
equals: function ( line ) {
|
||
|
||
return line.start.equals( this.start ) && line.end.equals( this.end );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author bhouston / http://clara.io
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function Triangle( a, b, c ) {
|
||
|
||
this.a = ( a !== undefined ) ? a : new Vector3();
|
||
this.b = ( b !== undefined ) ? b : new Vector3();
|
||
this.c = ( c !== undefined ) ? c : new Vector3();
|
||
|
||
}
|
||
|
||
Object.assign( Triangle, {
|
||
|
||
normal: function () {
|
||
|
||
var v0 = new Vector3();
|
||
|
||
return function normal( a, b, c, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
result.subVectors( c, b );
|
||
v0.subVectors( a, b );
|
||
result.cross( v0 );
|
||
|
||
var resultLengthSq = result.lengthSq();
|
||
if ( resultLengthSq > 0 ) {
|
||
|
||
return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
|
||
|
||
}
|
||
|
||
return result.set( 0, 0, 0 );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
// static/instance method to calculate barycentric coordinates
|
||
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
|
||
barycoordFromPoint: function () {
|
||
|
||
var v0 = new Vector3();
|
||
var v1 = new Vector3();
|
||
var v2 = new Vector3();
|
||
|
||
return function barycoordFromPoint( point, a, b, c, optionalTarget ) {
|
||
|
||
v0.subVectors( c, a );
|
||
v1.subVectors( b, a );
|
||
v2.subVectors( point, a );
|
||
|
||
var dot00 = v0.dot( v0 );
|
||
var dot01 = v0.dot( v1 );
|
||
var dot02 = v0.dot( v2 );
|
||
var dot11 = v1.dot( v1 );
|
||
var dot12 = v1.dot( v2 );
|
||
|
||
var denom = ( dot00 * dot11 - dot01 * dot01 );
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
|
||
// collinear or singular triangle
|
||
if ( denom === 0 ) {
|
||
|
||
// arbitrary location outside of triangle?
|
||
// not sure if this is the best idea, maybe should be returning undefined
|
||
return result.set( - 2, - 1, - 1 );
|
||
|
||
}
|
||
|
||
var invDenom = 1 / denom;
|
||
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
|
||
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
|
||
|
||
// barycentric coordinates must always sum to 1
|
||
return result.set( 1 - u - v, v, u );
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
containsPoint: function () {
|
||
|
||
var v1 = new Vector3();
|
||
|
||
return function containsPoint( point, a, b, c ) {
|
||
|
||
var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );
|
||
|
||
return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
|
||
|
||
};
|
||
|
||
}()
|
||
|
||
} );
|
||
|
||
Object.assign( Triangle.prototype, {
|
||
|
||
set: function ( a, b, c ) {
|
||
|
||
this.a.copy( a );
|
||
this.b.copy( b );
|
||
this.c.copy( c );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
|
||
|
||
this.a.copy( points[ i0 ] );
|
||
this.b.copy( points[ i1 ] );
|
||
this.c.copy( points[ i2 ] );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( triangle ) {
|
||
|
||
this.a.copy( triangle.a );
|
||
this.b.copy( triangle.b );
|
||
this.c.copy( triangle.c );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
area: function () {
|
||
|
||
var v0 = new Vector3();
|
||
var v1 = new Vector3();
|
||
|
||
return function area() {
|
||
|
||
v0.subVectors( this.c, this.b );
|
||
v1.subVectors( this.a, this.b );
|
||
|
||
return v0.cross( v1 ).length() * 0.5;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
midpoint: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
|
||
|
||
},
|
||
|
||
normal: function ( optionalTarget ) {
|
||
|
||
return Triangle.normal( this.a, this.b, this.c, optionalTarget );
|
||
|
||
},
|
||
|
||
plane: function ( optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Plane();
|
||
|
||
return result.setFromCoplanarPoints( this.a, this.b, this.c );
|
||
|
||
},
|
||
|
||
barycoordFromPoint: function ( point, optionalTarget ) {
|
||
|
||
return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
|
||
|
||
},
|
||
|
||
containsPoint: function ( point ) {
|
||
|
||
return Triangle.containsPoint( point, this.a, this.b, this.c );
|
||
|
||
},
|
||
|
||
closestPointToPoint: function () {
|
||
|
||
var plane = new Plane();
|
||
var edgeList = [ new Line3(), new Line3(), new Line3() ];
|
||
var projectedPoint = new Vector3();
|
||
var closestPoint = new Vector3();
|
||
|
||
return function closestPointToPoint( point, optionalTarget ) {
|
||
|
||
var result = optionalTarget || new Vector3();
|
||
var minDistance = Infinity;
|
||
|
||
// project the point onto the plane of the triangle
|
||
|
||
plane.setFromCoplanarPoints( this.a, this.b, this.c );
|
||
plane.projectPoint( point, projectedPoint );
|
||
|
||
// check if the projection lies within the triangle
|
||
|
||
if( this.containsPoint( projectedPoint ) === true ) {
|
||
|
||
// if so, this is the closest point
|
||
|
||
result.copy( projectedPoint );
|
||
|
||
} else {
|
||
|
||
// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices
|
||
|
||
edgeList[ 0 ].set( this.a, this.b );
|
||
edgeList[ 1 ].set( this.b, this.c );
|
||
edgeList[ 2 ].set( this.c, this.a );
|
||
|
||
for( var i = 0; i < edgeList.length; i ++ ) {
|
||
|
||
edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );
|
||
|
||
var distance = projectedPoint.distanceToSquared( closestPoint );
|
||
|
||
if( distance < minDistance ) {
|
||
|
||
minDistance = distance;
|
||
|
||
result.copy( closestPoint );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
equals: function ( triangle ) {
|
||
|
||
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author jonobr1 / http://jonobr1.com/
|
||
*/
|
||
|
||
function Mesh( geometry, material ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Mesh';
|
||
|
||
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
||
this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
|
||
|
||
this.drawMode = TrianglesDrawMode;
|
||
|
||
this.updateMorphTargets();
|
||
|
||
}
|
||
|
||
Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Mesh,
|
||
|
||
isMesh: true,
|
||
|
||
setDrawMode: function ( value ) {
|
||
|
||
this.drawMode = value;
|
||
|
||
},
|
||
|
||
copy: function ( source ) {
|
||
|
||
Object3D.prototype.copy.call( this, source );
|
||
|
||
this.drawMode = source.drawMode;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
updateMorphTargets: function () {
|
||
|
||
var geometry = this.geometry;
|
||
var m, ml, name;
|
||
|
||
if ( geometry.isBufferGeometry ) {
|
||
|
||
var morphAttributes = geometry.morphAttributes;
|
||
var keys = Object.keys( morphAttributes );
|
||
|
||
if ( keys.length > 0 ) {
|
||
|
||
var morphAttribute = morphAttributes[ keys[ 0 ] ];
|
||
|
||
if ( morphAttribute !== undefined ) {
|
||
|
||
this.morphTargetInfluences = [];
|
||
this.morphTargetDictionary = {};
|
||
|
||
for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
|
||
|
||
name = morphAttribute[ m ].name || String( m );
|
||
|
||
this.morphTargetInfluences.push( 0 );
|
||
this.morphTargetDictionary[ name ] = m;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var morphTargets = geometry.morphTargets;
|
||
|
||
if ( morphTargets !== undefined && morphTargets.length > 0 ) {
|
||
|
||
this.morphTargetInfluences = [];
|
||
this.morphTargetDictionary = {};
|
||
|
||
for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {
|
||
|
||
name = morphTargets[ m ].name || String( m );
|
||
|
||
this.morphTargetInfluences.push( 0 );
|
||
this.morphTargetDictionary[ name ] = m;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
raycast: ( function () {
|
||
|
||
var inverseMatrix = new Matrix4();
|
||
var ray = new Ray();
|
||
var sphere = new Sphere();
|
||
|
||
var vA = new Vector3();
|
||
var vB = new Vector3();
|
||
var vC = new Vector3();
|
||
|
||
var tempA = new Vector3();
|
||
var tempB = new Vector3();
|
||
var tempC = new Vector3();
|
||
|
||
var uvA = new Vector2();
|
||
var uvB = new Vector2();
|
||
var uvC = new Vector2();
|
||
|
||
var barycoord = new Vector3();
|
||
|
||
var intersectionPoint = new Vector3();
|
||
var intersectionPointWorld = new Vector3();
|
||
|
||
function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
|
||
|
||
Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
|
||
|
||
uv1.multiplyScalar( barycoord.x );
|
||
uv2.multiplyScalar( barycoord.y );
|
||
uv3.multiplyScalar( barycoord.z );
|
||
|
||
uv1.add( uv2 ).add( uv3 );
|
||
|
||
return uv1.clone();
|
||
|
||
}
|
||
|
||
function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
|
||
|
||
var intersect;
|
||
var material = object.material;
|
||
|
||
if ( material.side === BackSide ) {
|
||
|
||
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
|
||
|
||
} else {
|
||
|
||
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
|
||
|
||
}
|
||
|
||
if ( intersect === null ) return null;
|
||
|
||
intersectionPointWorld.copy( point );
|
||
intersectionPointWorld.applyMatrix4( object.matrixWorld );
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
|
||
|
||
if ( distance < raycaster.near || distance > raycaster.far ) return null;
|
||
|
||
return {
|
||
distance: distance,
|
||
point: intersectionPointWorld.clone(),
|
||
object: object
|
||
};
|
||
|
||
}
|
||
|
||
function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
|
||
|
||
vA.fromBufferAttribute( position, a );
|
||
vB.fromBufferAttribute( position, b );
|
||
vC.fromBufferAttribute( position, c );
|
||
|
||
var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
|
||
|
||
if ( intersection ) {
|
||
|
||
if ( uv ) {
|
||
|
||
uvA.fromBufferAttribute( uv, a );
|
||
uvB.fromBufferAttribute( uv, b );
|
||
uvC.fromBufferAttribute( uv, c );
|
||
|
||
intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
|
||
|
||
}
|
||
|
||
intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
|
||
intersection.faceIndex = a;
|
||
|
||
}
|
||
|
||
return intersection;
|
||
|
||
}
|
||
|
||
return function raycast( raycaster, intersects ) {
|
||
|
||
var geometry = this.geometry;
|
||
var material = this.material;
|
||
var matrixWorld = this.matrixWorld;
|
||
|
||
if ( material === undefined ) return;
|
||
|
||
// Checking boundingSphere distance to ray
|
||
|
||
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
||
|
||
sphere.copy( geometry.boundingSphere );
|
||
sphere.applyMatrix4( matrixWorld );
|
||
|
||
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
|
||
|
||
//
|
||
|
||
inverseMatrix.getInverse( matrixWorld );
|
||
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
||
|
||
// Check boundingBox before continuing
|
||
|
||
if ( geometry.boundingBox !== null ) {
|
||
|
||
if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
|
||
|
||
}
|
||
|
||
var intersection;
|
||
|
||
if ( geometry.isBufferGeometry ) {
|
||
|
||
var a, b, c;
|
||
var index = geometry.index;
|
||
var position = geometry.attributes.position;
|
||
var uv = geometry.attributes.uv;
|
||
var i, l;
|
||
|
||
if ( index !== null ) {
|
||
|
||
// indexed buffer geometry
|
||
|
||
for ( i = 0, l = index.count; i < l; i += 3 ) {
|
||
|
||
a = index.getX( i );
|
||
b = index.getX( i + 1 );
|
||
c = index.getX( i + 2 );
|
||
|
||
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
|
||
|
||
if ( intersection ) {
|
||
|
||
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
|
||
intersects.push( intersection );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// non-indexed buffer geometry
|
||
|
||
for ( i = 0, l = position.count; i < l; i += 3 ) {
|
||
|
||
a = i;
|
||
b = i + 1;
|
||
c = i + 2;
|
||
|
||
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
|
||
|
||
if ( intersection ) {
|
||
|
||
intersection.index = a; // triangle number in positions buffer semantics
|
||
intersects.push( intersection );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( geometry.isGeometry ) {
|
||
|
||
var fvA, fvB, fvC;
|
||
var isMultiMaterial = Array.isArray( material );
|
||
|
||
var vertices = geometry.vertices;
|
||
var faces = geometry.faces;
|
||
var uvs;
|
||
|
||
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
|
||
if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
|
||
|
||
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
|
||
|
||
var face = faces[ f ];
|
||
var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
|
||
|
||
if ( faceMaterial === undefined ) continue;
|
||
|
||
fvA = vertices[ face.a ];
|
||
fvB = vertices[ face.b ];
|
||
fvC = vertices[ face.c ];
|
||
|
||
if ( faceMaterial.morphTargets === true ) {
|
||
|
||
var morphTargets = geometry.morphTargets;
|
||
var morphInfluences = this.morphTargetInfluences;
|
||
|
||
vA.set( 0, 0, 0 );
|
||
vB.set( 0, 0, 0 );
|
||
vC.set( 0, 0, 0 );
|
||
|
||
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
|
||
|
||
var influence = morphInfluences[ t ];
|
||
|
||
if ( influence === 0 ) continue;
|
||
|
||
var targets = morphTargets[ t ].vertices;
|
||
|
||
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
|
||
vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
|
||
vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
|
||
|
||
}
|
||
|
||
vA.add( fvA );
|
||
vB.add( fvB );
|
||
vC.add( fvC );
|
||
|
||
fvA = vA;
|
||
fvB = vB;
|
||
fvC = vC;
|
||
|
||
}
|
||
|
||
intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
|
||
|
||
if ( intersection ) {
|
||
|
||
if ( uvs && uvs[ f ] ) {
|
||
|
||
var uvs_f = uvs[ f ];
|
||
uvA.copy( uvs_f[ 0 ] );
|
||
uvB.copy( uvs_f[ 1 ] );
|
||
uvC.copy( uvs_f[ 2 ] );
|
||
|
||
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
|
||
|
||
}
|
||
|
||
intersection.face = face;
|
||
intersection.faceIndex = f;
|
||
intersects.push( intersection );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}() ),
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor( this.geometry, this.material ).copy( this );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
|
||
|
||
var clearColor = new Color( 0x000000 );
|
||
var clearAlpha = 0;
|
||
|
||
var planeCamera, planeMesh;
|
||
var boxCamera, boxMesh;
|
||
|
||
function render( scene, camera, forceClear ) {
|
||
|
||
var background = scene.background;
|
||
|
||
if ( background === null ) {
|
||
|
||
setClear( clearColor, clearAlpha );
|
||
|
||
} else if ( background && background.isColor ) {
|
||
|
||
setClear( background, 1 );
|
||
forceClear = true;
|
||
|
||
}
|
||
|
||
if ( renderer.autoClear || forceClear ) {
|
||
|
||
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
|
||
|
||
}
|
||
|
||
if ( background && background.isCubeTexture ) {
|
||
|
||
if ( boxCamera === undefined ) {
|
||
|
||
boxCamera = new PerspectiveCamera();
|
||
|
||
boxMesh = new Mesh(
|
||
new BoxBufferGeometry( 5, 5, 5 ),
|
||
new ShaderMaterial( {
|
||
uniforms: ShaderLib.cube.uniforms,
|
||
vertexShader: ShaderLib.cube.vertexShader,
|
||
fragmentShader: ShaderLib.cube.fragmentShader,
|
||
side: BackSide,
|
||
depthTest: false,
|
||
depthWrite: false,
|
||
fog: false
|
||
} )
|
||
);
|
||
|
||
}
|
||
|
||
boxCamera.projectionMatrix.copy( camera.projectionMatrix );
|
||
|
||
boxCamera.matrixWorld.extractRotation( camera.matrixWorld );
|
||
boxCamera.matrixWorldInverse.getInverse( boxCamera.matrixWorld );
|
||
|
||
boxMesh.material.uniforms[ "tCube" ].value = background;
|
||
boxMesh.modelViewMatrix.multiplyMatrices( boxCamera.matrixWorldInverse, boxMesh.matrixWorld );
|
||
|
||
objects.update( boxMesh );
|
||
|
||
renderer.renderBufferDirect( boxCamera, null, boxMesh.geometry, boxMesh.material, boxMesh, null );
|
||
|
||
} else if ( background && background.isTexture ) {
|
||
|
||
if ( planeCamera === undefined ) {
|
||
|
||
planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||
|
||
planeMesh = new Mesh(
|
||
new PlaneBufferGeometry( 2, 2 ),
|
||
new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
|
||
);
|
||
|
||
}
|
||
|
||
planeMesh.material.map = background;
|
||
|
||
objects.update( planeMesh );
|
||
|
||
renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setClear( color, alpha ) {
|
||
|
||
state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
|
||
|
||
}
|
||
|
||
return {
|
||
|
||
getClearColor: function () {
|
||
|
||
return clearColor;
|
||
|
||
},
|
||
setClearColor: function ( color, alpha ) {
|
||
|
||
clearColor.set( color );
|
||
clearAlpha = alpha !== undefined ? alpha : 1;
|
||
setClear( clearColor, clearAlpha );
|
||
|
||
},
|
||
getClearAlpha: function () {
|
||
|
||
return clearAlpha;
|
||
|
||
},
|
||
setClearAlpha: function ( alpha ) {
|
||
|
||
clearAlpha = alpha;
|
||
setClear( clearColor, clearAlpha );
|
||
|
||
},
|
||
render: render
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function painterSortStable( a, b ) {
|
||
|
||
if ( a.renderOrder !== b.renderOrder ) {
|
||
|
||
return a.renderOrder - b.renderOrder;
|
||
|
||
} else if ( a.program && b.program && a.program !== b.program ) {
|
||
|
||
return a.program.id - b.program.id;
|
||
|
||
} else if ( a.material.id !== b.material.id ) {
|
||
|
||
return a.material.id - b.material.id;
|
||
|
||
} else if ( a.z !== b.z ) {
|
||
|
||
return a.z - b.z;
|
||
|
||
} else {
|
||
|
||
return a.id - b.id;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function reversePainterSortStable( a, b ) {
|
||
|
||
if ( a.renderOrder !== b.renderOrder ) {
|
||
|
||
return a.renderOrder - b.renderOrder;
|
||
|
||
} if ( a.z !== b.z ) {
|
||
|
||
return b.z - a.z;
|
||
|
||
} else {
|
||
|
||
return a.id - b.id;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function WebGLRenderList() {
|
||
|
||
var opaque = [];
|
||
var opaqueLastIndex = - 1;
|
||
|
||
var transparent = [];
|
||
var transparentLastIndex = - 1;
|
||
|
||
function init() {
|
||
|
||
opaqueLastIndex = - 1;
|
||
transparentLastIndex = - 1;
|
||
|
||
}
|
||
|
||
function push( object, geometry, material, z, group ) {
|
||
|
||
var array, index;
|
||
|
||
// allocate the next position in the appropriate array
|
||
|
||
if ( material.transparent ) {
|
||
|
||
array = transparent;
|
||
index = ++ transparentLastIndex;
|
||
|
||
} else {
|
||
|
||
array = opaque;
|
||
index = ++ opaqueLastIndex;
|
||
|
||
}
|
||
|
||
// recycle existing render item or grow the array
|
||
|
||
var renderItem = array[ index ];
|
||
|
||
if ( renderItem ) {
|
||
|
||
renderItem.id = object.id;
|
||
renderItem.object = object;
|
||
renderItem.geometry = geometry;
|
||
renderItem.material = material;
|
||
renderItem.program = material.program;
|
||
renderItem.renderOrder = object.renderOrder;
|
||
renderItem.z = z;
|
||
renderItem.group = group;
|
||
|
||
} else {
|
||
|
||
renderItem = {
|
||
id: object.id,
|
||
object: object,
|
||
geometry: geometry,
|
||
material: material,
|
||
program: material.program,
|
||
renderOrder: object.renderOrder,
|
||
z: z,
|
||
group: group
|
||
};
|
||
|
||
// assert( index === array.length );
|
||
array.push( renderItem );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function finish() {
|
||
|
||
opaque.length = opaqueLastIndex + 1;
|
||
transparent.length = transparentLastIndex + 1;
|
||
|
||
}
|
||
|
||
function sort() {
|
||
|
||
opaque.sort( painterSortStable );
|
||
transparent.sort( reversePainterSortStable );
|
||
|
||
}
|
||
|
||
return {
|
||
opaque: opaque,
|
||
transparent: transparent,
|
||
|
||
init: init,
|
||
push: push,
|
||
finish: finish,
|
||
|
||
sort: sort
|
||
};
|
||
|
||
}
|
||
|
||
function WebGLRenderLists() {
|
||
|
||
var lists = {};
|
||
|
||
function get( scene, camera ) {
|
||
|
||
var hash = scene.id + ',' + camera.id;
|
||
var list = lists[ hash ];
|
||
|
||
if ( list === undefined ) {
|
||
|
||
// console.log( 'THREE.WebGLRenderLists:', hash );
|
||
|
||
list = new WebGLRenderList();
|
||
lists[ hash ] = list;
|
||
|
||
}
|
||
|
||
return list;
|
||
|
||
}
|
||
|
||
function dispose() {
|
||
|
||
lists = {};
|
||
|
||
}
|
||
|
||
return {
|
||
get: get,
|
||
dispose: dispose
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {
|
||
|
||
var mode;
|
||
|
||
function setMode( value ) {
|
||
|
||
mode = value;
|
||
|
||
}
|
||
|
||
var type, bytesPerElement;
|
||
|
||
function setIndex( value ) {
|
||
|
||
type = value.type;
|
||
bytesPerElement = value.bytesPerElement;
|
||
|
||
}
|
||
|
||
function render( start, count ) {
|
||
|
||
gl.drawElements( mode, count, type, start * bytesPerElement );
|
||
|
||
infoRender.calls ++;
|
||
infoRender.vertices += count;
|
||
|
||
if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
|
||
|
||
}
|
||
|
||
function renderInstances( geometry, start, count ) {
|
||
|
||
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
||
|
||
if ( extension === null ) {
|
||
|
||
console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
||
return;
|
||
|
||
}
|
||
|
||
extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
|
||
|
||
infoRender.calls ++;
|
||
infoRender.vertices += count * geometry.maxInstancedCount;
|
||
|
||
if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
this.setMode = setMode;
|
||
this.setIndex = setIndex;
|
||
this.render = render;
|
||
this.renderInstances = renderInstances;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLBufferRenderer( gl, extensions, infoRender ) {
|
||
|
||
var mode;
|
||
|
||
function setMode( value ) {
|
||
|
||
mode = value;
|
||
|
||
}
|
||
|
||
function render( start, count ) {
|
||
|
||
gl.drawArrays( mode, start, count );
|
||
|
||
infoRender.calls ++;
|
||
infoRender.vertices += count;
|
||
|
||
if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;
|
||
|
||
}
|
||
|
||
function renderInstances( geometry, start, count ) {
|
||
|
||
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
||
|
||
if ( extension === null ) {
|
||
|
||
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
||
return;
|
||
|
||
}
|
||
|
||
var position = geometry.attributes.position;
|
||
|
||
if ( position.isInterleavedBufferAttribute ) {
|
||
|
||
count = position.data.count;
|
||
|
||
extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
|
||
|
||
} else {
|
||
|
||
extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );
|
||
|
||
}
|
||
|
||
infoRender.calls ++;
|
||
infoRender.vertices += count * geometry.maxInstancedCount;
|
||
|
||
if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
this.setMode = setMode;
|
||
this.render = render;
|
||
this.renderInstances = renderInstances;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLGeometries( gl, attributes, infoMemory ) {
|
||
|
||
var geometries = {};
|
||
var wireframeAttributes = {};
|
||
|
||
function onGeometryDispose( event ) {
|
||
|
||
var geometry = event.target;
|
||
var buffergeometry = geometries[ geometry.id ];
|
||
|
||
if ( buffergeometry.index !== null ) {
|
||
|
||
attributes.remove( buffergeometry.index );
|
||
|
||
}
|
||
|
||
for ( var name in buffergeometry.attributes ) {
|
||
|
||
attributes.remove( buffergeometry.attributes[ name ] );
|
||
|
||
}
|
||
|
||
geometry.removeEventListener( 'dispose', onGeometryDispose );
|
||
|
||
delete geometries[ geometry.id ];
|
||
|
||
// TODO Remove duplicate code
|
||
|
||
var attribute = wireframeAttributes[ geometry.id ];
|
||
|
||
if ( attribute ) {
|
||
|
||
attributes.remove( attribute );
|
||
delete wireframeAttributes[ geometry.id ];
|
||
|
||
}
|
||
|
||
attribute = wireframeAttributes[ buffergeometry.id ];
|
||
|
||
if ( attribute ) {
|
||
|
||
attributes.remove( attribute );
|
||
delete wireframeAttributes[ buffergeometry.id ];
|
||
|
||
}
|
||
|
||
//
|
||
|
||
infoMemory.geometries --;
|
||
|
||
}
|
||
|
||
function get( object, geometry ) {
|
||
|
||
var buffergeometry = geometries[ geometry.id ];
|
||
|
||
if ( buffergeometry ) return buffergeometry;
|
||
|
||
geometry.addEventListener( 'dispose', onGeometryDispose );
|
||
|
||
if ( geometry.isBufferGeometry ) {
|
||
|
||
buffergeometry = geometry;
|
||
|
||
} else if ( geometry.isGeometry ) {
|
||
|
||
if ( geometry._bufferGeometry === undefined ) {
|
||
|
||
geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
|
||
|
||
}
|
||
|
||
buffergeometry = geometry._bufferGeometry;
|
||
|
||
}
|
||
|
||
geometries[ geometry.id ] = buffergeometry;
|
||
|
||
infoMemory.geometries ++;
|
||
|
||
return buffergeometry;
|
||
|
||
}
|
||
|
||
function update( geometry ) {
|
||
|
||
var index = geometry.index;
|
||
var geometryAttributes = geometry.attributes;
|
||
|
||
if ( index !== null ) {
|
||
|
||
attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );
|
||
|
||
}
|
||
|
||
for ( var name in geometryAttributes ) {
|
||
|
||
attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );
|
||
|
||
}
|
||
|
||
// morph targets
|
||
|
||
var morphAttributes = geometry.morphAttributes;
|
||
|
||
for ( var name in morphAttributes ) {
|
||
|
||
var array = morphAttributes[ name ];
|
||
|
||
for ( var i = 0, l = array.length; i < l; i ++ ) {
|
||
|
||
attributes.update( array[ i ], gl.ARRAY_BUFFER );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getWireframeAttribute( geometry ) {
|
||
|
||
var attribute = wireframeAttributes[ geometry.id ];
|
||
|
||
if ( attribute ) return attribute;
|
||
|
||
var indices = [];
|
||
|
||
var geometryIndex = geometry.index;
|
||
var geometryAttributes = geometry.attributes;
|
||
|
||
// console.time( 'wireframe' );
|
||
|
||
if ( geometryIndex !== null ) {
|
||
|
||
var array = geometryIndex.array;
|
||
|
||
for ( var i = 0, l = array.length; i < l; i += 3 ) {
|
||
|
||
var a = array[ i + 0 ];
|
||
var b = array[ i + 1 ];
|
||
var c = array[ i + 2 ];
|
||
|
||
indices.push( a, b, b, c, c, a );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var array = geometryAttributes.position.array;
|
||
|
||
for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
|
||
|
||
var a = i + 0;
|
||
var b = i + 1;
|
||
var c = i + 2;
|
||
|
||
indices.push( a, b, b, c, c, a );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// console.timeEnd( 'wireframe' );
|
||
|
||
attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
|
||
|
||
attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );
|
||
|
||
wireframeAttributes[ geometry.id ] = attribute;
|
||
|
||
return attribute;
|
||
|
||
}
|
||
|
||
return {
|
||
|
||
get: get,
|
||
update: update,
|
||
|
||
getWireframeAttribute: getWireframeAttribute
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLLights() {
|
||
|
||
var lights = {};
|
||
|
||
return {
|
||
|
||
get: function ( light ) {
|
||
|
||
if ( lights[ light.id ] !== undefined ) {
|
||
|
||
return lights[ light.id ];
|
||
|
||
}
|
||
|
||
var uniforms;
|
||
|
||
switch ( light.type ) {
|
||
|
||
case 'DirectionalLight':
|
||
uniforms = {
|
||
direction: new Vector3(),
|
||
color: new Color(),
|
||
|
||
shadow: false,
|
||
shadowBias: 0,
|
||
shadowRadius: 1,
|
||
shadowMapSize: new Vector2()
|
||
};
|
||
break;
|
||
|
||
case 'SpotLight':
|
||
uniforms = {
|
||
position: new Vector3(),
|
||
direction: new Vector3(),
|
||
color: new Color(),
|
||
distance: 0,
|
||
coneCos: 0,
|
||
penumbraCos: 0,
|
||
decay: 0,
|
||
|
||
shadow: false,
|
||
shadowBias: 0,
|
||
shadowRadius: 1,
|
||
shadowMapSize: new Vector2()
|
||
};
|
||
break;
|
||
|
||
case 'PointLight':
|
||
uniforms = {
|
||
position: new Vector3(),
|
||
color: new Color(),
|
||
distance: 0,
|
||
decay: 0,
|
||
|
||
shadow: false,
|
||
shadowBias: 0,
|
||
shadowRadius: 1,
|
||
shadowMapSize: new Vector2()
|
||
};
|
||
break;
|
||
|
||
case 'HemisphereLight':
|
||
uniforms = {
|
||
direction: new Vector3(),
|
||
skyColor: new Color(),
|
||
groundColor: new Color()
|
||
};
|
||
break;
|
||
|
||
case 'RectAreaLight':
|
||
uniforms = {
|
||
color: new Color(),
|
||
position: new Vector3(),
|
||
halfWidth: new Vector3(),
|
||
halfHeight: new Vector3()
|
||
// TODO (abelnation): set RectAreaLight shadow uniforms
|
||
};
|
||
break;
|
||
|
||
}
|
||
|
||
lights[ light.id ] = uniforms;
|
||
|
||
return uniforms;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLObjects( gl, geometries, infoRender ) {
|
||
|
||
var updateList = {};
|
||
|
||
function update( object ) {
|
||
|
||
var frame = infoRender.frame;
|
||
|
||
var geometry = object.geometry;
|
||
var buffergeometry = geometries.get( object, geometry );
|
||
|
||
// Update once per frame
|
||
|
||
if ( updateList[ buffergeometry.id ] !== frame ) {
|
||
|
||
if ( geometry.isGeometry ) {
|
||
|
||
buffergeometry.updateFromObject( object );
|
||
|
||
}
|
||
|
||
geometries.update( buffergeometry );
|
||
|
||
updateList[ buffergeometry.id ] = frame;
|
||
|
||
}
|
||
|
||
return buffergeometry;
|
||
|
||
}
|
||
|
||
function clear() {
|
||
|
||
updateList = {};
|
||
|
||
}
|
||
|
||
return {
|
||
|
||
update: update,
|
||
clear: clear
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function addLineNumbers( string ) {
|
||
|
||
var lines = string.split( '\n' );
|
||
|
||
for ( var i = 0; i < lines.length; i ++ ) {
|
||
|
||
lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
|
||
|
||
}
|
||
|
||
return lines.join( '\n' );
|
||
|
||
}
|
||
|
||
function WebGLShader( gl, type, string ) {
|
||
|
||
var shader = gl.createShader( type );
|
||
|
||
gl.shaderSource( shader, string );
|
||
gl.compileShader( shader );
|
||
|
||
if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
|
||
|
||
console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
|
||
|
||
}
|
||
|
||
if ( gl.getShaderInfoLog( shader ) !== '' ) {
|
||
|
||
console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
|
||
|
||
}
|
||
|
||
// --enable-privileged-webgl-extension
|
||
// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
|
||
|
||
return shader;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
var programIdCount = 0;
|
||
|
||
function getEncodingComponents( encoding ) {
|
||
|
||
switch ( encoding ) {
|
||
|
||
case LinearEncoding:
|
||
return [ 'Linear','( value )' ];
|
||
case sRGBEncoding:
|
||
return [ 'sRGB','( value )' ];
|
||
case RGBEEncoding:
|
||
return [ 'RGBE','( value )' ];
|
||
case RGBM7Encoding:
|
||
return [ 'RGBM','( value, 7.0 )' ];
|
||
case RGBM16Encoding:
|
||
return [ 'RGBM','( value, 16.0 )' ];
|
||
case RGBDEncoding:
|
||
return [ 'RGBD','( value, 256.0 )' ];
|
||
case GammaEncoding:
|
||
return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
|
||
default:
|
||
throw new Error( 'unsupported encoding: ' + encoding );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getTexelDecodingFunction( functionName, encoding ) {
|
||
|
||
var components = getEncodingComponents( encoding );
|
||
return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";
|
||
|
||
}
|
||
|
||
function getTexelEncodingFunction( functionName, encoding ) {
|
||
|
||
var components = getEncodingComponents( encoding );
|
||
return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";
|
||
|
||
}
|
||
|
||
function getToneMappingFunction( functionName, toneMapping ) {
|
||
|
||
var toneMappingName;
|
||
|
||
switch ( toneMapping ) {
|
||
|
||
case LinearToneMapping:
|
||
toneMappingName = "Linear";
|
||
break;
|
||
|
||
case ReinhardToneMapping:
|
||
toneMappingName = "Reinhard";
|
||
break;
|
||
|
||
case Uncharted2ToneMapping:
|
||
toneMappingName = "Uncharted2";
|
||
break;
|
||
|
||
case CineonToneMapping:
|
||
toneMappingName = "OptimizedCineon";
|
||
break;
|
||
|
||
default:
|
||
throw new Error( 'unsupported toneMapping: ' + toneMapping );
|
||
|
||
}
|
||
|
||
return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
|
||
|
||
}
|
||
|
||
function generateExtensions( extensions, parameters, rendererExtensions ) {
|
||
|
||
extensions = extensions || {};
|
||
|
||
var chunks = [
|
||
( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
|
||
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
|
||
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
|
||
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
|
||
];
|
||
|
||
return chunks.filter( filterEmptyLine ).join( '\n' );
|
||
|
||
}
|
||
|
||
function generateDefines( defines ) {
|
||
|
||
var chunks = [];
|
||
|
||
for ( var name in defines ) {
|
||
|
||
var value = defines[ name ];
|
||
|
||
if ( value === false ) continue;
|
||
|
||
chunks.push( '#define ' + name + ' ' + value );
|
||
|
||
}
|
||
|
||
return chunks.join( '\n' );
|
||
|
||
}
|
||
|
||
function fetchAttributeLocations( gl, program, identifiers ) {
|
||
|
||
var attributes = {};
|
||
|
||
var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
|
||
|
||
for ( var i = 0; i < n; i ++ ) {
|
||
|
||
var info = gl.getActiveAttrib( program, i );
|
||
var name = info.name;
|
||
|
||
// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
|
||
|
||
attributes[ name ] = gl.getAttribLocation( program, name );
|
||
|
||
}
|
||
|
||
return attributes;
|
||
|
||
}
|
||
|
||
function filterEmptyLine( string ) {
|
||
|
||
return string !== '';
|
||
|
||
}
|
||
|
||
function replaceLightNums( string, parameters ) {
|
||
|
||
return string
|
||
.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
|
||
.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
|
||
.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
|
||
.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
|
||
.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
|
||
|
||
}
|
||
|
||
function parseIncludes( string ) {
|
||
|
||
var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm;
|
||
|
||
function replace( match, include ) {
|
||
|
||
var replace = ShaderChunk[ include ];
|
||
|
||
if ( replace === undefined ) {
|
||
|
||
throw new Error( 'Can not resolve #include <' + include + '>' );
|
||
|
||
}
|
||
|
||
return parseIncludes( replace );
|
||
|
||
}
|
||
|
||
return string.replace( pattern, replace );
|
||
|
||
}
|
||
|
||
function unrollLoops( string ) {
|
||
|
||
var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
|
||
|
||
function replace( match, start, end, snippet ) {
|
||
|
||
var unroll = '';
|
||
|
||
for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
|
||
|
||
unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
|
||
|
||
}
|
||
|
||
return unroll;
|
||
|
||
}
|
||
|
||
return string.replace( pattern, replace );
|
||
|
||
}
|
||
|
||
function WebGLProgram( renderer, code, material, shader, parameters ) {
|
||
|
||
var gl = renderer.context;
|
||
|
||
var extensions = material.extensions;
|
||
var defines = material.defines;
|
||
|
||
var vertexShader = shader.vertexShader;
|
||
var fragmentShader = shader.fragmentShader;
|
||
|
||
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
|
||
|
||
if ( parameters.shadowMapType === PCFShadowMap ) {
|
||
|
||
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
|
||
|
||
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
|
||
|
||
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
|
||
|
||
}
|
||
|
||
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
||
var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
|
||
var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
||
|
||
if ( parameters.envMap ) {
|
||
|
||
switch ( material.envMap.mapping ) {
|
||
|
||
case CubeReflectionMapping:
|
||
case CubeRefractionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
|
||
break;
|
||
|
||
case CubeUVReflectionMapping:
|
||
case CubeUVRefractionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
|
||
break;
|
||
|
||
case EquirectangularReflectionMapping:
|
||
case EquirectangularRefractionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
|
||
break;
|
||
|
||
case SphericalReflectionMapping:
|
||
envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
|
||
break;
|
||
|
||
}
|
||
|
||
switch ( material.envMap.mapping ) {
|
||
|
||
case CubeRefractionMapping:
|
||
case EquirectangularRefractionMapping:
|
||
envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
|
||
break;
|
||
|
||
}
|
||
|
||
switch ( material.combine ) {
|
||
|
||
case MultiplyOperation:
|
||
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
|
||
break;
|
||
|
||
case MixOperation:
|
||
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
|
||
break;
|
||
|
||
case AddOperation:
|
||
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
|
||
|
||
// console.log( 'building new program ' );
|
||
|
||
//
|
||
|
||
var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );
|
||
|
||
var customDefines = generateDefines( defines );
|
||
|
||
//
|
||
|
||
var program = gl.createProgram();
|
||
|
||
var prefixVertex, prefixFragment;
|
||
|
||
if ( material.isRawShaderMaterial ) {
|
||
|
||
prefixVertex = [
|
||
|
||
customDefines,
|
||
|
||
'\n'
|
||
|
||
].filter( filterEmptyLine ).join( '\n' );
|
||
|
||
prefixFragment = [
|
||
|
||
customExtensions,
|
||
customDefines,
|
||
|
||
'\n'
|
||
|
||
].filter( filterEmptyLine ).join( '\n' );
|
||
|
||
} else {
|
||
|
||
prefixVertex = [
|
||
|
||
'precision ' + parameters.precision + ' float;',
|
||
'precision ' + parameters.precision + ' int;',
|
||
|
||
'#define SHADER_NAME ' + shader.name,
|
||
|
||
customDefines,
|
||
|
||
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
|
||
|
||
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
||
|
||
'#define MAX_BONES ' + parameters.maxBones,
|
||
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
|
||
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
|
||
|
||
parameters.map ? '#define USE_MAP' : '',
|
||
parameters.envMap ? '#define USE_ENVMAP' : '',
|
||
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
||
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
||
parameters.aoMap ? '#define USE_AOMAP' : '',
|
||
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
||
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
||
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
||
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
|
||
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
||
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
||
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
||
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
||
parameters.vertexColors ? '#define USE_COLOR' : '',
|
||
|
||
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
||
|
||
parameters.skinning ? '#define USE_SKINNING' : '',
|
||
parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
|
||
|
||
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
|
||
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
|
||
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
||
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
||
|
||
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
|
||
|
||
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
||
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
||
|
||
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
|
||
|
||
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
||
parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
||
|
||
'uniform mat4 modelMatrix;',
|
||
'uniform mat4 modelViewMatrix;',
|
||
'uniform mat4 projectionMatrix;',
|
||
'uniform mat4 viewMatrix;',
|
||
'uniform mat3 normalMatrix;',
|
||
'uniform vec3 cameraPosition;',
|
||
|
||
'attribute vec3 position;',
|
||
'attribute vec3 normal;',
|
||
'attribute vec2 uv;',
|
||
|
||
'#ifdef USE_COLOR',
|
||
|
||
' attribute vec3 color;',
|
||
|
||
'#endif',
|
||
|
||
'#ifdef USE_MORPHTARGETS',
|
||
|
||
' attribute vec3 morphTarget0;',
|
||
' attribute vec3 morphTarget1;',
|
||
' attribute vec3 morphTarget2;',
|
||
' attribute vec3 morphTarget3;',
|
||
|
||
' #ifdef USE_MORPHNORMALS',
|
||
|
||
' attribute vec3 morphNormal0;',
|
||
' attribute vec3 morphNormal1;',
|
||
' attribute vec3 morphNormal2;',
|
||
' attribute vec3 morphNormal3;',
|
||
|
||
' #else',
|
||
|
||
' attribute vec3 morphTarget4;',
|
||
' attribute vec3 morphTarget5;',
|
||
' attribute vec3 morphTarget6;',
|
||
' attribute vec3 morphTarget7;',
|
||
|
||
' #endif',
|
||
|
||
'#endif',
|
||
|
||
'#ifdef USE_SKINNING',
|
||
|
||
' attribute vec4 skinIndex;',
|
||
' attribute vec4 skinWeight;',
|
||
|
||
'#endif',
|
||
|
||
'\n'
|
||
|
||
].filter( filterEmptyLine ).join( '\n' );
|
||
|
||
prefixFragment = [
|
||
|
||
customExtensions,
|
||
|
||
'precision ' + parameters.precision + ' float;',
|
||
'precision ' + parameters.precision + ' int;',
|
||
|
||
'#define SHADER_NAME ' + shader.name,
|
||
|
||
customDefines,
|
||
|
||
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
|
||
|
||
'#define GAMMA_FACTOR ' + gammaFactorDefine,
|
||
|
||
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
|
||
( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
|
||
|
||
parameters.map ? '#define USE_MAP' : '',
|
||
parameters.envMap ? '#define USE_ENVMAP' : '',
|
||
parameters.envMap ? '#define ' + envMapTypeDefine : '',
|
||
parameters.envMap ? '#define ' + envMapModeDefine : '',
|
||
parameters.envMap ? '#define ' + envMapBlendingDefine : '',
|
||
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
|
||
parameters.aoMap ? '#define USE_AOMAP' : '',
|
||
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
||
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
|
||
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
||
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
|
||
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
||
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
||
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
|
||
parameters.vertexColors ? '#define USE_COLOR' : '',
|
||
|
||
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
|
||
|
||
parameters.flatShading ? '#define FLAT_SHADED' : '',
|
||
|
||
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
|
||
parameters.flipSided ? '#define FLIP_SIDED' : '',
|
||
|
||
'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
|
||
'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),
|
||
|
||
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
|
||
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
|
||
|
||
parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',
|
||
|
||
parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',
|
||
|
||
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
|
||
parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
|
||
|
||
parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',
|
||
|
||
'uniform mat4 viewMatrix;',
|
||
'uniform vec3 cameraPosition;',
|
||
|
||
( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
|
||
( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
|
||
( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
|
||
|
||
parameters.dithering ? '#define DITHERING' : '',
|
||
|
||
( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
|
||
parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
|
||
parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
|
||
parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
|
||
parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',
|
||
|
||
parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',
|
||
|
||
'\n'
|
||
|
||
].filter( filterEmptyLine ).join( '\n' );
|
||
|
||
}
|
||
|
||
vertexShader = parseIncludes( vertexShader );
|
||
vertexShader = replaceLightNums( vertexShader, parameters );
|
||
|
||
fragmentShader = parseIncludes( fragmentShader );
|
||
fragmentShader = replaceLightNums( fragmentShader, parameters );
|
||
|
||
if ( ! material.isShaderMaterial ) {
|
||
|
||
vertexShader = unrollLoops( vertexShader );
|
||
fragmentShader = unrollLoops( fragmentShader );
|
||
|
||
}
|
||
|
||
var vertexGlsl = prefixVertex + vertexShader;
|
||
var fragmentGlsl = prefixFragment + fragmentShader;
|
||
|
||
// console.log( '*VERTEX*', vertexGlsl );
|
||
// console.log( '*FRAGMENT*', fragmentGlsl );
|
||
|
||
var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
|
||
var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
|
||
|
||
gl.attachShader( program, glVertexShader );
|
||
gl.attachShader( program, glFragmentShader );
|
||
|
||
// Force a particular attribute to index 0.
|
||
|
||
if ( material.index0AttributeName !== undefined ) {
|
||
|
||
gl.bindAttribLocation( program, 0, material.index0AttributeName );
|
||
|
||
} else if ( parameters.morphTargets === true ) {
|
||
|
||
// programs with morphTargets displace position out of attribute 0
|
||
gl.bindAttribLocation( program, 0, 'position' );
|
||
|
||
}
|
||
|
||
gl.linkProgram( program );
|
||
|
||
var programLog = gl.getProgramInfoLog( program );
|
||
var vertexLog = gl.getShaderInfoLog( glVertexShader );
|
||
var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
|
||
|
||
var runnable = true;
|
||
var haveDiagnostics = true;
|
||
|
||
// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
|
||
// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
|
||
|
||
if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
|
||
|
||
runnable = false;
|
||
|
||
console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
|
||
|
||
} else if ( programLog !== '' ) {
|
||
|
||
console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
|
||
|
||
} else if ( vertexLog === '' || fragmentLog === '' ) {
|
||
|
||
haveDiagnostics = false;
|
||
|
||
}
|
||
|
||
if ( haveDiagnostics ) {
|
||
|
||
this.diagnostics = {
|
||
|
||
runnable: runnable,
|
||
material: material,
|
||
|
||
programLog: programLog,
|
||
|
||
vertexShader: {
|
||
|
||
log: vertexLog,
|
||
prefix: prefixVertex
|
||
|
||
},
|
||
|
||
fragmentShader: {
|
||
|
||
log: fragmentLog,
|
||
prefix: prefixFragment
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
// clean up
|
||
|
||
gl.deleteShader( glVertexShader );
|
||
gl.deleteShader( glFragmentShader );
|
||
|
||
// set up caching for uniform locations
|
||
|
||
var cachedUniforms;
|
||
|
||
this.getUniforms = function() {
|
||
|
||
if ( cachedUniforms === undefined ) {
|
||
|
||
cachedUniforms =
|
||
new WebGLUniforms( gl, program, renderer );
|
||
|
||
}
|
||
|
||
return cachedUniforms;
|
||
|
||
};
|
||
|
||
// set up caching for attribute locations
|
||
|
||
var cachedAttributes;
|
||
|
||
this.getAttributes = function() {
|
||
|
||
if ( cachedAttributes === undefined ) {
|
||
|
||
cachedAttributes = fetchAttributeLocations( gl, program );
|
||
|
||
}
|
||
|
||
return cachedAttributes;
|
||
|
||
};
|
||
|
||
// free resource
|
||
|
||
this.destroy = function() {
|
||
|
||
gl.deleteProgram( program );
|
||
this.program = undefined;
|
||
|
||
};
|
||
|
||
// DEPRECATED
|
||
|
||
Object.defineProperties( this, {
|
||
|
||
uniforms: {
|
||
get: function() {
|
||
|
||
console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
|
||
return this.getUniforms();
|
||
|
||
}
|
||
},
|
||
|
||
attributes: {
|
||
get: function() {
|
||
|
||
console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
|
||
return this.getAttributes();
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
|
||
//
|
||
|
||
this.id = programIdCount ++;
|
||
this.code = code;
|
||
this.usedTimes = 1;
|
||
this.program = program;
|
||
this.vertexShader = glVertexShader;
|
||
this.fragmentShader = glFragmentShader;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLPrograms( renderer, capabilities ) {
|
||
|
||
var programs = [];
|
||
|
||
var shaderIDs = {
|
||
MeshDepthMaterial: 'depth',
|
||
MeshNormalMaterial: 'normal',
|
||
MeshBasicMaterial: 'basic',
|
||
MeshLambertMaterial: 'lambert',
|
||
MeshPhongMaterial: 'phong',
|
||
MeshToonMaterial: 'phong',
|
||
MeshStandardMaterial: 'physical',
|
||
MeshPhysicalMaterial: 'physical',
|
||
LineBasicMaterial: 'basic',
|
||
LineDashedMaterial: 'dashed',
|
||
PointsMaterial: 'points'
|
||
};
|
||
|
||
var parameterNames = [
|
||
"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
|
||
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
|
||
"roughnessMap", "metalnessMap", "gradientMap",
|
||
"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
|
||
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
|
||
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
|
||
"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
|
||
"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
|
||
"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
|
||
"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
|
||
];
|
||
|
||
|
||
function allocateBones( object ) {
|
||
|
||
var skeleton = object.skeleton;
|
||
var bones = skeleton.bones;
|
||
|
||
if ( capabilities.floatVertexTextures ) {
|
||
|
||
return 1024;
|
||
|
||
} else {
|
||
|
||
// default for when object is not specified
|
||
// ( for example when prebuilding shader to be used with multiple objects )
|
||
//
|
||
// - leave some extra space for other uniforms
|
||
// - limit here is ANGLE's 254 max uniform vectors
|
||
// (up to 54 should be safe)
|
||
|
||
var nVertexUniforms = capabilities.maxVertexUniforms;
|
||
var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
|
||
|
||
var maxBones = Math.min( nVertexMatrices, bones.length );
|
||
|
||
if ( maxBones < bones.length ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
|
||
return 0;
|
||
|
||
}
|
||
|
||
return maxBones;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
|
||
|
||
var encoding;
|
||
|
||
if ( ! map ) {
|
||
|
||
encoding = LinearEncoding;
|
||
|
||
} else if ( map.isTexture ) {
|
||
|
||
encoding = map.encoding;
|
||
|
||
} else if ( map.isWebGLRenderTarget ) {
|
||
|
||
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
|
||
encoding = map.texture.encoding;
|
||
|
||
}
|
||
|
||
// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
|
||
if ( encoding === LinearEncoding && gammaOverrideLinear ) {
|
||
|
||
encoding = GammaEncoding;
|
||
|
||
}
|
||
|
||
return encoding;
|
||
|
||
}
|
||
|
||
this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {
|
||
|
||
var shaderID = shaderIDs[ material.type ];
|
||
|
||
// heuristics to create shader parameters according to lights in the scene
|
||
// (not to blow over maxLights budget)
|
||
|
||
var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
|
||
var precision = renderer.getPrecision();
|
||
|
||
if ( material.precision !== null ) {
|
||
|
||
precision = capabilities.getMaxPrecision( material.precision );
|
||
|
||
if ( precision !== material.precision ) {
|
||
|
||
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var currentRenderTarget = renderer.getRenderTarget();
|
||
|
||
var parameters = {
|
||
|
||
shaderID: shaderID,
|
||
|
||
precision: precision,
|
||
supportsVertexTextures: capabilities.vertexTextures,
|
||
outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
|
||
map: !! material.map,
|
||
mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
|
||
envMap: !! material.envMap,
|
||
envMapMode: material.envMap && material.envMap.mapping,
|
||
envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
|
||
envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
|
||
lightMap: !! material.lightMap,
|
||
aoMap: !! material.aoMap,
|
||
emissiveMap: !! material.emissiveMap,
|
||
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
|
||
bumpMap: !! material.bumpMap,
|
||
normalMap: !! material.normalMap,
|
||
displacementMap: !! material.displacementMap,
|
||
roughnessMap: !! material.roughnessMap,
|
||
metalnessMap: !! material.metalnessMap,
|
||
specularMap: !! material.specularMap,
|
||
alphaMap: !! material.alphaMap,
|
||
|
||
gradientMap: !! material.gradientMap,
|
||
|
||
combine: material.combine,
|
||
|
||
vertexColors: material.vertexColors,
|
||
|
||
fog: !! fog,
|
||
useFog: material.fog,
|
||
fogExp: ( fog && fog.isFogExp2 ),
|
||
|
||
flatShading: material.shading === FlatShading,
|
||
|
||
sizeAttenuation: material.sizeAttenuation,
|
||
logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
|
||
|
||
skinning: material.skinning && maxBones > 0,
|
||
maxBones: maxBones,
|
||
useVertexTexture: capabilities.floatVertexTextures,
|
||
|
||
morphTargets: material.morphTargets,
|
||
morphNormals: material.morphNormals,
|
||
maxMorphTargets: renderer.maxMorphTargets,
|
||
maxMorphNormals: renderer.maxMorphNormals,
|
||
|
||
numDirLights: lights.directional.length,
|
||
numPointLights: lights.point.length,
|
||
numSpotLights: lights.spot.length,
|
||
numRectAreaLights: lights.rectArea.length,
|
||
numHemiLights: lights.hemi.length,
|
||
|
||
numClippingPlanes: nClipPlanes,
|
||
numClipIntersection: nClipIntersection,
|
||
|
||
dithering: material.dithering,
|
||
|
||
shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
|
||
shadowMapType: renderer.shadowMap.type,
|
||
|
||
toneMapping: renderer.toneMapping,
|
||
physicallyCorrectLights: renderer.physicallyCorrectLights,
|
||
|
||
premultipliedAlpha: material.premultipliedAlpha,
|
||
|
||
alphaTest: material.alphaTest,
|
||
doubleSided: material.side === DoubleSide,
|
||
flipSided: material.side === BackSide,
|
||
|
||
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
|
||
|
||
};
|
||
|
||
return parameters;
|
||
|
||
};
|
||
|
||
this.getProgramCode = function ( material, parameters ) {
|
||
|
||
var array = [];
|
||
|
||
if ( parameters.shaderID ) {
|
||
|
||
array.push( parameters.shaderID );
|
||
|
||
} else {
|
||
|
||
array.push( material.fragmentShader );
|
||
array.push( material.vertexShader );
|
||
|
||
}
|
||
|
||
if ( material.defines !== undefined ) {
|
||
|
||
for ( var name in material.defines ) {
|
||
|
||
array.push( name );
|
||
array.push( material.defines[ name ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < parameterNames.length; i ++ ) {
|
||
|
||
array.push( parameters[ parameterNames[ i ] ] );
|
||
|
||
}
|
||
|
||
array.push( material.onBeforeCompile.toString() );
|
||
|
||
array.push( renderer.gammaOutput );
|
||
|
||
return array.join();
|
||
|
||
};
|
||
|
||
this.acquireProgram = function ( material, shader, parameters, code ) {
|
||
|
||
var program;
|
||
|
||
// Check if code has been already compiled
|
||
for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
|
||
|
||
var programInfo = programs[ p ];
|
||
|
||
if ( programInfo.code === code ) {
|
||
|
||
program = programInfo;
|
||
++ program.usedTimes;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( program === undefined ) {
|
||
|
||
program = new WebGLProgram( renderer, code, material, shader, parameters );
|
||
programs.push( program );
|
||
|
||
}
|
||
|
||
return program;
|
||
|
||
};
|
||
|
||
this.releaseProgram = function ( program ) {
|
||
|
||
if ( -- program.usedTimes === 0 ) {
|
||
|
||
// Remove from unordered set
|
||
var i = programs.indexOf( program );
|
||
programs[ i ] = programs[ programs.length - 1 ];
|
||
programs.pop();
|
||
|
||
// Free WebGL resources
|
||
program.destroy();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Exposed for resource monitoring & error feedback via renderer.info:
|
||
this.programs = programs;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, infoMemory ) {
|
||
|
||
var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );
|
||
|
||
//
|
||
|
||
function clampToMaxSize( image, maxSize ) {
|
||
|
||
if ( image.width > maxSize || image.height > maxSize ) {
|
||
|
||
// Warning: Scaling through the canvas will only work with images that use
|
||
// premultiplied alpha.
|
||
|
||
var scale = maxSize / Math.max( image.width, image.height );
|
||
|
||
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
||
canvas.width = Math.floor( image.width * scale );
|
||
canvas.height = Math.floor( image.height * scale );
|
||
|
||
var context = canvas.getContext( '2d' );
|
||
context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
|
||
|
||
console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
|
||
|
||
return canvas;
|
||
|
||
}
|
||
|
||
return image;
|
||
|
||
}
|
||
|
||
function isPowerOfTwo( image ) {
|
||
|
||
return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
|
||
|
||
}
|
||
|
||
function makePowerOfTwo( image ) {
|
||
|
||
if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {
|
||
|
||
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
|
||
canvas.width = _Math.nearestPowerOfTwo( image.width );
|
||
canvas.height = _Math.nearestPowerOfTwo( image.height );
|
||
|
||
var context = canvas.getContext( '2d' );
|
||
context.drawImage( image, 0, 0, canvas.width, canvas.height );
|
||
|
||
console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
|
||
|
||
return canvas;
|
||
|
||
}
|
||
|
||
return image;
|
||
|
||
}
|
||
|
||
function textureNeedsPowerOfTwo( texture ) {
|
||
|
||
return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
|
||
( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
|
||
|
||
}
|
||
|
||
function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {
|
||
|
||
return texture.generateMipmaps && isPowerOfTwo &&
|
||
texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
|
||
|
||
}
|
||
|
||
// Fallback filters for non-power-of-2 textures
|
||
|
||
function filterFallback( f ) {
|
||
|
||
if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
|
||
|
||
return _gl.NEAREST;
|
||
|
||
}
|
||
|
||
return _gl.LINEAR;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function onTextureDispose( event ) {
|
||
|
||
var texture = event.target;
|
||
|
||
texture.removeEventListener( 'dispose', onTextureDispose );
|
||
|
||
deallocateTexture( texture );
|
||
|
||
infoMemory.textures --;
|
||
|
||
|
||
}
|
||
|
||
function onRenderTargetDispose( event ) {
|
||
|
||
var renderTarget = event.target;
|
||
|
||
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
|
||
|
||
deallocateRenderTarget( renderTarget );
|
||
|
||
infoMemory.textures --;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function deallocateTexture( texture ) {
|
||
|
||
var textureProperties = properties.get( texture );
|
||
|
||
if ( texture.image && textureProperties.__image__webglTextureCube ) {
|
||
|
||
// cube texture
|
||
|
||
_gl.deleteTexture( textureProperties.__image__webglTextureCube );
|
||
|
||
} else {
|
||
|
||
// 2D texture
|
||
|
||
if ( textureProperties.__webglInit === undefined ) return;
|
||
|
||
_gl.deleteTexture( textureProperties.__webglTexture );
|
||
|
||
}
|
||
|
||
// remove all webgl properties
|
||
properties.remove( texture );
|
||
|
||
}
|
||
|
||
function deallocateRenderTarget( renderTarget ) {
|
||
|
||
var renderTargetProperties = properties.get( renderTarget );
|
||
var textureProperties = properties.get( renderTarget.texture );
|
||
|
||
if ( ! renderTarget ) return;
|
||
|
||
if ( textureProperties.__webglTexture !== undefined ) {
|
||
|
||
_gl.deleteTexture( textureProperties.__webglTexture );
|
||
|
||
}
|
||
|
||
if ( renderTarget.depthTexture ) {
|
||
|
||
renderTarget.depthTexture.dispose();
|
||
|
||
}
|
||
|
||
if ( renderTarget.isWebGLRenderTargetCube ) {
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
|
||
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
|
||
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
|
||
|
||
}
|
||
|
||
properties.remove( renderTarget.texture );
|
||
properties.remove( renderTarget );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
|
||
|
||
function setTexture2D( texture, slot ) {
|
||
|
||
var textureProperties = properties.get( texture );
|
||
|
||
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
|
||
|
||
var image = texture.image;
|
||
|
||
if ( image === undefined ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
|
||
|
||
} else if ( image.complete === false ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
|
||
|
||
} else {
|
||
|
||
uploadTexture( textureProperties, texture, slot );
|
||
return;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
state.activeTexture( _gl.TEXTURE0 + slot );
|
||
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
|
||
|
||
}
|
||
|
||
function setTextureCube( texture, slot ) {
|
||
|
||
var textureProperties = properties.get( texture );
|
||
|
||
if ( texture.image.length === 6 ) {
|
||
|
||
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
|
||
|
||
if ( ! textureProperties.__image__webglTextureCube ) {
|
||
|
||
texture.addEventListener( 'dispose', onTextureDispose );
|
||
|
||
textureProperties.__image__webglTextureCube = _gl.createTexture();
|
||
|
||
infoMemory.textures ++;
|
||
|
||
}
|
||
|
||
state.activeTexture( _gl.TEXTURE0 + slot );
|
||
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
|
||
|
||
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
||
|
||
var isCompressed = ( texture && texture.isCompressedTexture );
|
||
var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
|
||
|
||
var cubeImage = [];
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
if ( ! isCompressed && ! isDataTexture ) {
|
||
|
||
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
|
||
|
||
} else {
|
||
|
||
cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var image = cubeImage[ 0 ],
|
||
isPowerOfTwoImage = isPowerOfTwo( image ),
|
||
glFormat = paramThreeToGL( texture.format ),
|
||
glType = paramThreeToGL( texture.type );
|
||
|
||
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
if ( ! isCompressed ) {
|
||
|
||
if ( isDataTexture ) {
|
||
|
||
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
|
||
|
||
} else {
|
||
|
||
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var mipmap, mipmaps = cubeImage[ i ].mipmaps;
|
||
|
||
for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
|
||
|
||
mipmap = mipmaps[ j ];
|
||
|
||
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
|
||
|
||
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
|
||
|
||
state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
||
|
||
} else {
|
||
|
||
console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
|
||
|
||
_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
||
|
||
}
|
||
|
||
textureProperties.__version = texture.version;
|
||
|
||
if ( texture.onUpdate ) texture.onUpdate( texture );
|
||
|
||
} else {
|
||
|
||
state.activeTexture( _gl.TEXTURE0 + slot );
|
||
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setTextureCubeDynamic( texture, slot ) {
|
||
|
||
state.activeTexture( _gl.TEXTURE0 + slot );
|
||
state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
|
||
|
||
}
|
||
|
||
function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
|
||
|
||
var extension;
|
||
|
||
if ( isPowerOfTwoImage ) {
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
|
||
|
||
} else {
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
||
|
||
if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
|
||
|
||
}
|
||
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
|
||
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
|
||
|
||
if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
extension = extensions.get( 'EXT_texture_filter_anisotropic' );
|
||
|
||
if ( extension ) {
|
||
|
||
if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
|
||
if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
|
||
|
||
if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
|
||
|
||
_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
|
||
properties.get( texture ).__currentAnisotropy = texture.anisotropy;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function uploadTexture( textureProperties, texture, slot ) {
|
||
|
||
if ( textureProperties.__webglInit === undefined ) {
|
||
|
||
textureProperties.__webglInit = true;
|
||
|
||
texture.addEventListener( 'dispose', onTextureDispose );
|
||
|
||
textureProperties.__webglTexture = _gl.createTexture();
|
||
|
||
infoMemory.textures ++;
|
||
|
||
}
|
||
|
||
state.activeTexture( _gl.TEXTURE0 + slot );
|
||
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
|
||
|
||
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
||
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
||
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
||
|
||
var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
|
||
|
||
if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
|
||
|
||
image = makePowerOfTwo( image );
|
||
|
||
}
|
||
|
||
var isPowerOfTwoImage = isPowerOfTwo( image ),
|
||
glFormat = paramThreeToGL( texture.format ),
|
||
glType = paramThreeToGL( texture.type );
|
||
|
||
setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
|
||
|
||
var mipmap, mipmaps = texture.mipmaps;
|
||
|
||
if ( texture.isDepthTexture ) {
|
||
|
||
// populate depth texture with dummy data
|
||
|
||
var internalFormat = _gl.DEPTH_COMPONENT;
|
||
|
||
if ( texture.type === FloatType ) {
|
||
|
||
if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
|
||
internalFormat = _gl.DEPTH_COMPONENT32F;
|
||
|
||
} else if ( _isWebGL2 ) {
|
||
|
||
// WebGL 2.0 requires signed internalformat for glTexImage2D
|
||
internalFormat = _gl.DEPTH_COMPONENT16;
|
||
|
||
}
|
||
|
||
if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
|
||
|
||
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
|
||
// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
|
||
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
|
||
if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
|
||
|
||
texture.type = UnsignedShortType;
|
||
glType = paramThreeToGL( texture.type );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Depth stencil textures need the DEPTH_STENCIL internal format
|
||
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
|
||
if ( texture.format === DepthStencilFormat ) {
|
||
|
||
internalFormat = _gl.DEPTH_STENCIL;
|
||
|
||
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
|
||
// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
|
||
// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
|
||
if ( texture.type !== UnsignedInt248Type ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
|
||
|
||
texture.type = UnsignedInt248Type;
|
||
glType = paramThreeToGL( texture.type );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
|
||
|
||
} else if ( texture.isDataTexture ) {
|
||
|
||
// use manually created mipmaps if available
|
||
// if there are no manual mipmaps
|
||
// set 0 level mipmap and then use GL to generate other mipmap levels
|
||
|
||
if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
|
||
|
||
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
||
|
||
mipmap = mipmaps[ i ];
|
||
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
||
|
||
}
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
} else {
|
||
|
||
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
|
||
|
||
}
|
||
|
||
} else if ( texture.isCompressedTexture ) {
|
||
|
||
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
||
|
||
mipmap = mipmaps[ i ];
|
||
|
||
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
|
||
|
||
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
|
||
|
||
state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
||
|
||
} else {
|
||
|
||
console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// regular Texture (image, video, canvas)
|
||
|
||
// use manually created mipmaps if available
|
||
// if there are no manual mipmaps
|
||
// set 0 level mipmap and then use GL to generate other mipmap levels
|
||
|
||
if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
|
||
|
||
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
||
|
||
mipmap = mipmaps[ i ];
|
||
state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
|
||
|
||
}
|
||
|
||
texture.generateMipmaps = false;
|
||
|
||
} else {
|
||
|
||
state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
||
|
||
textureProperties.__version = texture.version;
|
||
|
||
if ( texture.onUpdate ) texture.onUpdate( texture );
|
||
|
||
}
|
||
|
||
// Render targets
|
||
|
||
// Setup storage for target texture and bind it to correct framebuffer
|
||
function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
|
||
|
||
var glFormat = paramThreeToGL( renderTarget.texture.format );
|
||
var glType = paramThreeToGL( renderTarget.texture.type );
|
||
state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
|
||
|
||
}
|
||
|
||
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
|
||
function setupRenderBufferStorage( renderbuffer, renderTarget ) {
|
||
|
||
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
|
||
|
||
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
||
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
||
|
||
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
||
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
|
||
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
||
|
||
} else {
|
||
|
||
// FIXME: We don't support !depth !stencil
|
||
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
|
||
|
||
}
|
||
|
||
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
|
||
|
||
}
|
||
|
||
// Setup resources for a Depth Texture for a FBO (needs an extension)
|
||
function setupDepthTexture( framebuffer, renderTarget ) {
|
||
|
||
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
|
||
if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
|
||
if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
|
||
|
||
throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
|
||
|
||
}
|
||
|
||
// upload an empty depth texture with framebuffer size
|
||
if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
|
||
renderTarget.depthTexture.image.width !== renderTarget.width ||
|
||
renderTarget.depthTexture.image.height !== renderTarget.height ) {
|
||
renderTarget.depthTexture.image.width = renderTarget.width;
|
||
renderTarget.depthTexture.image.height = renderTarget.height;
|
||
renderTarget.depthTexture.needsUpdate = true;
|
||
}
|
||
|
||
setTexture2D( renderTarget.depthTexture, 0 );
|
||
|
||
var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
|
||
|
||
if ( renderTarget.depthTexture.format === DepthFormat ) {
|
||
|
||
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
|
||
|
||
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
|
||
|
||
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
|
||
|
||
} else {
|
||
|
||
throw new Error('Unknown depthTexture format')
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Setup GL resources for a non-texture depth buffer
|
||
function setupDepthRenderbuffer( renderTarget ) {
|
||
|
||
var renderTargetProperties = properties.get( renderTarget );
|
||
|
||
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
|
||
|
||
if ( renderTarget.depthTexture ) {
|
||
|
||
if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');
|
||
|
||
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
|
||
|
||
} else {
|
||
|
||
if ( isCube ) {
|
||
|
||
renderTargetProperties.__webglDepthbuffer = [];
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
|
||
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
|
||
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
|
||
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
|
||
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
|
||
|
||
}
|
||
|
||
// Set up GL resources for the render target
|
||
function setupRenderTarget( renderTarget ) {
|
||
|
||
var renderTargetProperties = properties.get( renderTarget );
|
||
var textureProperties = properties.get( renderTarget.texture );
|
||
|
||
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
|
||
|
||
textureProperties.__webglTexture = _gl.createTexture();
|
||
|
||
infoMemory.textures ++;
|
||
|
||
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
|
||
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
|
||
|
||
// Setup framebuffer
|
||
|
||
if ( isCube ) {
|
||
|
||
renderTargetProperties.__webglFramebuffer = [];
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
|
||
|
||
}
|
||
|
||
// Setup color buffer
|
||
|
||
if ( isCube ) {
|
||
|
||
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
|
||
setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
|
||
|
||
for ( var i = 0; i < 6; i ++ ) {
|
||
|
||
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
|
||
|
||
}
|
||
|
||
if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
||
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
|
||
|
||
} else {
|
||
|
||
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
|
||
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
|
||
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
|
||
|
||
if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
||
state.bindTexture( _gl.TEXTURE_2D, null );
|
||
|
||
}
|
||
|
||
// Setup depth and stencil buffers
|
||
|
||
if ( renderTarget.depthBuffer ) {
|
||
|
||
setupDepthRenderbuffer( renderTarget );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function updateRenderTargetMipmap( renderTarget ) {
|
||
|
||
var texture = renderTarget.texture;
|
||
var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
|
||
|
||
if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {
|
||
|
||
var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
|
||
var webglTexture = properties.get( texture ).__webglTexture;
|
||
|
||
state.bindTexture( target, webglTexture );
|
||
_gl.generateMipmap( target );
|
||
state.bindTexture( target, null );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.setTexture2D = setTexture2D;
|
||
this.setTextureCube = setTextureCube;
|
||
this.setTextureCubeDynamic = setTextureCubeDynamic;
|
||
this.setupRenderTarget = setupRenderTarget;
|
||
this.updateRenderTargetMipmap = updateRenderTargetMipmap;
|
||
|
||
}
|
||
|
||
/**
|
||
* @author fordacious / fordacious.github.io
|
||
*/
|
||
|
||
function WebGLProperties() {
|
||
|
||
var properties = {};
|
||
|
||
function get( object ) {
|
||
|
||
var uuid = object.uuid;
|
||
var map = properties[ uuid ];
|
||
|
||
if ( map === undefined ) {
|
||
|
||
map = {};
|
||
properties[ uuid ] = map;
|
||
|
||
}
|
||
|
||
return map;
|
||
|
||
}
|
||
|
||
function remove( object ) {
|
||
|
||
delete properties[ object.uuid ];
|
||
|
||
}
|
||
|
||
function clear() {
|
||
|
||
properties = {};
|
||
|
||
}
|
||
|
||
return {
|
||
get: get,
|
||
remove: remove,
|
||
clear: clear
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLState( gl, extensions, paramThreeToGL ) {
|
||
|
||
function ColorBuffer() {
|
||
|
||
var locked = false;
|
||
|
||
var color = new Vector4();
|
||
var currentColorMask = null;
|
||
var currentColorClear = new Vector4();
|
||
|
||
return {
|
||
|
||
setMask: function ( colorMask ) {
|
||
|
||
if ( currentColorMask !== colorMask && ! locked ) {
|
||
|
||
gl.colorMask( colorMask, colorMask, colorMask, colorMask );
|
||
currentColorMask = colorMask;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setLocked: function ( lock ) {
|
||
|
||
locked = lock;
|
||
|
||
},
|
||
|
||
setClear: function ( r, g, b, a, premultipliedAlpha ) {
|
||
|
||
if ( premultipliedAlpha === true ) {
|
||
|
||
r *= a; g *= a; b *= a;
|
||
|
||
}
|
||
|
||
color.set( r, g, b, a );
|
||
|
||
if ( currentColorClear.equals( color ) === false ) {
|
||
|
||
gl.clearColor( r, g, b, a );
|
||
currentColorClear.copy( color );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
reset: function () {
|
||
|
||
locked = false;
|
||
|
||
currentColorMask = null;
|
||
currentColorClear.set( 0, 0, 0, 1 );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
function DepthBuffer() {
|
||
|
||
var locked = false;
|
||
|
||
var currentDepthMask = null;
|
||
var currentDepthFunc = null;
|
||
var currentDepthClear = null;
|
||
|
||
return {
|
||
|
||
setTest: function ( depthTest ) {
|
||
|
||
if ( depthTest ) {
|
||
|
||
enable( gl.DEPTH_TEST );
|
||
|
||
} else {
|
||
|
||
disable( gl.DEPTH_TEST );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setMask: function ( depthMask ) {
|
||
|
||
if ( currentDepthMask !== depthMask && ! locked ) {
|
||
|
||
gl.depthMask( depthMask );
|
||
currentDepthMask = depthMask;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setFunc: function ( depthFunc ) {
|
||
|
||
if ( currentDepthFunc !== depthFunc ) {
|
||
|
||
if ( depthFunc ) {
|
||
|
||
switch ( depthFunc ) {
|
||
|
||
case NeverDepth:
|
||
|
||
gl.depthFunc( gl.NEVER );
|
||
break;
|
||
|
||
case AlwaysDepth:
|
||
|
||
gl.depthFunc( gl.ALWAYS );
|
||
break;
|
||
|
||
case LessDepth:
|
||
|
||
gl.depthFunc( gl.LESS );
|
||
break;
|
||
|
||
case LessEqualDepth:
|
||
|
||
gl.depthFunc( gl.LEQUAL );
|
||
break;
|
||
|
||
case EqualDepth:
|
||
|
||
gl.depthFunc( gl.EQUAL );
|
||
break;
|
||
|
||
case GreaterEqualDepth:
|
||
|
||
gl.depthFunc( gl.GEQUAL );
|
||
break;
|
||
|
||
case GreaterDepth:
|
||
|
||
gl.depthFunc( gl.GREATER );
|
||
break;
|
||
|
||
case NotEqualDepth:
|
||
|
||
gl.depthFunc( gl.NOTEQUAL );
|
||
break;
|
||
|
||
default:
|
||
|
||
gl.depthFunc( gl.LEQUAL );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
gl.depthFunc( gl.LEQUAL );
|
||
|
||
}
|
||
|
||
currentDepthFunc = depthFunc;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setLocked: function ( lock ) {
|
||
|
||
locked = lock;
|
||
|
||
},
|
||
|
||
setClear: function ( depth ) {
|
||
|
||
if ( currentDepthClear !== depth ) {
|
||
|
||
gl.clearDepth( depth );
|
||
currentDepthClear = depth;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
reset: function () {
|
||
|
||
locked = false;
|
||
|
||
currentDepthMask = null;
|
||
currentDepthFunc = null;
|
||
currentDepthClear = null;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
function StencilBuffer() {
|
||
|
||
var locked = false;
|
||
|
||
var currentStencilMask = null;
|
||
var currentStencilFunc = null;
|
||
var currentStencilRef = null;
|
||
var currentStencilFuncMask = null;
|
||
var currentStencilFail = null;
|
||
var currentStencilZFail = null;
|
||
var currentStencilZPass = null;
|
||
var currentStencilClear = null;
|
||
|
||
return {
|
||
|
||
setTest: function ( stencilTest ) {
|
||
|
||
if ( stencilTest ) {
|
||
|
||
enable( gl.STENCIL_TEST );
|
||
|
||
} else {
|
||
|
||
disable( gl.STENCIL_TEST );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setMask: function ( stencilMask ) {
|
||
|
||
if ( currentStencilMask !== stencilMask && ! locked ) {
|
||
|
||
gl.stencilMask( stencilMask );
|
||
currentStencilMask = stencilMask;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
|
||
|
||
if ( currentStencilFunc !== stencilFunc ||
|
||
currentStencilRef !== stencilRef ||
|
||
currentStencilFuncMask !== stencilMask ) {
|
||
|
||
gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
|
||
|
||
currentStencilFunc = stencilFunc;
|
||
currentStencilRef = stencilRef;
|
||
currentStencilFuncMask = stencilMask;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
|
||
|
||
if ( currentStencilFail !== stencilFail ||
|
||
currentStencilZFail !== stencilZFail ||
|
||
currentStencilZPass !== stencilZPass ) {
|
||
|
||
gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
|
||
|
||
currentStencilFail = stencilFail;
|
||
currentStencilZFail = stencilZFail;
|
||
currentStencilZPass = stencilZPass;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
setLocked: function ( lock ) {
|
||
|
||
locked = lock;
|
||
|
||
},
|
||
|
||
setClear: function ( stencil ) {
|
||
|
||
if ( currentStencilClear !== stencil ) {
|
||
|
||
gl.clearStencil( stencil );
|
||
currentStencilClear = stencil;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
reset: function () {
|
||
|
||
locked = false;
|
||
|
||
currentStencilMask = null;
|
||
currentStencilFunc = null;
|
||
currentStencilRef = null;
|
||
currentStencilFuncMask = null;
|
||
currentStencilFail = null;
|
||
currentStencilZFail = null;
|
||
currentStencilZPass = null;
|
||
currentStencilClear = null;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var colorBuffer = new ColorBuffer();
|
||
var depthBuffer = new DepthBuffer();
|
||
var stencilBuffer = new StencilBuffer();
|
||
|
||
var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
|
||
var newAttributes = new Uint8Array( maxVertexAttributes );
|
||
var enabledAttributes = new Uint8Array( maxVertexAttributes );
|
||
var attributeDivisors = new Uint8Array( maxVertexAttributes );
|
||
|
||
var capabilities = {};
|
||
|
||
var compressedTextureFormats = null;
|
||
|
||
var currentBlending = null;
|
||
var currentBlendEquation = null;
|
||
var currentBlendSrc = null;
|
||
var currentBlendDst = null;
|
||
var currentBlendEquationAlpha = null;
|
||
var currentBlendSrcAlpha = null;
|
||
var currentBlendDstAlpha = null;
|
||
var currentPremultipledAlpha = false;
|
||
|
||
var currentFlipSided = null;
|
||
var currentCullFace = null;
|
||
|
||
var currentLineWidth = null;
|
||
|
||
var currentPolygonOffsetFactor = null;
|
||
var currentPolygonOffsetUnits = null;
|
||
|
||
var currentScissorTest = null;
|
||
|
||
var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
|
||
|
||
var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
|
||
var lineWidthAvailable = parseFloat( version ) >= 1.0;
|
||
|
||
var currentTextureSlot = null;
|
||
var currentBoundTextures = {};
|
||
|
||
var currentScissor = new Vector4();
|
||
var currentViewport = new Vector4();
|
||
|
||
function createTexture( type, target, count ) {
|
||
|
||
var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
|
||
var texture = gl.createTexture();
|
||
|
||
gl.bindTexture( type, texture );
|
||
gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
|
||
gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
|
||
|
||
for ( var i = 0; i < count; i ++ ) {
|
||
|
||
gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
|
||
|
||
}
|
||
|
||
return texture;
|
||
|
||
}
|
||
|
||
var emptyTextures = {};
|
||
emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
|
||
emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
|
||
|
||
//
|
||
|
||
function init() {
|
||
|
||
colorBuffer.setClear( 0, 0, 0, 1 );
|
||
depthBuffer.setClear( 1 );
|
||
stencilBuffer.setClear( 0 );
|
||
|
||
enable( gl.DEPTH_TEST );
|
||
depthBuffer.setFunc( LessEqualDepth );
|
||
|
||
setFlipSided( false );
|
||
setCullFace( CullFaceBack );
|
||
enable( gl.CULL_FACE );
|
||
|
||
enable( gl.BLEND );
|
||
setBlending( NormalBlending );
|
||
|
||
}
|
||
|
||
function initAttributes() {
|
||
|
||
for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
|
||
|
||
newAttributes[ i ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function enableAttribute( attribute ) {
|
||
|
||
newAttributes[ attribute ] = 1;
|
||
|
||
if ( enabledAttributes[ attribute ] === 0 ) {
|
||
|
||
gl.enableVertexAttribArray( attribute );
|
||
enabledAttributes[ attribute ] = 1;
|
||
|
||
}
|
||
|
||
if ( attributeDivisors[ attribute ] !== 0 ) {
|
||
|
||
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
||
|
||
extension.vertexAttribDivisorANGLE( attribute, 0 );
|
||
attributeDivisors[ attribute ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
|
||
|
||
newAttributes[ attribute ] = 1;
|
||
|
||
if ( enabledAttributes[ attribute ] === 0 ) {
|
||
|
||
gl.enableVertexAttribArray( attribute );
|
||
enabledAttributes[ attribute ] = 1;
|
||
|
||
}
|
||
|
||
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
|
||
|
||
var extension = extensions.get( 'ANGLE_instanced_arrays' );
|
||
|
||
extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
|
||
attributeDivisors[ attribute ] = meshPerAttribute;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function disableUnusedAttributes() {
|
||
|
||
for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
|
||
|
||
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
|
||
|
||
gl.disableVertexAttribArray( i );
|
||
enabledAttributes[ i ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function enable( id ) {
|
||
|
||
if ( capabilities[ id ] !== true ) {
|
||
|
||
gl.enable( id );
|
||
capabilities[ id ] = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function disable( id ) {
|
||
|
||
if ( capabilities[ id ] !== false ) {
|
||
|
||
gl.disable( id );
|
||
capabilities[ id ] = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getCompressedTextureFormats() {
|
||
|
||
if ( compressedTextureFormats === null ) {
|
||
|
||
compressedTextureFormats = [];
|
||
|
||
if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
|
||
extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
|
||
extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {
|
||
|
||
var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
|
||
|
||
for ( var i = 0; i < formats.length; i ++ ) {
|
||
|
||
compressedTextureFormats.push( formats[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return compressedTextureFormats;
|
||
|
||
}
|
||
|
||
function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
|
||
|
||
if ( blending !== NoBlending ) {
|
||
|
||
enable( gl.BLEND );
|
||
|
||
} else {
|
||
|
||
disable( gl.BLEND );
|
||
|
||
}
|
||
|
||
if ( ( blending !== CustomBlending ) && ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) ) {
|
||
|
||
if ( blending === AdditiveBlending ) {
|
||
|
||
if ( premultipliedAlpha ) {
|
||
|
||
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
||
gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );
|
||
|
||
} else {
|
||
|
||
gl.blendEquation( gl.FUNC_ADD );
|
||
gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
|
||
|
||
}
|
||
|
||
} else if ( blending === SubtractiveBlending ) {
|
||
|
||
if ( premultipliedAlpha ) {
|
||
|
||
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
||
gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );
|
||
|
||
} else {
|
||
|
||
gl.blendEquation( gl.FUNC_ADD );
|
||
gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
|
||
|
||
}
|
||
|
||
} else if ( blending === MultiplyBlending ) {
|
||
|
||
if ( premultipliedAlpha ) {
|
||
|
||
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
||
gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
|
||
|
||
} else {
|
||
|
||
gl.blendEquation( gl.FUNC_ADD );
|
||
gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( premultipliedAlpha ) {
|
||
|
||
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
||
gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
|
||
|
||
} else {
|
||
|
||
gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
|
||
gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
currentBlending = blending;
|
||
currentPremultipledAlpha = premultipliedAlpha;
|
||
|
||
}
|
||
|
||
if ( blending === CustomBlending ) {
|
||
|
||
blendEquationAlpha = blendEquationAlpha || blendEquation;
|
||
blendSrcAlpha = blendSrcAlpha || blendSrc;
|
||
blendDstAlpha = blendDstAlpha || blendDst;
|
||
|
||
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
|
||
|
||
gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
|
||
|
||
currentBlendEquation = blendEquation;
|
||
currentBlendEquationAlpha = blendEquationAlpha;
|
||
|
||
}
|
||
|
||
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
|
||
|
||
gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
|
||
|
||
currentBlendSrc = blendSrc;
|
||
currentBlendDst = blendDst;
|
||
currentBlendSrcAlpha = blendSrcAlpha;
|
||
currentBlendDstAlpha = blendDstAlpha;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
currentBlendEquation = null;
|
||
currentBlendSrc = null;
|
||
currentBlendDst = null;
|
||
currentBlendEquationAlpha = null;
|
||
currentBlendSrcAlpha = null;
|
||
currentBlendDstAlpha = null;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setMaterial( material ) {
|
||
|
||
material.side === DoubleSide
|
||
? disable( gl.CULL_FACE )
|
||
: enable( gl.CULL_FACE );
|
||
|
||
setFlipSided( material.side === BackSide );
|
||
|
||
material.transparent === true
|
||
? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
|
||
: setBlending( NoBlending );
|
||
|
||
depthBuffer.setFunc( material.depthFunc );
|
||
depthBuffer.setTest( material.depthTest );
|
||
depthBuffer.setMask( material.depthWrite );
|
||
colorBuffer.setMask( material.colorWrite );
|
||
|
||
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function setFlipSided( flipSided ) {
|
||
|
||
if ( currentFlipSided !== flipSided ) {
|
||
|
||
if ( flipSided ) {
|
||
|
||
gl.frontFace( gl.CW );
|
||
|
||
} else {
|
||
|
||
gl.frontFace( gl.CCW );
|
||
|
||
}
|
||
|
||
currentFlipSided = flipSided;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setCullFace( cullFace ) {
|
||
|
||
if ( cullFace !== CullFaceNone ) {
|
||
|
||
enable( gl.CULL_FACE );
|
||
|
||
if ( cullFace !== currentCullFace ) {
|
||
|
||
if ( cullFace === CullFaceBack ) {
|
||
|
||
gl.cullFace( gl.BACK );
|
||
|
||
} else if ( cullFace === CullFaceFront ) {
|
||
|
||
gl.cullFace( gl.FRONT );
|
||
|
||
} else {
|
||
|
||
gl.cullFace( gl.FRONT_AND_BACK );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
disable( gl.CULL_FACE );
|
||
|
||
}
|
||
|
||
currentCullFace = cullFace;
|
||
|
||
}
|
||
|
||
function setLineWidth( width ) {
|
||
|
||
if ( width !== currentLineWidth ) {
|
||
|
||
if ( lineWidthAvailable ) gl.lineWidth( width );
|
||
|
||
currentLineWidth = width;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setPolygonOffset( polygonOffset, factor, units ) {
|
||
|
||
if ( polygonOffset ) {
|
||
|
||
enable( gl.POLYGON_OFFSET_FILL );
|
||
|
||
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
|
||
|
||
gl.polygonOffset( factor, units );
|
||
|
||
currentPolygonOffsetFactor = factor;
|
||
currentPolygonOffsetUnits = units;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
disable( gl.POLYGON_OFFSET_FILL );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function getScissorTest() {
|
||
|
||
return currentScissorTest;
|
||
|
||
}
|
||
|
||
function setScissorTest( scissorTest ) {
|
||
|
||
currentScissorTest = scissorTest;
|
||
|
||
if ( scissorTest ) {
|
||
|
||
enable( gl.SCISSOR_TEST );
|
||
|
||
} else {
|
||
|
||
disable( gl.SCISSOR_TEST );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// texture
|
||
|
||
function activeTexture( webglSlot ) {
|
||
|
||
if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
|
||
|
||
if ( currentTextureSlot !== webglSlot ) {
|
||
|
||
gl.activeTexture( webglSlot );
|
||
currentTextureSlot = webglSlot;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function bindTexture( webglType, webglTexture ) {
|
||
|
||
if ( currentTextureSlot === null ) {
|
||
|
||
activeTexture();
|
||
|
||
}
|
||
|
||
var boundTexture = currentBoundTextures[ currentTextureSlot ];
|
||
|
||
if ( boundTexture === undefined ) {
|
||
|
||
boundTexture = { type: undefined, texture: undefined };
|
||
currentBoundTextures[ currentTextureSlot ] = boundTexture;
|
||
|
||
}
|
||
|
||
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
|
||
|
||
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
|
||
|
||
boundTexture.type = webglType;
|
||
boundTexture.texture = webglTexture;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function compressedTexImage2D() {
|
||
|
||
try {
|
||
|
||
gl.compressedTexImage2D.apply( gl, arguments );
|
||
|
||
} catch ( error ) {
|
||
|
||
console.error( 'THREE.WebGLState:', error );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function texImage2D() {
|
||
|
||
try {
|
||
|
||
gl.texImage2D.apply( gl, arguments );
|
||
|
||
} catch ( error ) {
|
||
|
||
console.error( 'THREE.WebGLState:', error );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function scissor( scissor ) {
|
||
|
||
if ( currentScissor.equals( scissor ) === false ) {
|
||
|
||
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
|
||
currentScissor.copy( scissor );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function viewport( viewport ) {
|
||
|
||
if ( currentViewport.equals( viewport ) === false ) {
|
||
|
||
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
|
||
currentViewport.copy( viewport );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function reset() {
|
||
|
||
for ( var i = 0; i < enabledAttributes.length; i ++ ) {
|
||
|
||
if ( enabledAttributes[ i ] === 1 ) {
|
||
|
||
gl.disableVertexAttribArray( i );
|
||
enabledAttributes[ i ] = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
capabilities = {};
|
||
|
||
compressedTextureFormats = null;
|
||
|
||
currentTextureSlot = null;
|
||
currentBoundTextures = {};
|
||
|
||
currentBlending = null;
|
||
|
||
currentFlipSided = null;
|
||
currentCullFace = null;
|
||
|
||
colorBuffer.reset();
|
||
depthBuffer.reset();
|
||
stencilBuffer.reset();
|
||
|
||
}
|
||
|
||
return {
|
||
|
||
buffers: {
|
||
color: colorBuffer,
|
||
depth: depthBuffer,
|
||
stencil: stencilBuffer
|
||
},
|
||
|
||
init: init,
|
||
initAttributes: initAttributes,
|
||
enableAttribute: enableAttribute,
|
||
enableAttributeAndDivisor: enableAttributeAndDivisor,
|
||
disableUnusedAttributes: disableUnusedAttributes,
|
||
enable: enable,
|
||
disable: disable,
|
||
getCompressedTextureFormats: getCompressedTextureFormats,
|
||
|
||
setBlending: setBlending,
|
||
setMaterial: setMaterial,
|
||
|
||
setFlipSided: setFlipSided,
|
||
setCullFace: setCullFace,
|
||
|
||
setLineWidth: setLineWidth,
|
||
setPolygonOffset: setPolygonOffset,
|
||
|
||
getScissorTest: getScissorTest,
|
||
setScissorTest: setScissorTest,
|
||
|
||
activeTexture: activeTexture,
|
||
bindTexture: bindTexture,
|
||
compressedTexImage2D: compressedTexImage2D,
|
||
texImage2D: texImage2D,
|
||
|
||
scissor: scissor,
|
||
viewport: viewport,
|
||
|
||
reset: reset
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLCapabilities( gl, extensions, parameters ) {
|
||
|
||
var maxAnisotropy;
|
||
|
||
function getMaxAnisotropy() {
|
||
|
||
if ( maxAnisotropy !== undefined ) return maxAnisotropy;
|
||
|
||
var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
|
||
|
||
if ( extension !== null ) {
|
||
|
||
maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
|
||
|
||
} else {
|
||
|
||
maxAnisotropy = 0;
|
||
|
||
}
|
||
|
||
return maxAnisotropy;
|
||
|
||
}
|
||
|
||
function getMaxPrecision( precision ) {
|
||
|
||
if ( precision === 'highp' ) {
|
||
|
||
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
|
||
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
|
||
|
||
return 'highp';
|
||
|
||
}
|
||
|
||
precision = 'mediump';
|
||
|
||
}
|
||
|
||
if ( precision === 'mediump' ) {
|
||
|
||
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
|
||
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
|
||
|
||
return 'mediump';
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return 'lowp';
|
||
|
||
}
|
||
|
||
var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
|
||
var maxPrecision = getMaxPrecision( precision );
|
||
|
||
if ( maxPrecision !== precision ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
|
||
precision = maxPrecision;
|
||
|
||
}
|
||
|
||
var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );
|
||
|
||
var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
|
||
var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
|
||
var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
|
||
var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
|
||
|
||
var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
|
||
var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
|
||
var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
|
||
var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
|
||
|
||
var vertexTextures = maxVertexTextures > 0;
|
||
var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
|
||
var floatVertexTextures = vertexTextures && floatFragmentTextures;
|
||
|
||
return {
|
||
|
||
getMaxAnisotropy: getMaxAnisotropy,
|
||
getMaxPrecision: getMaxPrecision,
|
||
|
||
precision: precision,
|
||
logarithmicDepthBuffer: logarithmicDepthBuffer,
|
||
|
||
maxTextures: maxTextures,
|
||
maxVertexTextures: maxVertexTextures,
|
||
maxTextureSize: maxTextureSize,
|
||
maxCubemapSize: maxCubemapSize,
|
||
|
||
maxAttributes: maxAttributes,
|
||
maxVertexUniforms: maxVertexUniforms,
|
||
maxVaryings: maxVaryings,
|
||
maxFragmentUniforms: maxFragmentUniforms,
|
||
|
||
vertexTextures: vertexTextures,
|
||
floatFragmentTextures: floatFragmentTextures,
|
||
floatVertexTextures: floatVertexTextures
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function ArrayCamera( array ) {
|
||
|
||
PerspectiveCamera.call( this );
|
||
|
||
this.cameras = array || [];
|
||
|
||
}
|
||
|
||
ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
|
||
|
||
constructor: ArrayCamera,
|
||
|
||
isArrayCamera: true
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebVRManager( renderer ) {
|
||
|
||
var scope = this;
|
||
|
||
var device = null;
|
||
var frameData = null;
|
||
|
||
if ( 'VRFrameData' in window ) {
|
||
|
||
frameData = new window.VRFrameData();
|
||
|
||
}
|
||
|
||
var matrixWorldInverse = new Matrix4();
|
||
|
||
var standingMatrix = new Matrix4();
|
||
var standingMatrixInverse = new Matrix4();
|
||
|
||
var cameraL = new PerspectiveCamera();
|
||
cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
|
||
cameraL.layers.enable( 1 );
|
||
|
||
var cameraR = new PerspectiveCamera();
|
||
cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
|
||
cameraR.layers.enable( 2 );
|
||
|
||
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
|
||
cameraVR.layers.enable( 1 );
|
||
cameraVR.layers.enable( 2 );
|
||
|
||
//
|
||
|
||
var currentSize, currentPixelRatio;
|
||
|
||
function onVRDisplayPresentChange() {
|
||
|
||
if ( device.isPresenting ) {
|
||
|
||
var eyeParameters = device.getEyeParameters( 'left' );
|
||
var renderWidth = eyeParameters.renderWidth;
|
||
var renderHeight = eyeParameters.renderHeight;
|
||
|
||
currentPixelRatio = renderer.getPixelRatio();
|
||
currentSize = renderer.getSize();
|
||
|
||
renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
|
||
|
||
} else if ( scope.enabled ) {
|
||
|
||
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
|
||
|
||
//
|
||
|
||
this.enabled = false;
|
||
this.standing = false;
|
||
|
||
this.getDevice = function () {
|
||
|
||
return device;
|
||
|
||
};
|
||
|
||
this.setDevice = function ( value ) {
|
||
|
||
if ( value !== undefined ) device = value;
|
||
|
||
};
|
||
|
||
this.getCamera = function ( camera ) {
|
||
|
||
if ( device === null ) return camera;
|
||
|
||
device.depthNear = camera.near;
|
||
device.depthFar = camera.far;
|
||
|
||
device.getFrameData( frameData );
|
||
|
||
//
|
||
|
||
var pose = frameData.pose;
|
||
|
||
if ( pose.position !== null ) {
|
||
|
||
camera.position.fromArray( pose.position );
|
||
|
||
} else {
|
||
|
||
camera.position.set( 0, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( pose.orientation !== null ) {
|
||
|
||
camera.quaternion.fromArray( pose.orientation );
|
||
|
||
}
|
||
|
||
camera.updateMatrixWorld();
|
||
|
||
var stageParameters = device.stageParameters;
|
||
|
||
if ( this.standing && stageParameters ) {
|
||
|
||
standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
|
||
standingMatrixInverse.getInverse( standingMatrix );
|
||
|
||
camera.matrixWorld.multiply( standingMatrix );
|
||
camera.matrixWorldInverse.multiply( standingMatrixInverse );
|
||
|
||
}
|
||
|
||
if ( device.isPresenting === false ) return camera;
|
||
|
||
//
|
||
|
||
cameraVR.matrixWorld.copy( camera.matrixWorld );
|
||
cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
|
||
|
||
cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
|
||
cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
|
||
|
||
if ( this.standing && stageParameters ) {
|
||
|
||
cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
|
||
cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
|
||
|
||
}
|
||
|
||
var parent = camera.parent;
|
||
|
||
if ( parent !== null ) {
|
||
|
||
matrixWorldInverse.getInverse( parent.matrixWorld );
|
||
|
||
cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
|
||
cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
|
||
|
||
}
|
||
|
||
// envMap and Mirror needs camera.matrixWorld
|
||
|
||
cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
|
||
cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
|
||
|
||
cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
|
||
cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
|
||
|
||
// HACK @mrdoob
|
||
// https://github.com/w3c/webvr/issues/203
|
||
|
||
cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
|
||
|
||
//
|
||
|
||
var layers = device.getLayers();
|
||
|
||
if ( layers.length ) {
|
||
|
||
var layer = layers[ 0 ];
|
||
|
||
if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
|
||
|
||
cameraL.bounds.fromArray( layer.leftBounds );
|
||
|
||
}
|
||
|
||
if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
|
||
|
||
cameraR.bounds.fromArray( layer.rightBounds );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return cameraVR;
|
||
|
||
};
|
||
|
||
this.getStandingMatrix = function () {
|
||
|
||
return standingMatrix;
|
||
|
||
};
|
||
|
||
this.submitFrame = function () {
|
||
|
||
if ( device && device.isPresenting ) device.submitFrame();
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function WebGLExtensions( gl ) {
|
||
|
||
var extensions = {};
|
||
|
||
return {
|
||
|
||
get: function ( name ) {
|
||
|
||
if ( extensions[ name ] !== undefined ) {
|
||
|
||
return extensions[ name ];
|
||
|
||
}
|
||
|
||
var extension;
|
||
|
||
switch ( name ) {
|
||
|
||
case 'WEBGL_depth_texture':
|
||
extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
|
||
break;
|
||
|
||
case 'EXT_texture_filter_anisotropic':
|
||
extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
|
||
break;
|
||
|
||
case 'WEBGL_compressed_texture_s3tc':
|
||
extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
|
||
break;
|
||
|
||
case 'WEBGL_compressed_texture_pvrtc':
|
||
extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
|
||
break;
|
||
|
||
case 'WEBGL_compressed_texture_etc1':
|
||
extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
|
||
break;
|
||
|
||
default:
|
||
extension = gl.getExtension( name );
|
||
|
||
}
|
||
|
||
if ( extension === null ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
|
||
|
||
}
|
||
|
||
extensions[ name ] = extension;
|
||
|
||
return extension;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
/**
|
||
* @author tschw
|
||
*/
|
||
|
||
function WebGLClipping() {
|
||
|
||
var scope = this,
|
||
|
||
globalState = null,
|
||
numGlobalPlanes = 0,
|
||
localClippingEnabled = false,
|
||
renderingShadows = false,
|
||
|
||
plane = new Plane(),
|
||
viewNormalMatrix = new Matrix3(),
|
||
|
||
uniform = { value: null, needsUpdate: false };
|
||
|
||
this.uniform = uniform;
|
||
this.numPlanes = 0;
|
||
this.numIntersection = 0;
|
||
|
||
this.init = function( planes, enableLocalClipping, camera ) {
|
||
|
||
var enabled =
|
||
planes.length !== 0 ||
|
||
enableLocalClipping ||
|
||
// enable state of previous frame - the clipping code has to
|
||
// run another frame in order to reset the state:
|
||
numGlobalPlanes !== 0 ||
|
||
localClippingEnabled;
|
||
|
||
localClippingEnabled = enableLocalClipping;
|
||
|
||
globalState = projectPlanes( planes, camera, 0 );
|
||
numGlobalPlanes = planes.length;
|
||
|
||
return enabled;
|
||
|
||
};
|
||
|
||
this.beginShadows = function() {
|
||
|
||
renderingShadows = true;
|
||
projectPlanes( null );
|
||
|
||
};
|
||
|
||
this.endShadows = function() {
|
||
|
||
renderingShadows = false;
|
||
resetGlobalState();
|
||
|
||
};
|
||
|
||
this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
|
||
|
||
if ( ! localClippingEnabled ||
|
||
planes === null || planes.length === 0 ||
|
||
renderingShadows && ! clipShadows ) {
|
||
// there's no local clipping
|
||
|
||
if ( renderingShadows ) {
|
||
// there's no global clipping
|
||
|
||
projectPlanes( null );
|
||
|
||
} else {
|
||
|
||
resetGlobalState();
|
||
}
|
||
|
||
} else {
|
||
|
||
var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
|
||
lGlobal = nGlobal * 4,
|
||
|
||
dstArray = cache.clippingState || null;
|
||
|
||
uniform.value = dstArray; // ensure unique state
|
||
|
||
dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
|
||
|
||
for ( var i = 0; i !== lGlobal; ++ i ) {
|
||
|
||
dstArray[ i ] = globalState[ i ];
|
||
|
||
}
|
||
|
||
cache.clippingState = dstArray;
|
||
this.numIntersection = clipIntersection ? this.numPlanes : 0;
|
||
this.numPlanes += nGlobal;
|
||
|
||
}
|
||
|
||
|
||
};
|
||
|
||
function resetGlobalState() {
|
||
|
||
if ( uniform.value !== globalState ) {
|
||
|
||
uniform.value = globalState;
|
||
uniform.needsUpdate = numGlobalPlanes > 0;
|
||
|
||
}
|
||
|
||
scope.numPlanes = numGlobalPlanes;
|
||
scope.numIntersection = 0;
|
||
|
||
}
|
||
|
||
function projectPlanes( planes, camera, dstOffset, skipTransform ) {
|
||
|
||
var nPlanes = planes !== null ? planes.length : 0,
|
||
dstArray = null;
|
||
|
||
if ( nPlanes !== 0 ) {
|
||
|
||
dstArray = uniform.value;
|
||
|
||
if ( skipTransform !== true || dstArray === null ) {
|
||
|
||
var flatSize = dstOffset + nPlanes * 4,
|
||
viewMatrix = camera.matrixWorldInverse;
|
||
|
||
viewNormalMatrix.getNormalMatrix( viewMatrix );
|
||
|
||
if ( dstArray === null || dstArray.length < flatSize ) {
|
||
|
||
dstArray = new Float32Array( flatSize );
|
||
|
||
}
|
||
|
||
for ( var i = 0, i4 = dstOffset;
|
||
i !== nPlanes; ++ i, i4 += 4 ) {
|
||
|
||
plane.copy( planes[ i ] ).
|
||
applyMatrix4( viewMatrix, viewNormalMatrix );
|
||
|
||
plane.normal.toArray( dstArray, i4 );
|
||
dstArray[ i4 + 3 ] = plane.constant;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
uniform.value = dstArray;
|
||
uniform.needsUpdate = true;
|
||
|
||
}
|
||
|
||
scope.numPlanes = nPlanes;
|
||
|
||
return dstArray;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// import { Sphere } from '../math/Sphere';
|
||
/**
|
||
* @author supereggbert / http://www.paulbrunt.co.uk/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author szimek / https://github.com/szimek/
|
||
* @author tschw
|
||
*/
|
||
|
||
function WebGLRenderer( parameters ) {
|
||
|
||
console.log( 'THREE.WebGLRenderer', REVISION );
|
||
|
||
parameters = parameters || {};
|
||
|
||
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
|
||
_context = parameters.context !== undefined ? parameters.context : null,
|
||
|
||
_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
|
||
_depth = parameters.depth !== undefined ? parameters.depth : true,
|
||
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
|
||
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
|
||
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
|
||
_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
|
||
|
||
var lights = [];
|
||
|
||
var currentRenderList = null;
|
||
|
||
var morphInfluences = new Float32Array( 8 );
|
||
|
||
var sprites = [];
|
||
var lensFlares = [];
|
||
|
||
// public properties
|
||
|
||
this.domElement = _canvas;
|
||
this.context = null;
|
||
|
||
// clearing
|
||
|
||
this.autoClear = true;
|
||
this.autoClearColor = true;
|
||
this.autoClearDepth = true;
|
||
this.autoClearStencil = true;
|
||
|
||
// scene graph
|
||
|
||
this.sortObjects = true;
|
||
|
||
// user-defined clipping
|
||
|
||
this.clippingPlanes = [];
|
||
this.localClippingEnabled = false;
|
||
|
||
// physically based shading
|
||
|
||
this.gammaFactor = 2.0; // for backwards compatibility
|
||
this.gammaInput = false;
|
||
this.gammaOutput = false;
|
||
|
||
// physical lights
|
||
|
||
this.physicallyCorrectLights = false;
|
||
|
||
// tone mapping
|
||
|
||
this.toneMapping = LinearToneMapping;
|
||
this.toneMappingExposure = 1.0;
|
||
this.toneMappingWhitePoint = 1.0;
|
||
|
||
// morphs
|
||
|
||
this.maxMorphTargets = 8;
|
||
this.maxMorphNormals = 4;
|
||
|
||
// internal properties
|
||
|
||
var _this = this,
|
||
|
||
// internal state cache
|
||
|
||
_currentProgram = null,
|
||
_currentRenderTarget = null,
|
||
_currentFramebuffer = null,
|
||
_currentMaterialId = - 1,
|
||
_currentGeometryProgram = '',
|
||
|
||
_currentCamera = null,
|
||
_currentArrayCamera = null,
|
||
|
||
_currentScissor = new Vector4(),
|
||
_currentScissorTest = null,
|
||
|
||
_currentViewport = new Vector4(),
|
||
|
||
//
|
||
|
||
_usedTextureUnits = 0,
|
||
|
||
//
|
||
|
||
_width = _canvas.width,
|
||
_height = _canvas.height,
|
||
|
||
_pixelRatio = 1,
|
||
|
||
_scissor = new Vector4( 0, 0, _width, _height ),
|
||
_scissorTest = false,
|
||
|
||
_viewport = new Vector4( 0, 0, _width, _height ),
|
||
|
||
// frustum
|
||
|
||
_frustum = new Frustum(),
|
||
|
||
// clipping
|
||
|
||
_clipping = new WebGLClipping(),
|
||
_clippingEnabled = false,
|
||
_localClippingEnabled = false,
|
||
|
||
// camera matrices cache
|
||
|
||
_projScreenMatrix = new Matrix4(),
|
||
|
||
_vector3 = new Vector3(),
|
||
_matrix4 = new Matrix4(),
|
||
_matrix42 = new Matrix4(),
|
||
|
||
// light arrays cache
|
||
|
||
_lights = {
|
||
|
||
hash: '',
|
||
|
||
ambient: [ 0, 0, 0 ],
|
||
directional: [],
|
||
directionalShadowMap: [],
|
||
directionalShadowMatrix: [],
|
||
spot: [],
|
||
spotShadowMap: [],
|
||
spotShadowMatrix: [],
|
||
rectArea: [],
|
||
point: [],
|
||
pointShadowMap: [],
|
||
pointShadowMatrix: [],
|
||
hemi: [],
|
||
|
||
shadows: []
|
||
|
||
},
|
||
|
||
// info
|
||
|
||
_infoMemory = {
|
||
geometries: 0,
|
||
textures: 0
|
||
},
|
||
|
||
_infoRender = {
|
||
|
||
frame: 0,
|
||
calls: 0,
|
||
vertices: 0,
|
||
faces: 0,
|
||
points: 0
|
||
|
||
};
|
||
|
||
this.info = {
|
||
|
||
render: _infoRender,
|
||
memory: _infoMemory,
|
||
programs: null
|
||
|
||
};
|
||
|
||
|
||
// initialize
|
||
|
||
var _gl;
|
||
|
||
try {
|
||
|
||
var contextAttributes = {
|
||
alpha: _alpha,
|
||
depth: _depth,
|
||
stencil: _stencil,
|
||
antialias: _antialias,
|
||
premultipliedAlpha: _premultipliedAlpha,
|
||
preserveDrawingBuffer: _preserveDrawingBuffer
|
||
};
|
||
|
||
_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
|
||
|
||
if ( _gl === null ) {
|
||
|
||
if ( _canvas.getContext( 'webgl' ) !== null ) {
|
||
|
||
throw 'Error creating WebGL context with your selected attributes.';
|
||
|
||
} else {
|
||
|
||
throw 'Error creating WebGL context.';
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Some experimental-webgl implementations do not have getShaderPrecisionFormat
|
||
|
||
if ( _gl.getShaderPrecisionFormat === undefined ) {
|
||
|
||
_gl.getShaderPrecisionFormat = function () {
|
||
|
||
return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
|
||
|
||
};
|
||
|
||
}
|
||
|
||
_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
|
||
|
||
} catch ( error ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer: ' + error );
|
||
|
||
}
|
||
|
||
var extensions = new WebGLExtensions( _gl );
|
||
|
||
extensions.get( 'WEBGL_depth_texture' );
|
||
extensions.get( 'OES_texture_float' );
|
||
extensions.get( 'OES_texture_float_linear' );
|
||
extensions.get( 'OES_texture_half_float' );
|
||
extensions.get( 'OES_texture_half_float_linear' );
|
||
extensions.get( 'OES_standard_derivatives' );
|
||
extensions.get( 'ANGLE_instanced_arrays' );
|
||
|
||
if ( extensions.get( 'OES_element_index_uint' ) ) {
|
||
|
||
BufferGeometry.MaxIndex = 4294967296;
|
||
|
||
}
|
||
|
||
var capabilities = new WebGLCapabilities( _gl, extensions, parameters );
|
||
|
||
var state = new WebGLState( _gl, extensions, paramThreeToGL );
|
||
|
||
var properties = new WebGLProperties();
|
||
var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, _infoMemory );
|
||
var attributes = new WebGLAttributes( _gl );
|
||
var geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
|
||
var objects = new WebGLObjects( _gl, geometries, _infoRender );
|
||
var programCache = new WebGLPrograms( this, capabilities );
|
||
var lightCache = new WebGLLights();
|
||
var renderLists = new WebGLRenderLists();
|
||
|
||
var background = new WebGLBackground( this, state, objects, _premultipliedAlpha );
|
||
var vr = new WebVRManager( this );
|
||
|
||
this.info.programs = programCache.programs;
|
||
|
||
var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
|
||
var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
|
||
|
||
//
|
||
|
||
function getTargetPixelRatio() {
|
||
|
||
return _currentRenderTarget === null ? _pixelRatio : 1;
|
||
|
||
}
|
||
|
||
function setDefaultGLState() {
|
||
|
||
state.init();
|
||
|
||
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
|
||
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
|
||
|
||
}
|
||
|
||
function resetGLState() {
|
||
|
||
_currentProgram = null;
|
||
_currentCamera = null;
|
||
|
||
_currentGeometryProgram = '';
|
||
_currentMaterialId = - 1;
|
||
|
||
state.reset();
|
||
|
||
}
|
||
|
||
setDefaultGLState();
|
||
|
||
this.context = _gl;
|
||
this.capabilities = capabilities;
|
||
this.extensions = extensions;
|
||
this.properties = properties;
|
||
this.renderLists = renderLists;
|
||
this.state = state;
|
||
this.vr = vr;
|
||
|
||
// shadow map
|
||
|
||
var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );
|
||
|
||
this.shadowMap = shadowMap;
|
||
|
||
|
||
// Plugins
|
||
|
||
var spritePlugin = new SpritePlugin( this, sprites );
|
||
var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );
|
||
|
||
// API
|
||
|
||
this.getContext = function () {
|
||
|
||
return _gl;
|
||
|
||
};
|
||
|
||
this.getContextAttributes = function () {
|
||
|
||
return _gl.getContextAttributes();
|
||
|
||
};
|
||
|
||
this.forceContextLoss = function () {
|
||
|
||
var extension = extensions.get( 'WEBGL_lose_context' );
|
||
if ( extension ) extension.loseContext();
|
||
|
||
};
|
||
|
||
this.getMaxAnisotropy = function () {
|
||
|
||
return capabilities.getMaxAnisotropy();
|
||
|
||
};
|
||
|
||
this.getPrecision = function () {
|
||
|
||
return capabilities.precision;
|
||
|
||
};
|
||
|
||
this.getPixelRatio = function () {
|
||
|
||
return _pixelRatio;
|
||
|
||
};
|
||
|
||
this.setPixelRatio = function ( value ) {
|
||
|
||
if ( value === undefined ) return;
|
||
|
||
_pixelRatio = value;
|
||
|
||
this.setSize( _width, _height, false );
|
||
|
||
};
|
||
|
||
this.getSize = function () {
|
||
|
||
return {
|
||
width: _width,
|
||
height: _height
|
||
};
|
||
|
||
};
|
||
|
||
this.setSize = function ( width, height, updateStyle ) {
|
||
|
||
var device = vr.getDevice();
|
||
|
||
if ( device && device.isPresenting ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
|
||
return;
|
||
|
||
}
|
||
|
||
_width = width;
|
||
_height = height;
|
||
|
||
_canvas.width = width * _pixelRatio;
|
||
_canvas.height = height * _pixelRatio;
|
||
|
||
if ( updateStyle !== false ) {
|
||
|
||
_canvas.style.width = width + 'px';
|
||
_canvas.style.height = height + 'px';
|
||
|
||
}
|
||
|
||
this.setViewport( 0, 0, width, height );
|
||
|
||
};
|
||
|
||
this.getDrawingBufferSize = function () {
|
||
|
||
return {
|
||
width: _width * _pixelRatio,
|
||
height: _height * _pixelRatio
|
||
};
|
||
|
||
};
|
||
|
||
this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
|
||
|
||
_width = width;
|
||
_height = height;
|
||
|
||
_pixelRatio = pixelRatio;
|
||
|
||
_canvas.width = width * pixelRatio;
|
||
_canvas.height = height * pixelRatio;
|
||
|
||
this.setViewport( 0, 0, width, height );
|
||
|
||
};
|
||
|
||
this.setViewport = function ( x, y, width, height ) {
|
||
|
||
_viewport.set( x, _height - y - height, width, height );
|
||
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
|
||
|
||
};
|
||
|
||
this.setScissor = function ( x, y, width, height ) {
|
||
|
||
_scissor.set( x, _height - y - height, width, height );
|
||
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
|
||
|
||
};
|
||
|
||
this.setScissorTest = function ( boolean ) {
|
||
|
||
state.setScissorTest( _scissorTest = boolean );
|
||
|
||
};
|
||
|
||
// Clearing
|
||
|
||
this.getClearColor = background.getClearColor;
|
||
this.setClearColor = background.setClearColor;
|
||
this.getClearAlpha = background.getClearAlpha;
|
||
this.setClearAlpha = background.setClearAlpha;
|
||
|
||
this.clear = function ( color, depth, stencil ) {
|
||
|
||
var bits = 0;
|
||
|
||
if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
|
||
if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
|
||
if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
|
||
|
||
_gl.clear( bits );
|
||
|
||
};
|
||
|
||
this.clearColor = function () {
|
||
|
||
this.clear( true, false, false );
|
||
|
||
};
|
||
|
||
this.clearDepth = function () {
|
||
|
||
this.clear( false, true, false );
|
||
|
||
};
|
||
|
||
this.clearStencil = function () {
|
||
|
||
this.clear( false, false, true );
|
||
|
||
};
|
||
|
||
this.clearTarget = function ( renderTarget, color, depth, stencil ) {
|
||
|
||
this.setRenderTarget( renderTarget );
|
||
this.clear( color, depth, stencil );
|
||
|
||
};
|
||
|
||
// Reset
|
||
|
||
this.resetGLState = resetGLState;
|
||
|
||
this.dispose = function () {
|
||
|
||
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
|
||
|
||
renderLists.dispose();
|
||
|
||
};
|
||
|
||
// Events
|
||
|
||
function onContextLost( event ) {
|
||
|
||
event.preventDefault();
|
||
|
||
resetGLState();
|
||
setDefaultGLState();
|
||
|
||
properties.clear();
|
||
objects.clear();
|
||
|
||
}
|
||
|
||
function onMaterialDispose( event ) {
|
||
|
||
var material = event.target;
|
||
|
||
material.removeEventListener( 'dispose', onMaterialDispose );
|
||
|
||
deallocateMaterial( material );
|
||
|
||
}
|
||
|
||
// Buffer deallocation
|
||
|
||
function deallocateMaterial( material ) {
|
||
|
||
releaseMaterialProgramReference( material );
|
||
|
||
properties.remove( material );
|
||
|
||
}
|
||
|
||
|
||
function releaseMaterialProgramReference( material ) {
|
||
|
||
var programInfo = properties.get( material ).program;
|
||
|
||
material.program = undefined;
|
||
|
||
if ( programInfo !== undefined ) {
|
||
|
||
programCache.releaseProgram( programInfo );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Buffer rendering
|
||
|
||
function renderObjectImmediate( object, program, material ) {
|
||
|
||
object.render( function ( object ) {
|
||
|
||
_this.renderBufferImmediate( object, program, material );
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
this.renderBufferImmediate = function ( object, program, material ) {
|
||
|
||
state.initAttributes();
|
||
|
||
var buffers = properties.get( object );
|
||
|
||
if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
|
||
if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
|
||
if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
|
||
if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
|
||
|
||
var programAttributes = program.getAttributes();
|
||
|
||
if ( object.hasPositions ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
|
||
|
||
state.enableAttribute( programAttributes.position );
|
||
_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.hasNormals ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
|
||
|
||
if ( ! material.isMeshPhongMaterial &&
|
||
! material.isMeshStandardMaterial &&
|
||
! material.isMeshNormalMaterial &&
|
||
material.shading === FlatShading ) {
|
||
|
||
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
|
||
|
||
var array = object.normalArray;
|
||
|
||
var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
|
||
var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
|
||
var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;
|
||
|
||
array[ i + 0 ] = nx;
|
||
array[ i + 1 ] = ny;
|
||
array[ i + 2 ] = nz;
|
||
|
||
array[ i + 3 ] = nx;
|
||
array[ i + 4 ] = ny;
|
||
array[ i + 5 ] = nz;
|
||
|
||
array[ i + 6 ] = nx;
|
||
array[ i + 7 ] = ny;
|
||
array[ i + 8 ] = nz;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
|
||
|
||
state.enableAttribute( programAttributes.normal );
|
||
|
||
_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.hasUvs && material.map ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
|
||
|
||
state.enableAttribute( programAttributes.uv );
|
||
|
||
_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( object.hasColors && material.vertexColors !== NoColors ) {
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
|
||
_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
|
||
|
||
state.enableAttribute( programAttributes.color );
|
||
|
||
_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
||
|
||
}
|
||
|
||
state.disableUnusedAttributes();
|
||
|
||
_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
|
||
|
||
object.count = 0;
|
||
|
||
};
|
||
|
||
function absNumericalSort( a, b ) {
|
||
|
||
return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
|
||
|
||
}
|
||
|
||
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
|
||
|
||
state.setMaterial( material );
|
||
|
||
var program = setProgram( camera, fog, material, object );
|
||
var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
|
||
|
||
var updateBuffers = false;
|
||
|
||
if ( geometryProgram !== _currentGeometryProgram ) {
|
||
|
||
_currentGeometryProgram = geometryProgram;
|
||
updateBuffers = true;
|
||
|
||
}
|
||
|
||
// morph targets
|
||
|
||
var morphTargetInfluences = object.morphTargetInfluences;
|
||
|
||
if ( morphTargetInfluences !== undefined ) {
|
||
|
||
// TODO Remove allocations
|
||
|
||
var activeInfluences = [];
|
||
|
||
for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
|
||
|
||
var influence = morphTargetInfluences[ i ];
|
||
activeInfluences.push( [ influence, i ] );
|
||
|
||
}
|
||
|
||
activeInfluences.sort( absNumericalSort );
|
||
|
||
if ( activeInfluences.length > 8 ) {
|
||
|
||
activeInfluences.length = 8;
|
||
|
||
}
|
||
|
||
var morphAttributes = geometry.morphAttributes;
|
||
|
||
for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
|
||
|
||
var influence = activeInfluences[ i ];
|
||
morphInfluences[ i ] = influence[ 0 ];
|
||
|
||
if ( influence[ 0 ] !== 0 ) {
|
||
|
||
var index = influence[ 1 ];
|
||
|
||
if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
|
||
if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );
|
||
|
||
} else {
|
||
|
||
if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
|
||
if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {
|
||
|
||
morphInfluences[ i ] = 0.0;
|
||
|
||
}
|
||
|
||
program.getUniforms().setValue( _gl, 'morphTargetInfluences', morphInfluences );
|
||
|
||
updateBuffers = true;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var index = geometry.index;
|
||
var position = geometry.attributes.position;
|
||
var rangeFactor = 1;
|
||
|
||
if ( material.wireframe === true ) {
|
||
|
||
index = geometries.getWireframeAttribute( geometry );
|
||
rangeFactor = 2;
|
||
|
||
}
|
||
|
||
var attribute;
|
||
var renderer = bufferRenderer;
|
||
|
||
if ( index !== null ) {
|
||
|
||
attribute = attributes.get( index );
|
||
|
||
renderer = indexedBufferRenderer;
|
||
renderer.setIndex( attribute );
|
||
|
||
}
|
||
|
||
if ( updateBuffers ) {
|
||
|
||
setupVertexAttributes( material, program, geometry );
|
||
|
||
if ( index !== null ) {
|
||
|
||
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var dataCount = 0;
|
||
|
||
if ( index !== null ) {
|
||
|
||
dataCount = index.count;
|
||
|
||
} else if ( position !== undefined ) {
|
||
|
||
dataCount = position.count;
|
||
|
||
}
|
||
|
||
var rangeStart = geometry.drawRange.start * rangeFactor;
|
||
var rangeCount = geometry.drawRange.count * rangeFactor;
|
||
|
||
var groupStart = group !== null ? group.start * rangeFactor : 0;
|
||
var groupCount = group !== null ? group.count * rangeFactor : Infinity;
|
||
|
||
var drawStart = Math.max( rangeStart, groupStart );
|
||
var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
|
||
|
||
var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
|
||
|
||
if ( drawCount === 0 ) return;
|
||
|
||
//
|
||
|
||
if ( object.isMesh ) {
|
||
|
||
if ( material.wireframe === true ) {
|
||
|
||
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
|
||
renderer.setMode( _gl.LINES );
|
||
|
||
} else {
|
||
|
||
switch ( object.drawMode ) {
|
||
|
||
case TrianglesDrawMode:
|
||
renderer.setMode( _gl.TRIANGLES );
|
||
break;
|
||
|
||
case TriangleStripDrawMode:
|
||
renderer.setMode( _gl.TRIANGLE_STRIP );
|
||
break;
|
||
|
||
case TriangleFanDrawMode:
|
||
renderer.setMode( _gl.TRIANGLE_FAN );
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
} else if ( object.isLine ) {
|
||
|
||
var lineWidth = material.linewidth;
|
||
|
||
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
|
||
|
||
state.setLineWidth( lineWidth * getTargetPixelRatio() );
|
||
|
||
if ( object.isLineSegments ) {
|
||
|
||
renderer.setMode( _gl.LINES );
|
||
|
||
} else if ( object.isLineLoop ) {
|
||
|
||
renderer.setMode( _gl.LINE_LOOP );
|
||
|
||
} else {
|
||
|
||
renderer.setMode( _gl.LINE_STRIP );
|
||
|
||
}
|
||
|
||
} else if ( object.isPoints ) {
|
||
|
||
renderer.setMode( _gl.POINTS );
|
||
|
||
}
|
||
|
||
if ( geometry && geometry.isInstancedBufferGeometry ) {
|
||
|
||
if ( geometry.maxInstancedCount > 0 ) {
|
||
|
||
renderer.renderInstances( geometry, drawStart, drawCount );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
renderer.render( drawStart, drawCount );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function setupVertexAttributes( material, program, geometry, startIndex ) {
|
||
|
||
if ( geometry && geometry.isInstancedBufferGeometry ) {
|
||
|
||
if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
|
||
return;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( startIndex === undefined ) startIndex = 0;
|
||
|
||
state.initAttributes();
|
||
|
||
var geometryAttributes = geometry.attributes;
|
||
|
||
var programAttributes = program.getAttributes();
|
||
|
||
var materialDefaultAttributeValues = material.defaultAttributeValues;
|
||
|
||
for ( var name in programAttributes ) {
|
||
|
||
var programAttribute = programAttributes[ name ];
|
||
|
||
if ( programAttribute >= 0 ) {
|
||
|
||
var geometryAttribute = geometryAttributes[ name ];
|
||
|
||
if ( geometryAttribute !== undefined ) {
|
||
|
||
var normalized = geometryAttribute.normalized;
|
||
var size = geometryAttribute.itemSize;
|
||
|
||
var attribute = attributes.get( geometryAttribute );
|
||
|
||
var buffer = attribute.buffer;
|
||
var type = attribute.type;
|
||
var bytesPerElement = attribute.bytesPerElement;
|
||
|
||
if ( geometryAttribute.isInterleavedBufferAttribute ) {
|
||
|
||
var data = geometryAttribute.data;
|
||
var stride = data.stride;
|
||
var offset = geometryAttribute.offset;
|
||
|
||
if ( data && data.isInstancedInterleavedBuffer ) {
|
||
|
||
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
|
||
|
||
if ( geometry.maxInstancedCount === undefined ) {
|
||
|
||
geometry.maxInstancedCount = data.meshPerAttribute * data.count;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
state.enableAttribute( programAttribute );
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
|
||
_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );
|
||
|
||
} else {
|
||
|
||
if ( geometryAttribute.isInstancedBufferAttribute ) {
|
||
|
||
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
|
||
|
||
if ( geometry.maxInstancedCount === undefined ) {
|
||
|
||
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
state.enableAttribute( programAttribute );
|
||
|
||
}
|
||
|
||
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
|
||
_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );
|
||
|
||
}
|
||
|
||
} else if ( materialDefaultAttributeValues !== undefined ) {
|
||
|
||
var value = materialDefaultAttributeValues[ name ];
|
||
|
||
if ( value !== undefined ) {
|
||
|
||
switch ( value.length ) {
|
||
|
||
case 2:
|
||
_gl.vertexAttrib2fv( programAttribute, value );
|
||
break;
|
||
|
||
case 3:
|
||
_gl.vertexAttrib3fv( programAttribute, value );
|
||
break;
|
||
|
||
case 4:
|
||
_gl.vertexAttrib4fv( programAttribute, value );
|
||
break;
|
||
|
||
default:
|
||
_gl.vertexAttrib1fv( programAttribute, value );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
state.disableUnusedAttributes();
|
||
|
||
}
|
||
|
||
// Compile
|
||
|
||
this.compile = function ( scene, camera ) {
|
||
|
||
lights = [];
|
||
|
||
scene.traverse( function ( object ) {
|
||
|
||
if ( object.isLight ) {
|
||
|
||
lights.push( object );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
setupLights( lights, camera );
|
||
|
||
scene.traverse( function ( object ) {
|
||
|
||
if ( object.material ) {
|
||
|
||
if ( Array.isArray( object.material ) ) {
|
||
|
||
for ( var i = 0; i < object.material.length; i ++ ) {
|
||
|
||
initMaterial( object.material[ i ], scene.fog, object );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
initMaterial( object.material, scene.fog, object );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
};
|
||
|
||
// Rendering
|
||
|
||
this.animate = function ( callback ) {
|
||
|
||
function onFrame() {
|
||
|
||
callback();
|
||
|
||
( vr.getDevice() || window ).requestAnimationFrame( onFrame );
|
||
|
||
}
|
||
|
||
( vr.getDevice() || window ).requestAnimationFrame( onFrame );
|
||
|
||
};
|
||
|
||
this.render = function ( scene, camera, renderTarget, forceClear ) {
|
||
|
||
if ( ! ( camera && camera.isCamera ) ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
||
return;
|
||
|
||
}
|
||
|
||
// reset caching for this frame
|
||
|
||
_currentGeometryProgram = '';
|
||
_currentMaterialId = - 1;
|
||
_currentCamera = null;
|
||
|
||
// update scene graph
|
||
|
||
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
||
|
||
// update camera matrices and frustum
|
||
|
||
if ( camera.parent === null ) camera.updateMatrixWorld();
|
||
|
||
if ( vr.enabled ) {
|
||
|
||
camera = vr.getCamera( camera );
|
||
|
||
}
|
||
|
||
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
||
_frustum.setFromMatrix( _projScreenMatrix );
|
||
|
||
lights.length = 0;
|
||
sprites.length = 0;
|
||
lensFlares.length = 0;
|
||
|
||
_localClippingEnabled = this.localClippingEnabled;
|
||
_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
|
||
|
||
currentRenderList = renderLists.get( scene, camera );
|
||
currentRenderList.init();
|
||
|
||
projectObject( scene, camera, _this.sortObjects );
|
||
|
||
currentRenderList.finish();
|
||
|
||
if ( _this.sortObjects === true ) {
|
||
|
||
currentRenderList.sort();
|
||
|
||
}
|
||
|
||
//
|
||
|
||
if ( _clippingEnabled ) _clipping.beginShadows();
|
||
|
||
setupShadows( lights );
|
||
|
||
shadowMap.render( scene, camera );
|
||
|
||
setupLights( lights, camera );
|
||
|
||
if ( _clippingEnabled ) _clipping.endShadows();
|
||
|
||
//
|
||
|
||
_infoRender.frame ++;
|
||
_infoRender.calls = 0;
|
||
_infoRender.vertices = 0;
|
||
_infoRender.faces = 0;
|
||
_infoRender.points = 0;
|
||
|
||
if ( renderTarget === undefined ) {
|
||
|
||
renderTarget = null;
|
||
|
||
}
|
||
|
||
this.setRenderTarget( renderTarget );
|
||
|
||
//
|
||
|
||
background.render( scene, camera, forceClear );
|
||
|
||
// render scene
|
||
|
||
var opaqueObjects = currentRenderList.opaque;
|
||
var transparentObjects = currentRenderList.transparent;
|
||
|
||
if ( scene.overrideMaterial ) {
|
||
|
||
var overrideMaterial = scene.overrideMaterial;
|
||
|
||
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
|
||
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
|
||
|
||
} else {
|
||
|
||
// opaque pass (front-to-back order)
|
||
|
||
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
|
||
|
||
// transparent pass (back-to-front order)
|
||
|
||
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
|
||
|
||
}
|
||
|
||
// custom render plugins (post pass)
|
||
|
||
spritePlugin.render( scene, camera );
|
||
lensFlarePlugin.render( scene, camera, _currentViewport );
|
||
|
||
// Generate mipmap if we're using any kind of mipmap filtering
|
||
|
||
if ( renderTarget ) {
|
||
|
||
textures.updateRenderTargetMipmap( renderTarget );
|
||
|
||
}
|
||
|
||
// Ensure depth buffer writing is enabled so it can be cleared on next render
|
||
|
||
state.buffers.depth.setTest( true );
|
||
state.buffers.depth.setMask( true );
|
||
state.buffers.color.setMask( true );
|
||
|
||
if ( camera.isArrayCamera ) {
|
||
|
||
_this.setScissorTest( false );
|
||
|
||
}
|
||
|
||
if ( vr.enabled ) {
|
||
|
||
vr.submitFrame();
|
||
|
||
}
|
||
|
||
// _gl.finish();
|
||
|
||
};
|
||
|
||
/*
|
||
// TODO Duplicated code (Frustum)
|
||
|
||
var _sphere = new Sphere();
|
||
|
||
function isObjectViewable( object ) {
|
||
|
||
var geometry = object.geometry;
|
||
|
||
if ( geometry.boundingSphere === null )
|
||
geometry.computeBoundingSphere();
|
||
|
||
_sphere.copy( geometry.boundingSphere ).
|
||
applyMatrix4( object.matrixWorld );
|
||
|
||
return isSphereViewable( _sphere );
|
||
|
||
}
|
||
|
||
function isSpriteViewable( sprite ) {
|
||
|
||
_sphere.center.set( 0, 0, 0 );
|
||
_sphere.radius = 0.7071067811865476;
|
||
_sphere.applyMatrix4( sprite.matrixWorld );
|
||
|
||
return isSphereViewable( _sphere );
|
||
|
||
}
|
||
|
||
function isSphereViewable( sphere ) {
|
||
|
||
if ( ! _frustum.intersectsSphere( sphere ) ) return false;
|
||
|
||
var numPlanes = _clipping.numPlanes;
|
||
|
||
if ( numPlanes === 0 ) return true;
|
||
|
||
var planes = _this.clippingPlanes,
|
||
|
||
center = sphere.center,
|
||
negRad = - sphere.radius,
|
||
i = 0;
|
||
|
||
do {
|
||
|
||
// out when deeper than radius in the negative halfspace
|
||
if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
|
||
|
||
} while ( ++ i !== numPlanes );
|
||
|
||
return true;
|
||
|
||
}
|
||
*/
|
||
|
||
function projectObject( object, camera, sortObjects ) {
|
||
|
||
if ( ! object.visible ) return;
|
||
|
||
var visible = object.layers.test( camera.layers );
|
||
|
||
if ( visible ) {
|
||
|
||
if ( object.isLight ) {
|
||
|
||
lights.push( object );
|
||
|
||
} else if ( object.isSprite ) {
|
||
|
||
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
|
||
|
||
sprites.push( object );
|
||
|
||
}
|
||
|
||
} else if ( object.isLensFlare ) {
|
||
|
||
lensFlares.push( object );
|
||
|
||
} else if ( object.isImmediateRenderObject ) {
|
||
|
||
if ( sortObjects ) {
|
||
|
||
_vector3.setFromMatrixPosition( object.matrixWorld )
|
||
.applyMatrix4( _projScreenMatrix );
|
||
|
||
}
|
||
|
||
currentRenderList.push( object, null, object.material, _vector3.z, null );
|
||
|
||
} else if ( object.isMesh || object.isLine || object.isPoints ) {
|
||
|
||
if ( object.isSkinnedMesh ) {
|
||
|
||
object.skeleton.update();
|
||
|
||
}
|
||
|
||
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
|
||
|
||
if ( sortObjects ) {
|
||
|
||
_vector3.setFromMatrixPosition( object.matrixWorld )
|
||
.applyMatrix4( _projScreenMatrix );
|
||
|
||
}
|
||
|
||
var geometry = objects.update( object );
|
||
var material = object.material;
|
||
|
||
if ( Array.isArray( material ) ) {
|
||
|
||
var groups = geometry.groups;
|
||
|
||
for ( var i = 0, l = groups.length; i < l; i ++ ) {
|
||
|
||
var group = groups[ i ];
|
||
var groupMaterial = material[ group.materialIndex ];
|
||
|
||
if ( groupMaterial && groupMaterial.visible ) {
|
||
|
||
currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( material.visible ) {
|
||
|
||
currentRenderList.push( object, geometry, material, _vector3.z, null );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var children = object.children;
|
||
|
||
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
||
|
||
projectObject( children[ i ], camera, sortObjects );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function renderObjects( renderList, scene, camera, overrideMaterial ) {
|
||
|
||
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
|
||
|
||
var renderItem = renderList[ i ];
|
||
|
||
var object = renderItem.object;
|
||
var geometry = renderItem.geometry;
|
||
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
|
||
var group = renderItem.group;
|
||
|
||
if ( camera.isArrayCamera ) {
|
||
|
||
_currentArrayCamera = camera;
|
||
|
||
var cameras = camera.cameras;
|
||
|
||
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
|
||
|
||
var camera2 = cameras[ j ];
|
||
|
||
if ( object.layers.test( camera2.layers ) ) {
|
||
|
||
var bounds = camera2.bounds;
|
||
|
||
var x = bounds.x * _width;
|
||
var y = bounds.y * _height;
|
||
var width = bounds.z * _width;
|
||
var height = bounds.w * _height;
|
||
|
||
_this.setViewport( x, y, width, height );
|
||
_this.setScissor( x, y, width, height );
|
||
_this.setScissorTest( true );
|
||
|
||
renderObject( object, scene, camera2, geometry, material, group );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
_currentArrayCamera = null;
|
||
|
||
renderObject( object, scene, camera, geometry, material, group );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function renderObject( object, scene, camera, geometry, material, group ) {
|
||
|
||
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
||
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
|
||
|
||
object.onBeforeRender( _this, scene, camera, geometry, material, group );
|
||
|
||
if ( object.isImmediateRenderObject ) {
|
||
|
||
state.setMaterial( material );
|
||
|
||
var program = setProgram( camera, scene.fog, material, object );
|
||
|
||
_currentGeometryProgram = '';
|
||
|
||
renderObjectImmediate( object, program, material );
|
||
|
||
} else {
|
||
|
||
_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
|
||
|
||
}
|
||
|
||
object.onAfterRender( _this, scene, camera, geometry, material, group );
|
||
|
||
}
|
||
|
||
function initMaterial( material, fog, object ) {
|
||
|
||
var materialProperties = properties.get( material );
|
||
|
||
var parameters = programCache.getParameters(
|
||
material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );
|
||
|
||
var code = programCache.getProgramCode( material, parameters );
|
||
|
||
var program = materialProperties.program;
|
||
var programChange = true;
|
||
|
||
if ( program === undefined ) {
|
||
|
||
// new material
|
||
material.addEventListener( 'dispose', onMaterialDispose );
|
||
|
||
} else if ( program.code !== code ) {
|
||
|
||
// changed glsl or parameters
|
||
releaseMaterialProgramReference( material );
|
||
|
||
} else if ( parameters.shaderID !== undefined ) {
|
||
|
||
// same glsl and uniform list
|
||
return;
|
||
|
||
} else {
|
||
|
||
// only rebuild uniform list
|
||
programChange = false;
|
||
|
||
}
|
||
|
||
if ( programChange ) {
|
||
|
||
if ( parameters.shaderID ) {
|
||
|
||
var shader = ShaderLib[ parameters.shaderID ];
|
||
|
||
materialProperties.shader = {
|
||
name: material.type,
|
||
uniforms: UniformsUtils.clone( shader.uniforms ),
|
||
vertexShader: shader.vertexShader,
|
||
fragmentShader: shader.fragmentShader
|
||
};
|
||
|
||
} else {
|
||
|
||
materialProperties.shader = {
|
||
name: material.type,
|
||
uniforms: material.uniforms,
|
||
vertexShader: material.vertexShader,
|
||
fragmentShader: material.fragmentShader
|
||
};
|
||
|
||
}
|
||
|
||
material.onBeforeCompile( materialProperties.shader );
|
||
|
||
program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
|
||
|
||
materialProperties.program = program;
|
||
material.program = program;
|
||
|
||
}
|
||
|
||
var programAttributes = program.getAttributes();
|
||
|
||
if ( material.morphTargets ) {
|
||
|
||
material.numSupportedMorphTargets = 0;
|
||
|
||
for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
|
||
|
||
if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
|
||
|
||
material.numSupportedMorphTargets ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material.morphNormals ) {
|
||
|
||
material.numSupportedMorphNormals = 0;
|
||
|
||
for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
|
||
|
||
if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
|
||
|
||
material.numSupportedMorphNormals ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var uniforms = materialProperties.shader.uniforms;
|
||
|
||
if ( ! material.isShaderMaterial &&
|
||
! material.isRawShaderMaterial ||
|
||
material.clipping === true ) {
|
||
|
||
materialProperties.numClippingPlanes = _clipping.numPlanes;
|
||
materialProperties.numIntersection = _clipping.numIntersection;
|
||
uniforms.clippingPlanes = _clipping.uniform;
|
||
|
||
}
|
||
|
||
materialProperties.fog = fog;
|
||
|
||
// store the light setup it was created for
|
||
|
||
materialProperties.lightsHash = _lights.hash;
|
||
|
||
if ( material.lights ) {
|
||
|
||
// wire up the material to this renderer's lighting state
|
||
|
||
uniforms.ambientLightColor.value = _lights.ambient;
|
||
uniforms.directionalLights.value = _lights.directional;
|
||
uniforms.spotLights.value = _lights.spot;
|
||
uniforms.rectAreaLights.value = _lights.rectArea;
|
||
uniforms.pointLights.value = _lights.point;
|
||
uniforms.hemisphereLights.value = _lights.hemi;
|
||
|
||
uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
|
||
uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
|
||
uniforms.spotShadowMap.value = _lights.spotShadowMap;
|
||
uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
|
||
uniforms.pointShadowMap.value = _lights.pointShadowMap;
|
||
uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
|
||
// TODO (abelnation): add area lights shadow info to uniforms
|
||
|
||
}
|
||
|
||
var progUniforms = materialProperties.program.getUniforms(),
|
||
uniformsList =
|
||
WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
|
||
|
||
materialProperties.uniformsList = uniformsList;
|
||
|
||
}
|
||
|
||
function setProgram( camera, fog, material, object ) {
|
||
|
||
_usedTextureUnits = 0;
|
||
|
||
var materialProperties = properties.get( material );
|
||
|
||
if ( _clippingEnabled ) {
|
||
|
||
if ( _localClippingEnabled || camera !== _currentCamera ) {
|
||
|
||
var useCache =
|
||
camera === _currentCamera &&
|
||
material.id === _currentMaterialId;
|
||
|
||
// we might want to call this function with some ClippingGroup
|
||
// object instead of the material, once it becomes feasible
|
||
// (#8465, #8379)
|
||
_clipping.setState(
|
||
material.clippingPlanes, material.clipIntersection, material.clipShadows,
|
||
camera, materialProperties, useCache );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material.needsUpdate === false ) {
|
||
|
||
if ( materialProperties.program === undefined ) {
|
||
|
||
material.needsUpdate = true;
|
||
|
||
} else if ( material.fog && materialProperties.fog !== fog ) {
|
||
|
||
material.needsUpdate = true;
|
||
|
||
} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {
|
||
|
||
material.needsUpdate = true;
|
||
|
||
} else if ( materialProperties.numClippingPlanes !== undefined &&
|
||
( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
|
||
materialProperties.numIntersection !== _clipping.numIntersection ) ) {
|
||
|
||
material.needsUpdate = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material.needsUpdate ) {
|
||
|
||
initMaterial( material, fog, object );
|
||
material.needsUpdate = false;
|
||
|
||
}
|
||
|
||
var refreshProgram = false;
|
||
var refreshMaterial = false;
|
||
var refreshLights = false;
|
||
|
||
var program = materialProperties.program,
|
||
p_uniforms = program.getUniforms(),
|
||
m_uniforms = materialProperties.shader.uniforms;
|
||
|
||
if ( program.id !== _currentProgram ) {
|
||
|
||
_gl.useProgram( program.program );
|
||
_currentProgram = program.id;
|
||
|
||
refreshProgram = true;
|
||
refreshMaterial = true;
|
||
refreshLights = true;
|
||
|
||
}
|
||
|
||
if ( material.id !== _currentMaterialId ) {
|
||
|
||
_currentMaterialId = material.id;
|
||
|
||
refreshMaterial = true;
|
||
|
||
}
|
||
|
||
if ( refreshProgram || camera !== _currentCamera ) {
|
||
|
||
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
|
||
|
||
if ( capabilities.logarithmicDepthBuffer ) {
|
||
|
||
p_uniforms.setValue( _gl, 'logDepthBufFC',
|
||
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
|
||
|
||
}
|
||
|
||
// Avoid unneeded uniform updates per ArrayCamera's sub-camera
|
||
|
||
if ( _currentCamera !== ( _currentArrayCamera || camera ) ) {
|
||
|
||
_currentCamera = ( _currentArrayCamera || camera );
|
||
|
||
// lighting uniforms depend on the camera so enforce an update
|
||
// now, in case this material supports lights - or later, when
|
||
// the next material that does gets activated:
|
||
|
||
refreshMaterial = true; // set to true on material change
|
||
refreshLights = true; // remains set until update done
|
||
|
||
}
|
||
|
||
// load material specific uniforms
|
||
// (shader material also gets them for the sake of genericity)
|
||
|
||
if ( material.isShaderMaterial ||
|
||
material.isMeshPhongMaterial ||
|
||
material.isMeshStandardMaterial ||
|
||
material.envMap ) {
|
||
|
||
var uCamPos = p_uniforms.map.cameraPosition;
|
||
|
||
if ( uCamPos !== undefined ) {
|
||
|
||
uCamPos.setValue( _gl,
|
||
_vector3.setFromMatrixPosition( camera.matrixWorld ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( material.isMeshPhongMaterial ||
|
||
material.isMeshLambertMaterial ||
|
||
material.isMeshBasicMaterial ||
|
||
material.isMeshStandardMaterial ||
|
||
material.isShaderMaterial ||
|
||
material.skinning ) {
|
||
|
||
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// skinning uniforms must be set even if material didn't change
|
||
// auto-setting of texture unit for bone texture must go before other textures
|
||
// not sure why, but otherwise weird things happen
|
||
|
||
if ( material.skinning ) {
|
||
|
||
p_uniforms.setOptional( _gl, object, 'bindMatrix' );
|
||
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
|
||
|
||
var skeleton = object.skeleton;
|
||
|
||
if ( skeleton ) {
|
||
|
||
var bones = skeleton.bones;
|
||
|
||
if ( capabilities.floatVertexTextures ) {
|
||
|
||
if ( skeleton.boneTexture === undefined ) {
|
||
|
||
// layout (1 matrix = 4 pixels)
|
||
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
|
||
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
|
||
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
|
||
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
|
||
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
|
||
|
||
|
||
var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
|
||
size = _Math.nextPowerOfTwo( Math.ceil( size ) );
|
||
size = Math.max( size, 4 );
|
||
|
||
var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
|
||
boneMatrices.set( skeleton.boneMatrices ); // copy current values
|
||
|
||
var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
|
||
|
||
skeleton.boneMatrices = boneMatrices;
|
||
skeleton.boneTexture = boneTexture;
|
||
skeleton.boneTextureSize = size;
|
||
|
||
}
|
||
|
||
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
|
||
p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
|
||
|
||
} else {
|
||
|
||
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( refreshMaterial ) {
|
||
|
||
p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
|
||
p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
|
||
|
||
if ( material.lights ) {
|
||
|
||
// the current material requires lighting info
|
||
|
||
// note: all lighting uniforms are always set correctly
|
||
// they simply reference the renderer's state for their
|
||
// values
|
||
//
|
||
// use the current material's .needsUpdate flags to set
|
||
// the GL state when required
|
||
|
||
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
|
||
|
||
}
|
||
|
||
// refresh uniforms common to several materials
|
||
|
||
if ( fog && material.fog ) {
|
||
|
||
refreshUniformsFog( m_uniforms, fog );
|
||
|
||
}
|
||
|
||
if ( material.isMeshBasicMaterial ||
|
||
material.isMeshLambertMaterial ||
|
||
material.isMeshPhongMaterial ||
|
||
material.isMeshStandardMaterial ||
|
||
material.isMeshNormalMaterial ||
|
||
material.isMeshDepthMaterial ) {
|
||
|
||
refreshUniformsCommon( m_uniforms, material );
|
||
|
||
}
|
||
|
||
// refresh single material specific uniforms
|
||
|
||
if ( material.isLineBasicMaterial ) {
|
||
|
||
refreshUniformsLine( m_uniforms, material );
|
||
|
||
} else if ( material.isLineDashedMaterial ) {
|
||
|
||
refreshUniformsLine( m_uniforms, material );
|
||
refreshUniformsDash( m_uniforms, material );
|
||
|
||
} else if ( material.isPointsMaterial ) {
|
||
|
||
refreshUniformsPoints( m_uniforms, material );
|
||
|
||
} else if ( material.isMeshLambertMaterial ) {
|
||
|
||
refreshUniformsLambert( m_uniforms, material );
|
||
|
||
} else if ( material.isMeshToonMaterial ) {
|
||
|
||
refreshUniformsToon( m_uniforms, material );
|
||
|
||
} else if ( material.isMeshPhongMaterial ) {
|
||
|
||
refreshUniformsPhong( m_uniforms, material );
|
||
|
||
} else if ( material.isMeshPhysicalMaterial ) {
|
||
|
||
refreshUniformsPhysical( m_uniforms, material );
|
||
|
||
} else if ( material.isMeshStandardMaterial ) {
|
||
|
||
refreshUniformsStandard( m_uniforms, material );
|
||
|
||
} else if ( material.isMeshDepthMaterial ) {
|
||
|
||
if ( material.displacementMap ) {
|
||
|
||
m_uniforms.displacementMap.value = material.displacementMap;
|
||
m_uniforms.displacementScale.value = material.displacementScale;
|
||
m_uniforms.displacementBias.value = material.displacementBias;
|
||
|
||
}
|
||
|
||
} else if ( material.isMeshNormalMaterial ) {
|
||
|
||
refreshUniformsNormal( m_uniforms, material );
|
||
|
||
}
|
||
|
||
// RectAreaLight Texture
|
||
// TODO (mrdoob): Find a nicer implementation
|
||
|
||
if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;
|
||
if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;
|
||
|
||
WebGLUniforms.upload(
|
||
_gl, materialProperties.uniformsList, m_uniforms, _this );
|
||
|
||
}
|
||
|
||
|
||
// common matrices
|
||
|
||
p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
|
||
p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
|
||
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
|
||
|
||
return program;
|
||
|
||
}
|
||
|
||
// Uniforms (refresh uniforms objects)
|
||
|
||
function refreshUniformsCommon( uniforms, material ) {
|
||
|
||
uniforms.opacity.value = material.opacity;
|
||
|
||
uniforms.diffuse.value = material.color;
|
||
|
||
if ( material.emissive ) {
|
||
|
||
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
|
||
|
||
}
|
||
|
||
uniforms.map.value = material.map;
|
||
uniforms.specularMap.value = material.specularMap;
|
||
uniforms.alphaMap.value = material.alphaMap;
|
||
|
||
if ( material.lightMap ) {
|
||
|
||
uniforms.lightMap.value = material.lightMap;
|
||
uniforms.lightMapIntensity.value = material.lightMapIntensity;
|
||
|
||
}
|
||
|
||
if ( material.aoMap ) {
|
||
|
||
uniforms.aoMap.value = material.aoMap;
|
||
uniforms.aoMapIntensity.value = material.aoMapIntensity;
|
||
|
||
}
|
||
|
||
// uv repeat and offset setting priorities
|
||
// 1. color map
|
||
// 2. specular map
|
||
// 3. normal map
|
||
// 4. bump map
|
||
// 5. alpha map
|
||
// 6. emissive map
|
||
|
||
var uvScaleMap;
|
||
|
||
if ( material.map ) {
|
||
|
||
uvScaleMap = material.map;
|
||
|
||
} else if ( material.specularMap ) {
|
||
|
||
uvScaleMap = material.specularMap;
|
||
|
||
} else if ( material.displacementMap ) {
|
||
|
||
uvScaleMap = material.displacementMap;
|
||
|
||
} else if ( material.normalMap ) {
|
||
|
||
uvScaleMap = material.normalMap;
|
||
|
||
} else if ( material.bumpMap ) {
|
||
|
||
uvScaleMap = material.bumpMap;
|
||
|
||
} else if ( material.roughnessMap ) {
|
||
|
||
uvScaleMap = material.roughnessMap;
|
||
|
||
} else if ( material.metalnessMap ) {
|
||
|
||
uvScaleMap = material.metalnessMap;
|
||
|
||
} else if ( material.alphaMap ) {
|
||
|
||
uvScaleMap = material.alphaMap;
|
||
|
||
} else if ( material.emissiveMap ) {
|
||
|
||
uvScaleMap = material.emissiveMap;
|
||
|
||
}
|
||
|
||
if ( uvScaleMap !== undefined ) {
|
||
|
||
// backwards compatibility
|
||
if ( uvScaleMap.isWebGLRenderTarget ) {
|
||
|
||
uvScaleMap = uvScaleMap.texture;
|
||
|
||
}
|
||
|
||
var offset = uvScaleMap.offset;
|
||
var repeat = uvScaleMap.repeat;
|
||
|
||
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
||
|
||
}
|
||
|
||
uniforms.envMap.value = material.envMap;
|
||
|
||
// don't flip CubeTexture envMaps, flip everything else:
|
||
// WebGLRenderTargetCube will be flipped for backwards compatibility
|
||
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
|
||
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
|
||
uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
|
||
|
||
uniforms.reflectivity.value = material.reflectivity;
|
||
uniforms.refractionRatio.value = material.refractionRatio;
|
||
|
||
}
|
||
|
||
function refreshUniformsLine( uniforms, material ) {
|
||
|
||
uniforms.diffuse.value = material.color;
|
||
uniforms.opacity.value = material.opacity;
|
||
|
||
}
|
||
|
||
function refreshUniformsDash( uniforms, material ) {
|
||
|
||
uniforms.dashSize.value = material.dashSize;
|
||
uniforms.totalSize.value = material.dashSize + material.gapSize;
|
||
uniforms.scale.value = material.scale;
|
||
|
||
}
|
||
|
||
function refreshUniformsPoints( uniforms, material ) {
|
||
|
||
uniforms.diffuse.value = material.color;
|
||
uniforms.opacity.value = material.opacity;
|
||
uniforms.size.value = material.size * _pixelRatio;
|
||
uniforms.scale.value = _height * 0.5;
|
||
|
||
uniforms.map.value = material.map;
|
||
|
||
if ( material.map !== null ) {
|
||
|
||
var offset = material.map.offset;
|
||
var repeat = material.map.repeat;
|
||
|
||
uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsFog( uniforms, fog ) {
|
||
|
||
uniforms.fogColor.value = fog.color;
|
||
|
||
if ( fog.isFog ) {
|
||
|
||
uniforms.fogNear.value = fog.near;
|
||
uniforms.fogFar.value = fog.far;
|
||
|
||
} else if ( fog.isFogExp2 ) {
|
||
|
||
uniforms.fogDensity.value = fog.density;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsLambert( uniforms, material ) {
|
||
|
||
if ( material.emissiveMap ) {
|
||
|
||
uniforms.emissiveMap.value = material.emissiveMap;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsPhong( uniforms, material ) {
|
||
|
||
uniforms.specular.value = material.specular;
|
||
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
|
||
|
||
if ( material.emissiveMap ) {
|
||
|
||
uniforms.emissiveMap.value = material.emissiveMap;
|
||
|
||
}
|
||
|
||
if ( material.bumpMap ) {
|
||
|
||
uniforms.bumpMap.value = material.bumpMap;
|
||
uniforms.bumpScale.value = material.bumpScale;
|
||
|
||
}
|
||
|
||
if ( material.normalMap ) {
|
||
|
||
uniforms.normalMap.value = material.normalMap;
|
||
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
||
}
|
||
|
||
if ( material.displacementMap ) {
|
||
|
||
uniforms.displacementMap.value = material.displacementMap;
|
||
uniforms.displacementScale.value = material.displacementScale;
|
||
uniforms.displacementBias.value = material.displacementBias;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsToon( uniforms, material ) {
|
||
|
||
refreshUniformsPhong( uniforms, material );
|
||
|
||
if ( material.gradientMap ) {
|
||
|
||
uniforms.gradientMap.value = material.gradientMap;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsStandard( uniforms, material ) {
|
||
|
||
uniforms.roughness.value = material.roughness;
|
||
uniforms.metalness.value = material.metalness;
|
||
|
||
if ( material.roughnessMap ) {
|
||
|
||
uniforms.roughnessMap.value = material.roughnessMap;
|
||
|
||
}
|
||
|
||
if ( material.metalnessMap ) {
|
||
|
||
uniforms.metalnessMap.value = material.metalnessMap;
|
||
|
||
}
|
||
|
||
if ( material.emissiveMap ) {
|
||
|
||
uniforms.emissiveMap.value = material.emissiveMap;
|
||
|
||
}
|
||
|
||
if ( material.bumpMap ) {
|
||
|
||
uniforms.bumpMap.value = material.bumpMap;
|
||
uniforms.bumpScale.value = material.bumpScale;
|
||
|
||
}
|
||
|
||
if ( material.normalMap ) {
|
||
|
||
uniforms.normalMap.value = material.normalMap;
|
||
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
||
}
|
||
|
||
if ( material.displacementMap ) {
|
||
|
||
uniforms.displacementMap.value = material.displacementMap;
|
||
uniforms.displacementScale.value = material.displacementScale;
|
||
uniforms.displacementBias.value = material.displacementBias;
|
||
|
||
}
|
||
|
||
if ( material.envMap ) {
|
||
|
||
//uniforms.envMap.value = material.envMap; // part of uniforms common
|
||
uniforms.envMapIntensity.value = material.envMapIntensity;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function refreshUniformsPhysical( uniforms, material ) {
|
||
|
||
uniforms.clearCoat.value = material.clearCoat;
|
||
uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
|
||
|
||
refreshUniformsStandard( uniforms, material );
|
||
|
||
}
|
||
|
||
function refreshUniformsNormal( uniforms, material ) {
|
||
|
||
if ( material.bumpMap ) {
|
||
|
||
uniforms.bumpMap.value = material.bumpMap;
|
||
uniforms.bumpScale.value = material.bumpScale;
|
||
|
||
}
|
||
|
||
if ( material.normalMap ) {
|
||
|
||
uniforms.normalMap.value = material.normalMap;
|
||
uniforms.normalScale.value.copy( material.normalScale );
|
||
|
||
}
|
||
|
||
if ( material.displacementMap ) {
|
||
|
||
uniforms.displacementMap.value = material.displacementMap;
|
||
uniforms.displacementScale.value = material.displacementScale;
|
||
uniforms.displacementBias.value = material.displacementBias;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
|
||
|
||
function markUniformsLightsNeedsUpdate( uniforms, value ) {
|
||
|
||
uniforms.ambientLightColor.needsUpdate = value;
|
||
|
||
uniforms.directionalLights.needsUpdate = value;
|
||
uniforms.pointLights.needsUpdate = value;
|
||
uniforms.spotLights.needsUpdate = value;
|
||
uniforms.rectAreaLights.needsUpdate = value;
|
||
uniforms.hemisphereLights.needsUpdate = value;
|
||
|
||
}
|
||
|
||
// Lighting
|
||
|
||
function setupShadows( lights ) {
|
||
|
||
var lightShadowsLength = 0;
|
||
|
||
for ( var i = 0, l = lights.length; i < l; i ++ ) {
|
||
|
||
var light = lights[ i ];
|
||
|
||
if ( light.castShadow ) {
|
||
|
||
_lights.shadows[ lightShadowsLength ] = light;
|
||
lightShadowsLength ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_lights.shadows.length = lightShadowsLength;
|
||
|
||
}
|
||
|
||
function setupLights( lights, camera ) {
|
||
|
||
var l, ll, light, shadow,
|
||
r = 0, g = 0, b = 0,
|
||
color,
|
||
intensity,
|
||
distance,
|
||
shadowMap,
|
||
|
||
viewMatrix = camera.matrixWorldInverse,
|
||
|
||
directionalLength = 0,
|
||
pointLength = 0,
|
||
spotLength = 0,
|
||
rectAreaLength = 0,
|
||
hemiLength = 0;
|
||
|
||
for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
||
|
||
light = lights[ l ];
|
||
|
||
color = light.color;
|
||
intensity = light.intensity;
|
||
distance = light.distance;
|
||
|
||
shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
|
||
|
||
if ( light.isAmbientLight ) {
|
||
|
||
r += color.r * intensity;
|
||
g += color.g * intensity;
|
||
b += color.b * intensity;
|
||
|
||
} else if ( light.isDirectionalLight ) {
|
||
|
||
var uniforms = lightCache.get( light );
|
||
|
||
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
|
||
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
||
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
||
uniforms.direction.sub( _vector3 );
|
||
uniforms.direction.transformDirection( viewMatrix );
|
||
|
||
uniforms.shadow = light.castShadow;
|
||
|
||
if ( light.castShadow ) {
|
||
|
||
shadow = light.shadow;
|
||
|
||
uniforms.shadowBias = shadow.bias;
|
||
uniforms.shadowRadius = shadow.radius;
|
||
uniforms.shadowMapSize = shadow.mapSize;
|
||
|
||
}
|
||
|
||
_lights.directionalShadowMap[ directionalLength ] = shadowMap;
|
||
_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
|
||
_lights.directional[ directionalLength ] = uniforms;
|
||
|
||
directionalLength ++;
|
||
|
||
} else if ( light.isSpotLight ) {
|
||
|
||
var uniforms = lightCache.get( light );
|
||
|
||
uniforms.position.setFromMatrixPosition( light.matrixWorld );
|
||
uniforms.position.applyMatrix4( viewMatrix );
|
||
|
||
uniforms.color.copy( color ).multiplyScalar( intensity );
|
||
uniforms.distance = distance;
|
||
|
||
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
||
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
||
uniforms.direction.sub( _vector3 );
|
||
uniforms.direction.transformDirection( viewMatrix );
|
||
|
||
uniforms.coneCos = Math.cos( light.angle );
|
||
uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
|
||
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
|
||
|
||
uniforms.shadow = light.castShadow;
|
||
|
||
if ( light.castShadow ) {
|
||
|
||
shadow = light.shadow;
|
||
|
||
uniforms.shadowBias = shadow.bias;
|
||
uniforms.shadowRadius = shadow.radius;
|
||
uniforms.shadowMapSize = shadow.mapSize;
|
||
|
||
}
|
||
|
||
_lights.spotShadowMap[ spotLength ] = shadowMap;
|
||
_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
|
||
_lights.spot[ spotLength ] = uniforms;
|
||
|
||
spotLength ++;
|
||
|
||
} else if ( light.isRectAreaLight ) {
|
||
|
||
var uniforms = lightCache.get( light );
|
||
|
||
// (a) intensity controls irradiance of entire light
|
||
uniforms.color
|
||
.copy( color )
|
||
.multiplyScalar( intensity / ( light.width * light.height ) );
|
||
|
||
// (b) intensity controls the radiance per light area
|
||
// uniforms.color.copy( color ).multiplyScalar( intensity );
|
||
|
||
uniforms.position.setFromMatrixPosition( light.matrixWorld );
|
||
uniforms.position.applyMatrix4( viewMatrix );
|
||
|
||
// extract local rotation of light to derive width/height half vectors
|
||
_matrix42.identity();
|
||
_matrix4.copy( light.matrixWorld );
|
||
_matrix4.premultiply( viewMatrix );
|
||
_matrix42.extractRotation( _matrix4 );
|
||
|
||
uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
|
||
uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
|
||
|
||
uniforms.halfWidth.applyMatrix4( _matrix42 );
|
||
uniforms.halfHeight.applyMatrix4( _matrix42 );
|
||
|
||
// TODO (abelnation): RectAreaLight distance?
|
||
// uniforms.distance = distance;
|
||
|
||
_lights.rectArea[ rectAreaLength ] = uniforms;
|
||
|
||
rectAreaLength ++;
|
||
|
||
} else if ( light.isPointLight ) {
|
||
|
||
var uniforms = lightCache.get( light );
|
||
|
||
uniforms.position.setFromMatrixPosition( light.matrixWorld );
|
||
uniforms.position.applyMatrix4( viewMatrix );
|
||
|
||
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
|
||
uniforms.distance = light.distance;
|
||
uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;
|
||
|
||
uniforms.shadow = light.castShadow;
|
||
|
||
if ( light.castShadow ) {
|
||
|
||
shadow = light.shadow;
|
||
|
||
uniforms.shadowBias = shadow.bias;
|
||
uniforms.shadowRadius = shadow.radius;
|
||
uniforms.shadowMapSize = shadow.mapSize;
|
||
|
||
}
|
||
|
||
_lights.pointShadowMap[ pointLength ] = shadowMap;
|
||
_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
|
||
_lights.point[ pointLength ] = uniforms;
|
||
|
||
pointLength ++;
|
||
|
||
} else if ( light.isHemisphereLight ) {
|
||
|
||
var uniforms = lightCache.get( light );
|
||
|
||
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
||
uniforms.direction.transformDirection( viewMatrix );
|
||
uniforms.direction.normalize();
|
||
|
||
uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
|
||
uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
|
||
|
||
_lights.hemi[ hemiLength ] = uniforms;
|
||
|
||
hemiLength ++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
_lights.ambient[ 0 ] = r;
|
||
_lights.ambient[ 1 ] = g;
|
||
_lights.ambient[ 2 ] = b;
|
||
|
||
_lights.directional.length = directionalLength;
|
||
_lights.spot.length = spotLength;
|
||
_lights.rectArea.length = rectAreaLength;
|
||
_lights.point.length = pointLength;
|
||
_lights.hemi.length = hemiLength;
|
||
|
||
// TODO (sam-g-steel) why aren't we using join
|
||
_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;
|
||
|
||
}
|
||
|
||
// GL state setting
|
||
|
||
this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
|
||
|
||
state.setCullFace( cullFace );
|
||
state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );
|
||
|
||
};
|
||
|
||
// Textures
|
||
|
||
function allocTextureUnit() {
|
||
|
||
var textureUnit = _usedTextureUnits;
|
||
|
||
if ( textureUnit >= capabilities.maxTextures ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
|
||
|
||
}
|
||
|
||
_usedTextureUnits += 1;
|
||
|
||
return textureUnit;
|
||
|
||
}
|
||
|
||
this.allocTextureUnit = allocTextureUnit;
|
||
|
||
// this.setTexture2D = setTexture2D;
|
||
this.setTexture2D = ( function () {
|
||
|
||
var warned = false;
|
||
|
||
// backwards compatibility: peel texture.texture
|
||
return function setTexture2D( texture, slot ) {
|
||
|
||
if ( texture && texture.isWebGLRenderTarget ) {
|
||
|
||
if ( ! warned ) {
|
||
|
||
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
|
||
warned = true;
|
||
|
||
}
|
||
|
||
texture = texture.texture;
|
||
|
||
}
|
||
|
||
textures.setTexture2D( texture, slot );
|
||
|
||
};
|
||
|
||
}() );
|
||
|
||
this.setTexture = ( function () {
|
||
|
||
var warned = false;
|
||
|
||
return function setTexture( texture, slot ) {
|
||
|
||
if ( ! warned ) {
|
||
|
||
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
|
||
warned = true;
|
||
|
||
}
|
||
|
||
textures.setTexture2D( texture, slot );
|
||
|
||
};
|
||
|
||
}() );
|
||
|
||
this.setTextureCube = ( function () {
|
||
|
||
var warned = false;
|
||
|
||
return function setTextureCube( texture, slot ) {
|
||
|
||
// backwards compatibility: peel texture.texture
|
||
if ( texture && texture.isWebGLRenderTargetCube ) {
|
||
|
||
if ( ! warned ) {
|
||
|
||
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
|
||
warned = true;
|
||
|
||
}
|
||
|
||
texture = texture.texture;
|
||
|
||
}
|
||
|
||
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
|
||
// TODO: unify these code paths
|
||
if ( ( texture && texture.isCubeTexture ) ||
|
||
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
|
||
|
||
// CompressedTexture can have Array in image :/
|
||
|
||
// this function alone should take care of cube textures
|
||
textures.setTextureCube( texture, slot );
|
||
|
||
} else {
|
||
|
||
// assumed: texture property of THREE.WebGLRenderTargetCube
|
||
|
||
textures.setTextureCubeDynamic( texture, slot );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}() );
|
||
|
||
this.getRenderTarget = function () {
|
||
|
||
return _currentRenderTarget;
|
||
|
||
};
|
||
|
||
this.setRenderTarget = function ( renderTarget ) {
|
||
|
||
_currentRenderTarget = renderTarget;
|
||
|
||
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
|
||
|
||
textures.setupRenderTarget( renderTarget );
|
||
|
||
}
|
||
|
||
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
|
||
var framebuffer;
|
||
|
||
if ( renderTarget ) {
|
||
|
||
var renderTargetProperties = properties.get( renderTarget );
|
||
|
||
if ( isCube ) {
|
||
|
||
framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
|
||
|
||
} else {
|
||
|
||
framebuffer = renderTargetProperties.__webglFramebuffer;
|
||
|
||
}
|
||
|
||
_currentScissor.copy( renderTarget.scissor );
|
||
_currentScissorTest = renderTarget.scissorTest;
|
||
|
||
_currentViewport.copy( renderTarget.viewport );
|
||
|
||
} else {
|
||
|
||
framebuffer = null;
|
||
|
||
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
|
||
_currentScissorTest = _scissorTest;
|
||
|
||
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
|
||
|
||
}
|
||
|
||
if ( _currentFramebuffer !== framebuffer ) {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
_currentFramebuffer = framebuffer;
|
||
|
||
}
|
||
|
||
state.scissor( _currentScissor );
|
||
state.setScissorTest( _currentScissorTest );
|
||
|
||
state.viewport( _currentViewport );
|
||
|
||
if ( isCube ) {
|
||
|
||
var textureProperties = properties.get( renderTarget.texture );
|
||
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
|
||
|
||
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
|
||
return;
|
||
|
||
}
|
||
|
||
var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
|
||
|
||
if ( framebuffer ) {
|
||
|
||
var restore = false;
|
||
|
||
if ( framebuffer !== _currentFramebuffer ) {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
||
|
||
restore = true;
|
||
|
||
}
|
||
|
||
try {
|
||
|
||
var texture = renderTarget.texture;
|
||
var textureFormat = texture.format;
|
||
var textureType = texture.type;
|
||
|
||
if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
|
||
! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
|
||
! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {
|
||
|
||
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
|
||
|
||
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
|
||
|
||
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
|
||
|
||
_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
|
||
|
||
}
|
||
|
||
} finally {
|
||
|
||
if ( restore ) {
|
||
|
||
_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// Map three.js constants to WebGL constants
|
||
|
||
function paramThreeToGL( p ) {
|
||
|
||
var extension;
|
||
|
||
if ( p === RepeatWrapping ) return _gl.REPEAT;
|
||
if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
|
||
if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
|
||
|
||
if ( p === NearestFilter ) return _gl.NEAREST;
|
||
if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
|
||
if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
|
||
|
||
if ( p === LinearFilter ) return _gl.LINEAR;
|
||
if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
|
||
if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
|
||
|
||
if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
|
||
if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
|
||
if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
|
||
if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
|
||
|
||
if ( p === ByteType ) return _gl.BYTE;
|
||
if ( p === ShortType ) return _gl.SHORT;
|
||
if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
|
||
if ( p === IntType ) return _gl.INT;
|
||
if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
|
||
if ( p === FloatType ) return _gl.FLOAT;
|
||
|
||
if ( p === HalfFloatType ) {
|
||
|
||
extension = extensions.get( 'OES_texture_half_float' );
|
||
|
||
if ( extension !== null ) return extension.HALF_FLOAT_OES;
|
||
|
||
}
|
||
|
||
if ( p === AlphaFormat ) return _gl.ALPHA;
|
||
if ( p === RGBFormat ) return _gl.RGB;
|
||
if ( p === RGBAFormat ) return _gl.RGBA;
|
||
if ( p === LuminanceFormat ) return _gl.LUMINANCE;
|
||
if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
|
||
if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
|
||
if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;
|
||
|
||
if ( p === AddEquation ) return _gl.FUNC_ADD;
|
||
if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
|
||
if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
|
||
|
||
if ( p === ZeroFactor ) return _gl.ZERO;
|
||
if ( p === OneFactor ) return _gl.ONE;
|
||
if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
|
||
if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
|
||
if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
|
||
if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
|
||
if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
|
||
if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
|
||
|
||
if ( p === DstColorFactor ) return _gl.DST_COLOR;
|
||
if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
|
||
if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
|
||
|
||
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
|
||
p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
|
||
|
||
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
|
||
|
||
if ( extension !== null ) {
|
||
|
||
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
|
||
if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
||
if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
||
if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
|
||
p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
|
||
|
||
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
|
||
|
||
if ( extension !== null ) {
|
||
|
||
if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
||
if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
|
||
if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
||
if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( p === RGB_ETC1_Format ) {
|
||
|
||
extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
|
||
|
||
if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
|
||
|
||
}
|
||
|
||
if ( p === MinEquation || p === MaxEquation ) {
|
||
|
||
extension = extensions.get( 'EXT_blend_minmax' );
|
||
|
||
if ( extension !== null ) {
|
||
|
||
if ( p === MinEquation ) return extension.MIN_EXT;
|
||
if ( p === MaxEquation ) return extension.MAX_EXT;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( p === UnsignedInt248Type ) {
|
||
|
||
extension = extensions.get( 'WEBGL_depth_texture' );
|
||
|
||
if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
|
||
|
||
}
|
||
|
||
return 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function FogExp2 ( color, density ) {
|
||
|
||
this.name = '';
|
||
|
||
this.color = new Color( color );
|
||
this.density = ( density !== undefined ) ? density : 0.00025;
|
||
|
||
}
|
||
|
||
FogExp2.prototype.isFogExp2 = true;
|
||
|
||
FogExp2.prototype.clone = function () {
|
||
|
||
return new FogExp2( this.color.getHex(), this.density );
|
||
|
||
};
|
||
|
||
FogExp2.prototype.toJSON = function ( meta ) {
|
||
|
||
return {
|
||
type: 'FogExp2',
|
||
color: this.color.getHex(),
|
||
density: this.density
|
||
};
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function Fog ( color, near, far ) {
|
||
|
||
this.name = '';
|
||
|
||
this.color = new Color( color );
|
||
|
||
this.near = ( near !== undefined ) ? near : 1;
|
||
this.far = ( far !== undefined ) ? far : 1000;
|
||
|
||
}
|
||
|
||
Fog.prototype.isFog = true;
|
||
|
||
Fog.prototype.clone = function () {
|
||
|
||
return new Fog( this.color.getHex(), this.near, this.far );
|
||
|
||
};
|
||
|
||
Fog.prototype.toJSON = function ( meta ) {
|
||
|
||
return {
|
||
type: 'Fog',
|
||
color: this.color.getHex(),
|
||
near: this.near,
|
||
far: this.far
|
||
};
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function Scene () {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Scene';
|
||
|
||
this.background = null;
|
||
this.fog = null;
|
||
this.overrideMaterial = null;
|
||
|
||
this.autoUpdate = true; // checked by the renderer
|
||
|
||
}
|
||
|
||
Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Scene,
|
||
|
||
copy: function ( source, recursive ) {
|
||
|
||
Object3D.prototype.copy.call( this, source, recursive );
|
||
|
||
if ( source.background !== null ) this.background = source.background.clone();
|
||
if ( source.fog !== null ) this.fog = source.fog.clone();
|
||
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
|
||
|
||
this.autoUpdate = source.autoUpdate;
|
||
this.matrixAutoUpdate = source.matrixAutoUpdate;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var data = Object3D.prototype.toJSON.call( this, meta );
|
||
|
||
if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
|
||
if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
|
||
|
||
return data;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function LensFlare( texture, size, distance, blending, color ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.lensFlares = [];
|
||
|
||
this.positionScreen = new Vector3();
|
||
this.customUpdateCallback = undefined;
|
||
|
||
if ( texture !== undefined ) {
|
||
|
||
this.add( texture, size, distance, blending, color );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: LensFlare,
|
||
|
||
isLensFlare: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Object3D.prototype.copy.call( this, source );
|
||
|
||
this.positionScreen.copy( source.positionScreen );
|
||
this.customUpdateCallback = source.customUpdateCallback;
|
||
|
||
for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {
|
||
|
||
this.lensFlares.push( source.lensFlares[ i ] );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
add: function ( texture, size, distance, blending, color, opacity ) {
|
||
|
||
if ( size === undefined ) size = - 1;
|
||
if ( distance === undefined ) distance = 0;
|
||
if ( opacity === undefined ) opacity = 1;
|
||
if ( color === undefined ) color = new Color( 0xffffff );
|
||
if ( blending === undefined ) blending = NormalBlending;
|
||
|
||
distance = Math.min( distance, Math.max( 0, distance ) );
|
||
|
||
this.lensFlares.push( {
|
||
texture: texture, // THREE.Texture
|
||
size: size, // size in pixels (-1 = use texture.width)
|
||
distance: distance, // distance (0-1) from light source (0=at light source)
|
||
x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back
|
||
scale: 1, // scale
|
||
rotation: 0, // rotation
|
||
opacity: opacity, // opacity
|
||
color: color, // color
|
||
blending: blending // blending
|
||
} );
|
||
|
||
},
|
||
|
||
/*
|
||
* Update lens flares update positions on all flares based on the screen position
|
||
* Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
|
||
*/
|
||
|
||
updateLensFlares: function () {
|
||
|
||
var f, fl = this.lensFlares.length;
|
||
var flare;
|
||
var vecX = - this.positionScreen.x * 2;
|
||
var vecY = - this.positionScreen.y * 2;
|
||
|
||
for ( f = 0; f < fl; f ++ ) {
|
||
|
||
flare = this.lensFlares[ f ];
|
||
|
||
flare.x = this.positionScreen.x + vecX * flare.distance;
|
||
flare.y = this.positionScreen.y + vecY * flare.distance;
|
||
|
||
flare.wantedRotation = flare.x * Math.PI * 0.25;
|
||
flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* uvOffset: new THREE.Vector2(),
|
||
* uvScale: new THREE.Vector2()
|
||
* }
|
||
*/
|
||
|
||
function SpriteMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'SpriteMaterial';
|
||
|
||
this.color = new Color( 0xffffff );
|
||
this.map = null;
|
||
|
||
this.rotation = 0;
|
||
|
||
this.fog = false;
|
||
this.lights = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
SpriteMaterial.prototype = Object.create( Material.prototype );
|
||
SpriteMaterial.prototype.constructor = SpriteMaterial;
|
||
SpriteMaterial.prototype.isSpriteMaterial = true;
|
||
|
||
SpriteMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
this.map = source.map;
|
||
|
||
this.rotation = source.rotation;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function Sprite( material ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Sprite';
|
||
|
||
this.material = ( material !== undefined ) ? material : new SpriteMaterial();
|
||
|
||
}
|
||
|
||
Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Sprite,
|
||
|
||
isSprite: true,
|
||
|
||
raycast: ( function () {
|
||
|
||
var intersectPoint = new Vector3();
|
||
var worldPosition = new Vector3();
|
||
var worldScale = new Vector3();
|
||
|
||
return function raycast( raycaster, intersects ) {
|
||
|
||
worldPosition.setFromMatrixPosition( this.matrixWorld );
|
||
raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
|
||
|
||
worldScale.setFromMatrixScale( this.matrixWorld );
|
||
var guessSizeSq = worldScale.x * worldScale.y / 4;
|
||
|
||
if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( intersectPoint );
|
||
|
||
if ( distance < raycaster.near || distance > raycaster.far ) return;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
point: intersectPoint.clone(),
|
||
face: null,
|
||
object: this
|
||
|
||
} );
|
||
|
||
};
|
||
|
||
}() ),
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor( this.material ).copy( this );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function LOD() {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'LOD';
|
||
|
||
Object.defineProperties( this, {
|
||
levels: {
|
||
enumerable: true,
|
||
value: []
|
||
}
|
||
} );
|
||
|
||
}
|
||
|
||
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: LOD,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Object3D.prototype.copy.call( this, source, false );
|
||
|
||
var levels = source.levels;
|
||
|
||
for ( var i = 0, l = levels.length; i < l; i ++ ) {
|
||
|
||
var level = levels[ i ];
|
||
|
||
this.addLevel( level.object.clone(), level.distance );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
addLevel: function ( object, distance ) {
|
||
|
||
if ( distance === undefined ) distance = 0;
|
||
|
||
distance = Math.abs( distance );
|
||
|
||
var levels = this.levels;
|
||
|
||
for ( var l = 0; l < levels.length; l ++ ) {
|
||
|
||
if ( distance < levels[ l ].distance ) {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
levels.splice( l, 0, { distance: distance, object: object } );
|
||
|
||
this.add( object );
|
||
|
||
},
|
||
|
||
getObjectForDistance: function ( distance ) {
|
||
|
||
var levels = this.levels;
|
||
|
||
for ( var i = 1, l = levels.length; i < l; i ++ ) {
|
||
|
||
if ( distance < levels[ i ].distance ) {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return levels[ i - 1 ].object;
|
||
|
||
},
|
||
|
||
raycast: ( function () {
|
||
|
||
var matrixPosition = new Vector3();
|
||
|
||
return function raycast( raycaster, intersects ) {
|
||
|
||
matrixPosition.setFromMatrixPosition( this.matrixWorld );
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( matrixPosition );
|
||
|
||
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
|
||
|
||
};
|
||
|
||
}() ),
|
||
|
||
update: function () {
|
||
|
||
var v1 = new Vector3();
|
||
var v2 = new Vector3();
|
||
|
||
return function update( camera ) {
|
||
|
||
var levels = this.levels;
|
||
|
||
if ( levels.length > 1 ) {
|
||
|
||
v1.setFromMatrixPosition( camera.matrixWorld );
|
||
v2.setFromMatrixPosition( this.matrixWorld );
|
||
|
||
var distance = v1.distanceTo( v2 );
|
||
|
||
levels[ 0 ].object.visible = true;
|
||
|
||
for ( var i = 1, l = levels.length; i < l; i ++ ) {
|
||
|
||
if ( distance >= levels[ i ].distance ) {
|
||
|
||
levels[ i - 1 ].object.visible = false;
|
||
levels[ i ].object.visible = true;
|
||
|
||
} else {
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( ; i < l; i ++ ) {
|
||
|
||
levels[ i ].object.visible = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var data = Object3D.prototype.toJSON.call( this, meta );
|
||
|
||
data.object.levels = [];
|
||
|
||
var levels = this.levels;
|
||
|
||
for ( var i = 0, l = levels.length; i < l; i ++ ) {
|
||
|
||
var level = levels[ i ];
|
||
|
||
data.object.levels.push( {
|
||
object: level.object.uuid,
|
||
distance: level.distance
|
||
} );
|
||
|
||
}
|
||
|
||
return data;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author michael guerrero / http://realitymeltdown.com
|
||
* @author ikerr / http://verold.com
|
||
*/
|
||
|
||
function Skeleton( bones, boneInverses ) {
|
||
|
||
// copy the bone array
|
||
|
||
bones = bones || [];
|
||
|
||
this.bones = bones.slice( 0 );
|
||
this.boneMatrices = new Float32Array( this.bones.length * 16 );
|
||
|
||
// use the supplied bone inverses or calculate the inverses
|
||
|
||
if ( boneInverses === undefined ) {
|
||
|
||
this.calculateInverses();
|
||
|
||
} else {
|
||
|
||
if ( this.bones.length === boneInverses.length ) {
|
||
|
||
this.boneInverses = boneInverses.slice( 0 );
|
||
|
||
} else {
|
||
|
||
console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
|
||
|
||
this.boneInverses = [];
|
||
|
||
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
|
||
|
||
this.boneInverses.push( new Matrix4() );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Object.assign( Skeleton.prototype, {
|
||
|
||
calculateInverses: function () {
|
||
|
||
this.boneInverses = [];
|
||
|
||
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
|
||
|
||
var inverse = new Matrix4();
|
||
|
||
if ( this.bones[ i ] ) {
|
||
|
||
inverse.getInverse( this.bones[ i ].matrixWorld );
|
||
|
||
}
|
||
|
||
this.boneInverses.push( inverse );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
pose: function () {
|
||
|
||
var bone, i, il;
|
||
|
||
// recover the bind-time world matrices
|
||
|
||
for ( i = 0, il = this.bones.length; i < il; i ++ ) {
|
||
|
||
bone = this.bones[ i ];
|
||
|
||
if ( bone ) {
|
||
|
||
bone.matrixWorld.getInverse( this.boneInverses[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// compute the local matrices, positions, rotations and scales
|
||
|
||
for ( i = 0, il = this.bones.length; i < il; i ++ ) {
|
||
|
||
bone = this.bones[ i ];
|
||
|
||
if ( bone ) {
|
||
|
||
if ( bone.parent && bone.parent.isBone ) {
|
||
|
||
bone.matrix.getInverse( bone.parent.matrixWorld );
|
||
bone.matrix.multiply( bone.matrixWorld );
|
||
|
||
} else {
|
||
|
||
bone.matrix.copy( bone.matrixWorld );
|
||
|
||
}
|
||
|
||
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
update: ( function () {
|
||
|
||
var offsetMatrix = new Matrix4();
|
||
var identityMatrix = new Matrix4();
|
||
|
||
return function update() {
|
||
|
||
var bones = this.bones;
|
||
var boneInverses = this.boneInverses;
|
||
var boneMatrices = this.boneMatrices;
|
||
var boneTexture = this.boneTexture;
|
||
|
||
// flatten bone matrices to array
|
||
|
||
for ( var i = 0, il = bones.length; i < il; i ++ ) {
|
||
|
||
// compute the offset between the current and the original transform
|
||
|
||
var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
|
||
|
||
offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
|
||
offsetMatrix.toArray( boneMatrices, i * 16 );
|
||
|
||
}
|
||
|
||
if ( boneTexture !== undefined ) {
|
||
|
||
boneTexture.needsUpdate = true;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
} )(),
|
||
|
||
clone: function () {
|
||
|
||
return new Skeleton( this.bones, this.boneInverses );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author ikerr / http://verold.com
|
||
*/
|
||
|
||
function Bone() {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Bone';
|
||
|
||
}
|
||
|
||
Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Bone,
|
||
|
||
isBone: true
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mikael emtinger / http://gomo.se/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author ikerr / http://verold.com
|
||
*/
|
||
|
||
function SkinnedMesh( geometry, material ) {
|
||
|
||
Mesh.call( this, geometry, material );
|
||
|
||
this.type = 'SkinnedMesh';
|
||
|
||
this.bindMode = 'attached';
|
||
this.bindMatrix = new Matrix4();
|
||
this.bindMatrixInverse = new Matrix4();
|
||
|
||
var bones = this.initBones();
|
||
var skeleton = new Skeleton( bones );
|
||
|
||
this.bind( skeleton, this.matrixWorld );
|
||
|
||
this.normalizeSkinWeights();
|
||
|
||
}
|
||
|
||
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
||
|
||
constructor: SkinnedMesh,
|
||
|
||
isSkinnedMesh: true,
|
||
|
||
initBones: function () {
|
||
|
||
var bones = [], bone, gbone;
|
||
var i, il;
|
||
|
||
if ( this.geometry && this.geometry.bones !== undefined ) {
|
||
|
||
// first, create array of 'Bone' objects from geometry data
|
||
|
||
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
|
||
|
||
gbone = this.geometry.bones[ i ];
|
||
|
||
// create new 'Bone' object
|
||
|
||
bone = new Bone();
|
||
bones.push( bone );
|
||
|
||
// apply values
|
||
|
||
bone.name = gbone.name;
|
||
bone.position.fromArray( gbone.pos );
|
||
bone.quaternion.fromArray( gbone.rotq );
|
||
if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
|
||
|
||
}
|
||
|
||
// second, create bone hierarchy
|
||
|
||
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
|
||
|
||
gbone = this.geometry.bones[ i ];
|
||
|
||
if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
|
||
|
||
// subsequent bones in the hierarchy
|
||
|
||
bones[ gbone.parent ].add( bones[ i ] );
|
||
|
||
} else {
|
||
|
||
// topmost bone, immediate child of the skinned mesh
|
||
|
||
this.add( bones[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// now the bones are part of the scene graph and children of the skinned mesh.
|
||
// let's update the corresponding matrices
|
||
|
||
this.updateMatrixWorld( true );
|
||
|
||
return bones;
|
||
|
||
},
|
||
|
||
bind: function ( skeleton, bindMatrix ) {
|
||
|
||
this.skeleton = skeleton;
|
||
|
||
if ( bindMatrix === undefined ) {
|
||
|
||
this.updateMatrixWorld( true );
|
||
|
||
this.skeleton.calculateInverses();
|
||
|
||
bindMatrix = this.matrixWorld;
|
||
|
||
}
|
||
|
||
this.bindMatrix.copy( bindMatrix );
|
||
this.bindMatrixInverse.getInverse( bindMatrix );
|
||
|
||
},
|
||
|
||
pose: function () {
|
||
|
||
this.skeleton.pose();
|
||
|
||
},
|
||
|
||
normalizeSkinWeights: function () {
|
||
|
||
var scale, i;
|
||
|
||
if ( this.geometry && this.geometry.isGeometry ) {
|
||
|
||
for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {
|
||
|
||
var sw = this.geometry.skinWeights[ i ];
|
||
|
||
scale = 1.0 / sw.lengthManhattan();
|
||
|
||
if ( scale !== Infinity ) {
|
||
|
||
sw.multiplyScalar( scale );
|
||
|
||
} else {
|
||
|
||
sw.set( 1, 0, 0, 0 ); // do something reasonable
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( this.geometry && this.geometry.isBufferGeometry ) {
|
||
|
||
var vec = new Vector4();
|
||
|
||
var skinWeight = this.geometry.attributes.skinWeight;
|
||
|
||
for ( i = 0; i < skinWeight.count; i ++ ) {
|
||
|
||
vec.x = skinWeight.getX( i );
|
||
vec.y = skinWeight.getY( i );
|
||
vec.z = skinWeight.getZ( i );
|
||
vec.w = skinWeight.getW( i );
|
||
|
||
scale = 1.0 / vec.lengthManhattan();
|
||
|
||
if ( scale !== Infinity ) {
|
||
|
||
vec.multiplyScalar( scale );
|
||
|
||
} else {
|
||
|
||
vec.set( 1, 0, 0, 0 ); // do something reasonable
|
||
|
||
}
|
||
|
||
skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
updateMatrixWorld: function ( force ) {
|
||
|
||
Mesh.prototype.updateMatrixWorld.call( this, force );
|
||
|
||
if ( this.bindMode === 'attached' ) {
|
||
|
||
this.bindMatrixInverse.getInverse( this.matrixWorld );
|
||
|
||
} else if ( this.bindMode === 'detached' ) {
|
||
|
||
this.bindMatrixInverse.getInverse( this.bindMatrix );
|
||
|
||
} else {
|
||
|
||
console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor( this.geometry, this.material ).copy( this );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* linewidth: <float>,
|
||
* linecap: "round",
|
||
* linejoin: "round"
|
||
* }
|
||
*/
|
||
|
||
function LineBasicMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'LineBasicMaterial';
|
||
|
||
this.color = new Color( 0xffffff );
|
||
|
||
this.linewidth = 1;
|
||
this.linecap = 'round';
|
||
this.linejoin = 'round';
|
||
|
||
this.lights = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
LineBasicMaterial.prototype = Object.create( Material.prototype );
|
||
LineBasicMaterial.prototype.constructor = LineBasicMaterial;
|
||
|
||
LineBasicMaterial.prototype.isLineBasicMaterial = true;
|
||
|
||
LineBasicMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
|
||
this.linewidth = source.linewidth;
|
||
this.linecap = source.linecap;
|
||
this.linejoin = source.linejoin;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function Line( geometry, material, mode ) {
|
||
|
||
if ( mode === 1 ) {
|
||
|
||
console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
|
||
return new LineSegments( geometry, material );
|
||
|
||
}
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Line';
|
||
|
||
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
||
this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
|
||
|
||
}
|
||
|
||
Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Line,
|
||
|
||
isLine: true,
|
||
|
||
raycast: ( function () {
|
||
|
||
var inverseMatrix = new Matrix4();
|
||
var ray = new Ray();
|
||
var sphere = new Sphere();
|
||
|
||
return function raycast( raycaster, intersects ) {
|
||
|
||
var precision = raycaster.linePrecision;
|
||
var precisionSq = precision * precision;
|
||
|
||
var geometry = this.geometry;
|
||
var matrixWorld = this.matrixWorld;
|
||
|
||
// Checking boundingSphere distance to ray
|
||
|
||
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
||
|
||
sphere.copy( geometry.boundingSphere );
|
||
sphere.applyMatrix4( matrixWorld );
|
||
|
||
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
|
||
|
||
//
|
||
|
||
inverseMatrix.getInverse( matrixWorld );
|
||
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
||
|
||
var vStart = new Vector3();
|
||
var vEnd = new Vector3();
|
||
var interSegment = new Vector3();
|
||
var interRay = new Vector3();
|
||
var step = (this && this.isLineSegments) ? 2 : 1;
|
||
|
||
if ( geometry.isBufferGeometry ) {
|
||
|
||
var index = geometry.index;
|
||
var attributes = geometry.attributes;
|
||
var positions = attributes.position.array;
|
||
|
||
if ( index !== null ) {
|
||
|
||
var indices = index.array;
|
||
|
||
for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
|
||
|
||
var a = indices[ i ];
|
||
var b = indices[ i + 1 ];
|
||
|
||
vStart.fromArray( positions, a * 3 );
|
||
vEnd.fromArray( positions, b * 3 );
|
||
|
||
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
|
||
|
||
if ( distSq > precisionSq ) continue;
|
||
|
||
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( interRay );
|
||
|
||
if ( distance < raycaster.near || distance > raycaster.far ) continue;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
// What do we want? intersection point on the ray or on the segment??
|
||
// point: raycaster.ray.at( distance ),
|
||
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
||
index: i,
|
||
face: null,
|
||
faceIndex: null,
|
||
object: this
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
|
||
|
||
vStart.fromArray( positions, 3 * i );
|
||
vEnd.fromArray( positions, 3 * i + 3 );
|
||
|
||
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
|
||
|
||
if ( distSq > precisionSq ) continue;
|
||
|
||
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( interRay );
|
||
|
||
if ( distance < raycaster.near || distance > raycaster.far ) continue;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
// What do we want? intersection point on the ray or on the segment??
|
||
// point: raycaster.ray.at( distance ),
|
||
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
||
index: i,
|
||
face: null,
|
||
faceIndex: null,
|
||
object: this
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( geometry.isGeometry ) {
|
||
|
||
var vertices = geometry.vertices;
|
||
var nbVertices = vertices.length;
|
||
|
||
for ( var i = 0; i < nbVertices - 1; i += step ) {
|
||
|
||
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
|
||
|
||
if ( distSq > precisionSq ) continue;
|
||
|
||
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( interRay );
|
||
|
||
if ( distance < raycaster.near || distance > raycaster.far ) continue;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
// What do we want? intersection point on the ray or on the segment??
|
||
// point: raycaster.ray.at( distance ),
|
||
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
|
||
index: i,
|
||
face: null,
|
||
faceIndex: null,
|
||
object: this
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}() ),
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor( this.geometry, this.material ).copy( this );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function LineSegments( geometry, material ) {
|
||
|
||
Line.call( this, geometry, material );
|
||
|
||
this.type = 'LineSegments';
|
||
|
||
}
|
||
|
||
LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
|
||
|
||
constructor: LineSegments,
|
||
|
||
isLineSegments: true
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mgreter / http://github.com/mgreter
|
||
*/
|
||
|
||
function LineLoop( geometry, material ) {
|
||
|
||
Line.call( this, geometry, material );
|
||
|
||
this.type = 'LineLoop';
|
||
|
||
}
|
||
|
||
LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
|
||
|
||
constructor: LineLoop,
|
||
|
||
isLineLoop: true,
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* size: <float>,
|
||
* sizeAttenuation: <bool>
|
||
* }
|
||
*/
|
||
|
||
function PointsMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'PointsMaterial';
|
||
|
||
this.color = new Color( 0xffffff );
|
||
|
||
this.map = null;
|
||
|
||
this.size = 1;
|
||
this.sizeAttenuation = true;
|
||
|
||
this.lights = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
PointsMaterial.prototype = Object.create( Material.prototype );
|
||
PointsMaterial.prototype.constructor = PointsMaterial;
|
||
|
||
PointsMaterial.prototype.isPointsMaterial = true;
|
||
|
||
PointsMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
|
||
this.map = source.map;
|
||
|
||
this.size = source.size;
|
||
this.sizeAttenuation = source.sizeAttenuation;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function Points( geometry, material ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Points';
|
||
|
||
this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
|
||
this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
|
||
|
||
}
|
||
|
||
Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Points,
|
||
|
||
isPoints: true,
|
||
|
||
raycast: ( function () {
|
||
|
||
var inverseMatrix = new Matrix4();
|
||
var ray = new Ray();
|
||
var sphere = new Sphere();
|
||
|
||
return function raycast( raycaster, intersects ) {
|
||
|
||
var object = this;
|
||
var geometry = this.geometry;
|
||
var matrixWorld = this.matrixWorld;
|
||
var threshold = raycaster.params.Points.threshold;
|
||
|
||
// Checking boundingSphere distance to ray
|
||
|
||
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
|
||
|
||
sphere.copy( geometry.boundingSphere );
|
||
sphere.applyMatrix4( matrixWorld );
|
||
sphere.radius += threshold;
|
||
|
||
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
|
||
|
||
//
|
||
|
||
inverseMatrix.getInverse( matrixWorld );
|
||
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
||
|
||
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
|
||
var localThresholdSq = localThreshold * localThreshold;
|
||
var position = new Vector3();
|
||
|
||
function testPoint( point, index ) {
|
||
|
||
var rayPointDistanceSq = ray.distanceSqToPoint( point );
|
||
|
||
if ( rayPointDistanceSq < localThresholdSq ) {
|
||
|
||
var intersectPoint = ray.closestPointToPoint( point );
|
||
intersectPoint.applyMatrix4( matrixWorld );
|
||
|
||
var distance = raycaster.ray.origin.distanceTo( intersectPoint );
|
||
|
||
if ( distance < raycaster.near || distance > raycaster.far ) return;
|
||
|
||
intersects.push( {
|
||
|
||
distance: distance,
|
||
distanceToRay: Math.sqrt( rayPointDistanceSq ),
|
||
point: intersectPoint.clone(),
|
||
index: index,
|
||
face: null,
|
||
object: object
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( geometry.isBufferGeometry ) {
|
||
|
||
var index = geometry.index;
|
||
var attributes = geometry.attributes;
|
||
var positions = attributes.position.array;
|
||
|
||
if ( index !== null ) {
|
||
|
||
var indices = index.array;
|
||
|
||
for ( var i = 0, il = indices.length; i < il; i ++ ) {
|
||
|
||
var a = indices[ i ];
|
||
|
||
position.fromArray( positions, a * 3 );
|
||
|
||
testPoint( position, a );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
|
||
|
||
position.fromArray( positions, i * 3 );
|
||
|
||
testPoint( position, i );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var vertices = geometry.vertices;
|
||
|
||
for ( var i = 0, l = vertices.length; i < l; i ++ ) {
|
||
|
||
testPoint( vertices[ i ], i );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}() ),
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor( this.geometry, this.material ).copy( this );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function Group() {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Group';
|
||
|
||
}
|
||
|
||
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Group
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
|
||
|
||
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
|
||
|
||
this.image = { width: width, height: height };
|
||
this.mipmaps = mipmaps;
|
||
|
||
// no flipping for cube textures
|
||
// (also flipping doesn't work for compressed textures )
|
||
|
||
this.flipY = false;
|
||
|
||
// can't generate mipmaps for compressed textures
|
||
// mips must be embedded in DDS files
|
||
|
||
this.generateMipmaps = false;
|
||
|
||
}
|
||
|
||
CompressedTexture.prototype = Object.create( Texture.prototype );
|
||
CompressedTexture.prototype.constructor = CompressedTexture;
|
||
|
||
CompressedTexture.prototype.isCompressedTexture = true;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
||
|
||
Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
||
|
||
this.needsUpdate = true;
|
||
|
||
}
|
||
|
||
CanvasTexture.prototype = Object.create( Texture.prototype );
|
||
CanvasTexture.prototype.constructor = CanvasTexture;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
function WireframeGeometry( geometry ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'WireframeGeometry';
|
||
|
||
// buffer
|
||
|
||
var vertices = [];
|
||
|
||
// helper variables
|
||
|
||
var i, j, l, o, ol;
|
||
var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
|
||
var key, keys = [ 'a', 'b', 'c' ];
|
||
var vertex;
|
||
|
||
// different logic for Geometry and BufferGeometry
|
||
|
||
if ( geometry && geometry.isGeometry ) {
|
||
|
||
// create a data structure that contains all edges without duplicates
|
||
|
||
var faces = geometry.faces;
|
||
|
||
for ( i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( j = 0; j < 3; j ++ ) {
|
||
|
||
edge1 = face[ keys[ j ] ];
|
||
edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
|
||
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
|
||
edge[ 1 ] = Math.max( edge1, edge2 );
|
||
|
||
key = edge[ 0 ] + ',' + edge[ 1 ];
|
||
|
||
if ( edges[ key ] === undefined ) {
|
||
|
||
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// generate vertices
|
||
|
||
for ( key in edges ) {
|
||
|
||
e = edges[ key ];
|
||
|
||
vertex = geometry.vertices[ e.index1 ];
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
vertex = geometry.vertices[ e.index2 ];
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
} else if ( geometry && geometry.isBufferGeometry ) {
|
||
|
||
var position, indices, groups;
|
||
var group, start, count;
|
||
var index1, index2;
|
||
|
||
vertex = new Vector3();
|
||
|
||
if ( geometry.index !== null ) {
|
||
|
||
// indexed BufferGeometry
|
||
|
||
position = geometry.attributes.position;
|
||
indices = geometry.index;
|
||
groups = geometry.groups;
|
||
|
||
if ( groups.length === 0 ) {
|
||
|
||
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
|
||
|
||
}
|
||
|
||
// create a data structure that contains all eges without duplicates
|
||
|
||
for ( o = 0, ol = groups.length; o < ol; ++ o ) {
|
||
|
||
group = groups[ o ];
|
||
|
||
start = group.start;
|
||
count = group.count;
|
||
|
||
for ( i = start, l = ( start + count ); i < l; i += 3 ) {
|
||
|
||
for ( j = 0; j < 3; j ++ ) {
|
||
|
||
edge1 = indices.getX( i + j );
|
||
edge2 = indices.getX( i + ( j + 1 ) % 3 );
|
||
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
|
||
edge[ 1 ] = Math.max( edge1, edge2 );
|
||
|
||
key = edge[ 0 ] + ',' + edge[ 1 ];
|
||
|
||
if ( edges[ key ] === undefined ) {
|
||
|
||
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// generate vertices
|
||
|
||
for ( key in edges ) {
|
||
|
||
e = edges[ key ];
|
||
|
||
vertex.fromBufferAttribute( position, e.index1 );
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
vertex.fromBufferAttribute( position, e.index2 );
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// non-indexed BufferGeometry
|
||
|
||
position = geometry.attributes.position;
|
||
|
||
for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
|
||
|
||
for ( j = 0; j < 3; j ++ ) {
|
||
|
||
// three edges per triangle, an edge is represented as (index1, index2)
|
||
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
|
||
|
||
index1 = 3 * i + j;
|
||
vertex.fromBufferAttribute( position, index1 );
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
index2 = 3 * i + ( ( j + 1 ) % 3 );
|
||
vertex.fromBufferAttribute( position, index2 );
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
|
||
}
|
||
|
||
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
WireframeGeometry.prototype.constructor = WireframeGeometry;
|
||
|
||
/**
|
||
* @author zz85 / https://github.com/zz85
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*
|
||
* Parametric Surfaces Geometry
|
||
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
|
||
*/
|
||
|
||
// ParametricGeometry
|
||
|
||
function ParametricGeometry( func, slices, stacks ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'ParametricGeometry';
|
||
|
||
this.parameters = {
|
||
func: func,
|
||
slices: slices,
|
||
stacks: stacks
|
||
};
|
||
|
||
this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
ParametricGeometry.prototype = Object.create( Geometry.prototype );
|
||
ParametricGeometry.prototype.constructor = ParametricGeometry;
|
||
|
||
// ParametricBufferGeometry
|
||
|
||
function ParametricBufferGeometry( func, slices, stacks ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'ParametricBufferGeometry';
|
||
|
||
this.parameters = {
|
||
func: func,
|
||
slices: slices,
|
||
stacks: stacks
|
||
};
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
var EPS = 0.00001;
|
||
|
||
var normal = new Vector3();
|
||
|
||
var p0 = new Vector3(), p1 = new Vector3();
|
||
var pu = new Vector3(), pv = new Vector3();
|
||
|
||
var i, j;
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
var sliceCount = slices + 1;
|
||
|
||
for ( i = 0; i <= stacks; i ++ ) {
|
||
|
||
var v = i / stacks;
|
||
|
||
for ( j = 0; j <= slices; j ++ ) {
|
||
|
||
var u = j / slices;
|
||
|
||
// vertex
|
||
|
||
p0 = func( u, v, p0 );
|
||
vertices.push( p0.x, p0.y, p0.z );
|
||
|
||
// normal
|
||
|
||
// approximate tangent vectors via finite differences
|
||
|
||
if ( u - EPS >= 0 ) {
|
||
|
||
p1 = func( u - EPS, v, p1 );
|
||
pu.subVectors( p0, p1 );
|
||
|
||
} else {
|
||
|
||
p1 = func( u + EPS, v, p1 );
|
||
pu.subVectors( p1, p0 );
|
||
|
||
}
|
||
|
||
if ( v - EPS >= 0 ) {
|
||
|
||
p1 = func( u, v - EPS, p1 );
|
||
pv.subVectors( p0, p1 );
|
||
|
||
} else {
|
||
|
||
p1 = func( u, v + EPS, p1 );
|
||
pv.subVectors( p1, p0 );
|
||
|
||
}
|
||
|
||
// cross product of tangent vectors returns surface normal
|
||
|
||
normal.crossVectors( pu, pv ).normalize();
|
||
normals.push( normal.x, normal.y, normal.z );
|
||
|
||
// uv
|
||
|
||
uvs.push( u, v );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// generate indices
|
||
|
||
for ( i = 0; i < stacks; i ++ ) {
|
||
|
||
for ( j = 0; j < slices; j ++ ) {
|
||
|
||
var a = i * sliceCount + j;
|
||
var b = i * sliceCount + j + 1;
|
||
var c = ( i + 1 ) * sliceCount + j + 1;
|
||
var d = ( i + 1 ) * sliceCount + j;
|
||
|
||
// faces one and two
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
}
|
||
|
||
ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
|
||
|
||
/**
|
||
* @author clockworkgeek / https://github.com/clockworkgeek
|
||
* @author timothypratley / https://github.com/timothypratley
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// PolyhedronGeometry
|
||
|
||
function PolyhedronGeometry( vertices, indices, radius, detail ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'PolyhedronGeometry';
|
||
|
||
this.parameters = {
|
||
vertices: vertices,
|
||
indices: indices,
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
|
||
PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
|
||
|
||
// PolyhedronBufferGeometry
|
||
|
||
function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'PolyhedronBufferGeometry';
|
||
|
||
this.parameters = {
|
||
vertices: vertices,
|
||
indices: indices,
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
radius = radius || 1;
|
||
detail = detail || 0;
|
||
|
||
// default buffer data
|
||
|
||
var vertexBuffer = [];
|
||
var uvBuffer = [];
|
||
|
||
// the subdivision creates the vertex buffer data
|
||
|
||
subdivide( detail );
|
||
|
||
// all vertices should lie on a conceptual sphere with a given radius
|
||
|
||
appplyRadius( radius );
|
||
|
||
// finally, create the uv data
|
||
|
||
generateUVs();
|
||
|
||
// build non-indexed geometry
|
||
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
|
||
|
||
if ( detail === 0 ) {
|
||
|
||
this.computeVertexNormals(); // flat normals
|
||
|
||
} else {
|
||
|
||
this.normalizeNormals(); // smooth normals
|
||
|
||
}
|
||
|
||
// helper functions
|
||
|
||
function subdivide( detail ) {
|
||
|
||
var a = new Vector3();
|
||
var b = new Vector3();
|
||
var c = new Vector3();
|
||
|
||
// iterate over all faces and apply a subdivison with the given detail value
|
||
|
||
for ( var i = 0; i < indices.length; i += 3 ) {
|
||
|
||
// get the vertices of the face
|
||
|
||
getVertexByIndex( indices[ i + 0 ], a );
|
||
getVertexByIndex( indices[ i + 1 ], b );
|
||
getVertexByIndex( indices[ i + 2 ], c );
|
||
|
||
// perform subdivision
|
||
|
||
subdivideFace( a, b, c, detail );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function subdivideFace( a, b, c, detail ) {
|
||
|
||
var cols = Math.pow( 2, detail );
|
||
|
||
// we use this multidimensional array as a data structure for creating the subdivision
|
||
|
||
var v = [];
|
||
|
||
var i, j;
|
||
|
||
// construct all of the vertices for this subdivision
|
||
|
||
for ( i = 0; i <= cols; i ++ ) {
|
||
|
||
v[ i ] = [];
|
||
|
||
var aj = a.clone().lerp( c, i / cols );
|
||
var bj = b.clone().lerp( c, i / cols );
|
||
|
||
var rows = cols - i;
|
||
|
||
for ( j = 0; j <= rows; j ++ ) {
|
||
|
||
if ( j === 0 && i === cols ) {
|
||
|
||
v[ i ][ j ] = aj;
|
||
|
||
} else {
|
||
|
||
v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// construct all of the faces
|
||
|
||
for ( i = 0; i < cols; i ++ ) {
|
||
|
||
for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
|
||
|
||
var k = Math.floor( j / 2 );
|
||
|
||
if ( j % 2 === 0 ) {
|
||
|
||
pushVertex( v[ i ][ k + 1 ] );
|
||
pushVertex( v[ i + 1 ][ k ] );
|
||
pushVertex( v[ i ][ k ] );
|
||
|
||
} else {
|
||
|
||
pushVertex( v[ i ][ k + 1 ] );
|
||
pushVertex( v[ i + 1 ][ k + 1 ] );
|
||
pushVertex( v[ i + 1 ][ k ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function appplyRadius( radius ) {
|
||
|
||
var vertex = new Vector3();
|
||
|
||
// iterate over the entire buffer and apply the radius to each vertex
|
||
|
||
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
|
||
|
||
vertex.x = vertexBuffer[ i + 0 ];
|
||
vertex.y = vertexBuffer[ i + 1 ];
|
||
vertex.z = vertexBuffer[ i + 2 ];
|
||
|
||
vertex.normalize().multiplyScalar( radius );
|
||
|
||
vertexBuffer[ i + 0 ] = vertex.x;
|
||
vertexBuffer[ i + 1 ] = vertex.y;
|
||
vertexBuffer[ i + 2 ] = vertex.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function generateUVs() {
|
||
|
||
var vertex = new Vector3();
|
||
|
||
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
|
||
|
||
vertex.x = vertexBuffer[ i + 0 ];
|
||
vertex.y = vertexBuffer[ i + 1 ];
|
||
vertex.z = vertexBuffer[ i + 2 ];
|
||
|
||
var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
|
||
var v = inclination( vertex ) / Math.PI + 0.5;
|
||
uvBuffer.push( u, 1 - v );
|
||
|
||
}
|
||
|
||
correctUVs();
|
||
|
||
correctSeam();
|
||
|
||
}
|
||
|
||
function correctSeam() {
|
||
|
||
// handle case when face straddles the seam, see #3269
|
||
|
||
for ( var i = 0; i < uvBuffer.length; i += 6 ) {
|
||
|
||
// uv data of a single face
|
||
|
||
var x0 = uvBuffer[ i + 0 ];
|
||
var x1 = uvBuffer[ i + 2 ];
|
||
var x2 = uvBuffer[ i + 4 ];
|
||
|
||
var max = Math.max( x0, x1, x2 );
|
||
var min = Math.min( x0, x1, x2 );
|
||
|
||
// 0.9 is somewhat arbitrary
|
||
|
||
if ( max > 0.9 && min < 0.1 ) {
|
||
|
||
if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
|
||
if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
|
||
if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function pushVertex( vertex ) {
|
||
|
||
vertexBuffer.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
function getVertexByIndex( index, vertex ) {
|
||
|
||
var stride = index * 3;
|
||
|
||
vertex.x = vertices[ stride + 0 ];
|
||
vertex.y = vertices[ stride + 1 ];
|
||
vertex.z = vertices[ stride + 2 ];
|
||
|
||
}
|
||
|
||
function correctUVs() {
|
||
|
||
var a = new Vector3();
|
||
var b = new Vector3();
|
||
var c = new Vector3();
|
||
|
||
var centroid = new Vector3();
|
||
|
||
var uvA = new Vector2();
|
||
var uvB = new Vector2();
|
||
var uvC = new Vector2();
|
||
|
||
for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
|
||
|
||
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
|
||
b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
|
||
c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
|
||
|
||
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
|
||
uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
|
||
uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
|
||
|
||
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
|
||
|
||
var azi = azimuth( centroid );
|
||
|
||
correctUV( uvA, j + 0, a, azi );
|
||
correctUV( uvB, j + 2, b, azi );
|
||
correctUV( uvC, j + 4, c, azi );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function correctUV( uv, stride, vector, azimuth ) {
|
||
|
||
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
|
||
|
||
uvBuffer[ stride ] = uv.x - 1;
|
||
|
||
}
|
||
|
||
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
|
||
|
||
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Angle around the Y axis, counter-clockwise when looking from above.
|
||
|
||
function azimuth( vector ) {
|
||
|
||
return Math.atan2( vector.z, - vector.x );
|
||
|
||
}
|
||
|
||
|
||
// Angle above the XZ plane.
|
||
|
||
function inclination( vector ) {
|
||
|
||
return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
|
||
|
||
/**
|
||
* @author timothypratley / https://github.com/timothypratley
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// TetrahedronGeometry
|
||
|
||
function TetrahedronGeometry( radius, detail ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'TetrahedronGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
|
||
TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
|
||
|
||
// TetrahedronBufferGeometry
|
||
|
||
function TetrahedronBufferGeometry( radius, detail ) {
|
||
|
||
var vertices = [
|
||
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
|
||
];
|
||
|
||
var indices = [
|
||
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
|
||
];
|
||
|
||
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
||
|
||
this.type = 'TetrahedronBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
}
|
||
|
||
TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
||
TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
|
||
|
||
/**
|
||
* @author timothypratley / https://github.com/timothypratley
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// OctahedronGeometry
|
||
|
||
function OctahedronGeometry( radius, detail ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'OctahedronGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
OctahedronGeometry.prototype = Object.create( Geometry.prototype );
|
||
OctahedronGeometry.prototype.constructor = OctahedronGeometry;
|
||
|
||
// OctahedronBufferGeometry
|
||
|
||
function OctahedronBufferGeometry( radius, detail ) {
|
||
|
||
var vertices = [
|
||
1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1
|
||
];
|
||
|
||
var indices = [
|
||
0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
|
||
];
|
||
|
||
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
||
|
||
this.type = 'OctahedronBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
}
|
||
|
||
OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
||
OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
|
||
|
||
/**
|
||
* @author timothypratley / https://github.com/timothypratley
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// IcosahedronGeometry
|
||
|
||
function IcosahedronGeometry( radius, detail ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'IcosahedronGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
|
||
IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
|
||
|
||
// IcosahedronBufferGeometry
|
||
|
||
function IcosahedronBufferGeometry( radius, detail ) {
|
||
|
||
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
||
|
||
var vertices = [
|
||
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
|
||
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
|
||
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
|
||
];
|
||
|
||
var indices = [
|
||
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
|
||
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
|
||
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
|
||
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
|
||
];
|
||
|
||
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
||
|
||
this.type = 'IcosahedronBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
}
|
||
|
||
IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
||
IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
|
||
|
||
/**
|
||
* @author Abe Pazos / https://hamoid.com
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// DodecahedronGeometry
|
||
|
||
function DodecahedronGeometry( radius, detail ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'DodecahedronGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
|
||
DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
|
||
|
||
// DodecahedronBufferGeometry
|
||
|
||
function DodecahedronBufferGeometry( radius, detail ) {
|
||
|
||
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
||
var r = 1 / t;
|
||
|
||
var vertices = [
|
||
|
||
// (±1, ±1, ±1)
|
||
- 1, - 1, - 1, - 1, - 1, 1,
|
||
- 1, 1, - 1, - 1, 1, 1,
|
||
1, - 1, - 1, 1, - 1, 1,
|
||
1, 1, - 1, 1, 1, 1,
|
||
|
||
// (0, ±1/φ, ±φ)
|
||
0, - r, - t, 0, - r, t,
|
||
0, r, - t, 0, r, t,
|
||
|
||
// (±1/φ, ±φ, 0)
|
||
- r, - t, 0, - r, t, 0,
|
||
r, - t, 0, r, t, 0,
|
||
|
||
// (±φ, 0, ±1/φ)
|
||
- t, 0, - r, t, 0, - r,
|
||
- t, 0, r, t, 0, r
|
||
];
|
||
|
||
var indices = [
|
||
3, 11, 7, 3, 7, 15, 3, 15, 13,
|
||
7, 19, 17, 7, 17, 6, 7, 6, 15,
|
||
17, 4, 8, 17, 8, 10, 17, 10, 6,
|
||
8, 0, 16, 8, 16, 2, 8, 2, 10,
|
||
0, 12, 1, 0, 1, 18, 0, 18, 16,
|
||
6, 10, 2, 6, 2, 13, 6, 13, 15,
|
||
2, 16, 18, 2, 18, 3, 2, 3, 13,
|
||
18, 1, 9, 18, 9, 11, 18, 11, 3,
|
||
4, 14, 12, 4, 12, 0, 4, 0, 8,
|
||
11, 9, 5, 11, 5, 19, 11, 19, 7,
|
||
19, 5, 14, 19, 14, 4, 19, 4, 17,
|
||
1, 12, 14, 1, 14, 5, 1, 5, 9
|
||
];
|
||
|
||
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
|
||
|
||
this.type = 'DodecahedronBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
detail: detail
|
||
};
|
||
|
||
}
|
||
|
||
DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
|
||
DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
|
||
|
||
/**
|
||
* @author oosmoxiecode / https://github.com/oosmoxiecode
|
||
* @author WestLangley / https://github.com/WestLangley
|
||
* @author zz85 / https://github.com/zz85
|
||
* @author miningold / https://github.com/miningold
|
||
* @author jonobr1 / https://github.com/jonobr1
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*
|
||
*/
|
||
|
||
// TubeGeometry
|
||
|
||
function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'TubeGeometry';
|
||
|
||
this.parameters = {
|
||
path: path,
|
||
tubularSegments: tubularSegments,
|
||
radius: radius,
|
||
radialSegments: radialSegments,
|
||
closed: closed
|
||
};
|
||
|
||
if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
|
||
|
||
var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
|
||
|
||
// expose internals
|
||
|
||
this.tangents = bufferGeometry.tangents;
|
||
this.normals = bufferGeometry.normals;
|
||
this.binormals = bufferGeometry.binormals;
|
||
|
||
// create geometry
|
||
|
||
this.fromBufferGeometry( bufferGeometry );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
TubeGeometry.prototype = Object.create( Geometry.prototype );
|
||
TubeGeometry.prototype.constructor = TubeGeometry;
|
||
|
||
// TubeBufferGeometry
|
||
|
||
function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'TubeBufferGeometry';
|
||
|
||
this.parameters = {
|
||
path: path,
|
||
tubularSegments: tubularSegments,
|
||
radius: radius,
|
||
radialSegments: radialSegments,
|
||
closed: closed
|
||
};
|
||
|
||
tubularSegments = tubularSegments || 64;
|
||
radius = radius || 1;
|
||
radialSegments = radialSegments || 8;
|
||
closed = closed || false;
|
||
|
||
var frames = path.computeFrenetFrames( tubularSegments, closed );
|
||
|
||
// expose internals
|
||
|
||
this.tangents = frames.tangents;
|
||
this.normals = frames.normals;
|
||
this.binormals = frames.binormals;
|
||
|
||
// helper variables
|
||
|
||
var vertex = new Vector3();
|
||
var normal = new Vector3();
|
||
var uv = new Vector2();
|
||
|
||
var i, j;
|
||
|
||
// buffer
|
||
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
var indices = [];
|
||
|
||
// create buffer data
|
||
|
||
generateBufferData();
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
// functions
|
||
|
||
function generateBufferData() {
|
||
|
||
for ( i = 0; i < tubularSegments; i ++ ) {
|
||
|
||
generateSegment( i );
|
||
|
||
}
|
||
|
||
// if the geometry is not closed, generate the last row of vertices and normals
|
||
// at the regular position on the given path
|
||
//
|
||
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
|
||
|
||
generateSegment( ( closed === false ) ? tubularSegments : 0 );
|
||
|
||
// uvs are generated in a separate function.
|
||
// this makes it easy compute correct values for closed geometries
|
||
|
||
generateUVs();
|
||
|
||
// finally create faces
|
||
|
||
generateIndices();
|
||
|
||
}
|
||
|
||
function generateSegment( i ) {
|
||
|
||
// we use getPointAt to sample evenly distributed points from the given path
|
||
|
||
var P = path.getPointAt( i / tubularSegments );
|
||
|
||
// retrieve corresponding normal and binormal
|
||
|
||
var N = frames.normals[ i ];
|
||
var B = frames.binormals[ i ];
|
||
|
||
// generate normals and vertices for the current segment
|
||
|
||
for ( j = 0; j <= radialSegments; j ++ ) {
|
||
|
||
var v = j / radialSegments * Math.PI * 2;
|
||
|
||
var sin = Math.sin( v );
|
||
var cos = - Math.cos( v );
|
||
|
||
// normal
|
||
|
||
normal.x = ( cos * N.x + sin * B.x );
|
||
normal.y = ( cos * N.y + sin * B.y );
|
||
normal.z = ( cos * N.z + sin * B.z );
|
||
normal.normalize();
|
||
|
||
normals.push( normal.x, normal.y, normal.z );
|
||
|
||
// vertex
|
||
|
||
vertex.x = P.x + radius * normal.x;
|
||
vertex.y = P.y + radius * normal.y;
|
||
vertex.z = P.z + radius * normal.z;
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function generateIndices() {
|
||
|
||
for ( j = 1; j <= tubularSegments; j ++ ) {
|
||
|
||
for ( i = 1; i <= radialSegments; i ++ ) {
|
||
|
||
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
|
||
var b = ( radialSegments + 1 ) * j + ( i - 1 );
|
||
var c = ( radialSegments + 1 ) * j + i;
|
||
var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function generateUVs() {
|
||
|
||
for ( i = 0; i <= tubularSegments; i ++ ) {
|
||
|
||
for ( j = 0; j <= radialSegments; j ++ ) {
|
||
|
||
uv.x = i / tubularSegments;
|
||
uv.y = j / radialSegments;
|
||
|
||
uvs.push( uv.x, uv.y );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
|
||
|
||
/**
|
||
* @author oosmoxiecode
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*
|
||
* based on http://www.blackpawn.com/texts/pqtorus/
|
||
*/
|
||
|
||
// TorusKnotGeometry
|
||
|
||
function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'TorusKnotGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
tube: tube,
|
||
tubularSegments: tubularSegments,
|
||
radialSegments: radialSegments,
|
||
p: p,
|
||
q: q
|
||
};
|
||
|
||
if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
|
||
|
||
this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
|
||
TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
|
||
|
||
// TorusKnotBufferGeometry
|
||
|
||
function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'TorusKnotBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
tube: tube,
|
||
tubularSegments: tubularSegments,
|
||
radialSegments: radialSegments,
|
||
p: p,
|
||
q: q
|
||
};
|
||
|
||
radius = radius || 100;
|
||
tube = tube || 40;
|
||
tubularSegments = Math.floor( tubularSegments ) || 64;
|
||
radialSegments = Math.floor( radialSegments ) || 8;
|
||
p = p || 2;
|
||
q = q || 3;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var i, j;
|
||
|
||
var vertex = new Vector3();
|
||
var normal = new Vector3();
|
||
|
||
var P1 = new Vector3();
|
||
var P2 = new Vector3();
|
||
|
||
var B = new Vector3();
|
||
var T = new Vector3();
|
||
var N = new Vector3();
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( i = 0; i <= tubularSegments; ++ i ) {
|
||
|
||
// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
|
||
|
||
var u = i / tubularSegments * p * Math.PI * 2;
|
||
|
||
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
|
||
// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
|
||
|
||
calculatePositionOnCurve( u, p, q, radius, P1 );
|
||
calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
|
||
|
||
// calculate orthonormal basis
|
||
|
||
T.subVectors( P2, P1 );
|
||
N.addVectors( P2, P1 );
|
||
B.crossVectors( T, N );
|
||
N.crossVectors( B, T );
|
||
|
||
// normalize B, N. T can be ignored, we don't use it
|
||
|
||
B.normalize();
|
||
N.normalize();
|
||
|
||
for ( j = 0; j <= radialSegments; ++ j ) {
|
||
|
||
// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
|
||
// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
|
||
|
||
var v = j / radialSegments * Math.PI * 2;
|
||
var cx = - tube * Math.cos( v );
|
||
var cy = tube * Math.sin( v );
|
||
|
||
// now calculate the final vertex position.
|
||
// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
|
||
|
||
vertex.x = P1.x + ( cx * N.x + cy * B.x );
|
||
vertex.y = P1.y + ( cx * N.y + cy * B.y );
|
||
vertex.z = P1.z + ( cx * N.z + cy * B.z );
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
|
||
|
||
normal.subVectors( vertex, P1 ).normalize();
|
||
|
||
normals.push( normal.x, normal.y, normal.z );
|
||
|
||
// uv
|
||
|
||
uvs.push( i / tubularSegments );
|
||
uvs.push( j / radialSegments );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// generate indices
|
||
|
||
for ( j = 1; j <= tubularSegments; j ++ ) {
|
||
|
||
for ( i = 1; i <= radialSegments; i ++ ) {
|
||
|
||
// indices
|
||
|
||
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
|
||
var b = ( radialSegments + 1 ) * j + ( i - 1 );
|
||
var c = ( radialSegments + 1 ) * j + i;
|
||
var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
// this function calculates the current position on the torus curve
|
||
|
||
function calculatePositionOnCurve( u, p, q, radius, position ) {
|
||
|
||
var cu = Math.cos( u );
|
||
var su = Math.sin( u );
|
||
var quOverP = q / p * u;
|
||
var cs = Math.cos( quOverP );
|
||
|
||
position.x = radius * ( 2 + cs ) * 0.5 * cu;
|
||
position.y = radius * ( 2 + cs ) * su * 0.5;
|
||
position.z = radius * Math.sin( quOverP ) * 0.5;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
|
||
|
||
/**
|
||
* @author oosmoxiecode
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// TorusGeometry
|
||
|
||
function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'TorusGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
tube: tube,
|
||
radialSegments: radialSegments,
|
||
tubularSegments: tubularSegments,
|
||
arc: arc
|
||
};
|
||
|
||
this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
TorusGeometry.prototype = Object.create( Geometry.prototype );
|
||
TorusGeometry.prototype.constructor = TorusGeometry;
|
||
|
||
// TorusBufferGeometry
|
||
|
||
function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'TorusBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
tube: tube,
|
||
radialSegments: radialSegments,
|
||
tubularSegments: tubularSegments,
|
||
arc: arc
|
||
};
|
||
|
||
radius = radius || 100;
|
||
tube = tube || 40;
|
||
radialSegments = Math.floor( radialSegments ) || 8;
|
||
tubularSegments = Math.floor( tubularSegments ) || 6;
|
||
arc = arc || Math.PI * 2;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var center = new Vector3();
|
||
var vertex = new Vector3();
|
||
var normal = new Vector3();
|
||
|
||
var j, i;
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( j = 0; j <= radialSegments; j ++ ) {
|
||
|
||
for ( i = 0; i <= tubularSegments; i ++ ) {
|
||
|
||
var u = i / tubularSegments * arc;
|
||
var v = j / radialSegments * Math.PI * 2;
|
||
|
||
// vertex
|
||
|
||
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
|
||
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
|
||
vertex.z = tube * Math.sin( v );
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal
|
||
|
||
center.x = radius * Math.cos( u );
|
||
center.y = radius * Math.sin( u );
|
||
normal.subVectors( vertex, center ).normalize();
|
||
|
||
normals.push( normal.x, normal.y, normal.z );
|
||
|
||
// uv
|
||
|
||
uvs.push( i / tubularSegments );
|
||
uvs.push( j / radialSegments );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// generate indices
|
||
|
||
for ( j = 1; j <= radialSegments; j ++ ) {
|
||
|
||
for ( i = 1; i <= tubularSegments; i ++ ) {
|
||
|
||
// indices
|
||
|
||
var a = ( tubularSegments + 1 ) * j + i - 1;
|
||
var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
|
||
var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
|
||
var d = ( tubularSegments + 1 ) * j + i;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
}
|
||
|
||
TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*/
|
||
|
||
var ShapeUtils = {
|
||
|
||
// calculate area of the contour polygon
|
||
|
||
area: function ( contour ) {
|
||
|
||
var n = contour.length;
|
||
var a = 0.0;
|
||
|
||
for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
|
||
|
||
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
|
||
|
||
}
|
||
|
||
return a * 0.5;
|
||
|
||
},
|
||
|
||
triangulate: ( function () {
|
||
|
||
/**
|
||
* This code is a quick port of code written in C++ which was submitted to
|
||
* flipcode.com by John W. Ratcliff // July 22, 2000
|
||
* See original code and more information here:
|
||
* http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
|
||
*
|
||
* ported to actionscript by Zevan Rosser
|
||
* www.actionsnippet.com
|
||
*
|
||
* ported to javascript by Joshua Koo
|
||
* http://www.lab4games.net/zz85/blog
|
||
*
|
||
*/
|
||
|
||
function snip( contour, u, v, w, n, verts ) {
|
||
|
||
var p;
|
||
var ax, ay, bx, by;
|
||
var cx, cy, px, py;
|
||
|
||
ax = contour[ verts[ u ] ].x;
|
||
ay = contour[ verts[ u ] ].y;
|
||
|
||
bx = contour[ verts[ v ] ].x;
|
||
by = contour[ verts[ v ] ].y;
|
||
|
||
cx = contour[ verts[ w ] ].x;
|
||
cy = contour[ verts[ w ] ].y;
|
||
|
||
if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;
|
||
|
||
var aX, aY, bX, bY, cX, cY;
|
||
var apx, apy, bpx, bpy, cpx, cpy;
|
||
var cCROSSap, bCROSScp, aCROSSbp;
|
||
|
||
aX = cx - bx; aY = cy - by;
|
||
bX = ax - cx; bY = ay - cy;
|
||
cX = bx - ax; cY = by - ay;
|
||
|
||
for ( p = 0; p < n; p ++ ) {
|
||
|
||
px = contour[ verts[ p ] ].x;
|
||
py = contour[ verts[ p ] ].y;
|
||
|
||
if ( ( ( px === ax ) && ( py === ay ) ) ||
|
||
( ( px === bx ) && ( py === by ) ) ||
|
||
( ( px === cx ) && ( py === cy ) ) ) continue;
|
||
|
||
apx = px - ax; apy = py - ay;
|
||
bpx = px - bx; bpy = py - by;
|
||
cpx = px - cx; cpy = py - cy;
|
||
|
||
// see if p is inside triangle abc
|
||
|
||
aCROSSbp = aX * bpy - aY * bpx;
|
||
cCROSSap = cX * apy - cY * apx;
|
||
bCROSScp = bX * cpy - bY * cpx;
|
||
|
||
if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
// takes in an contour array and returns
|
||
|
||
return function triangulate( contour, indices ) {
|
||
|
||
var n = contour.length;
|
||
|
||
if ( n < 3 ) return null;
|
||
|
||
var result = [],
|
||
verts = [],
|
||
vertIndices = [];
|
||
|
||
/* we want a counter-clockwise polygon in verts */
|
||
|
||
var u, v, w;
|
||
|
||
if ( ShapeUtils.area( contour ) > 0.0 ) {
|
||
|
||
for ( v = 0; v < n; v ++ ) verts[ v ] = v;
|
||
|
||
} else {
|
||
|
||
for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
|
||
|
||
}
|
||
|
||
var nv = n;
|
||
|
||
/* remove nv - 2 vertices, creating 1 triangle every time */
|
||
|
||
var count = 2 * nv; /* error detection */
|
||
|
||
for ( v = nv - 1; nv > 2; ) {
|
||
|
||
/* if we loop, it is probably a non-simple polygon */
|
||
|
||
if ( ( count -- ) <= 0 ) {
|
||
|
||
//** Triangulate: ERROR - probable bad polygon!
|
||
|
||
//throw ( "Warning, unable to triangulate polygon!" );
|
||
//return null;
|
||
// Sometimes warning is fine, especially polygons are triangulated in reverse.
|
||
console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );
|
||
|
||
if ( indices ) return vertIndices;
|
||
return result;
|
||
|
||
}
|
||
|
||
/* three consecutive vertices in current polygon, <u,v,w> */
|
||
|
||
u = v; if ( nv <= u ) u = 0; /* previous */
|
||
v = u + 1; if ( nv <= v ) v = 0; /* new v */
|
||
w = v + 1; if ( nv <= w ) w = 0; /* next */
|
||
|
||
if ( snip( contour, u, v, w, nv, verts ) ) {
|
||
|
||
var a, b, c, s, t;
|
||
|
||
/* true names of the vertices */
|
||
|
||
a = verts[ u ];
|
||
b = verts[ v ];
|
||
c = verts[ w ];
|
||
|
||
/* output Triangle */
|
||
|
||
result.push( [ contour[ a ],
|
||
contour[ b ],
|
||
contour[ c ] ] );
|
||
|
||
|
||
vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
|
||
|
||
/* remove v from the remaining polygon */
|
||
|
||
for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
|
||
|
||
verts[ s ] = verts[ t ];
|
||
|
||
}
|
||
|
||
nv --;
|
||
|
||
/* reset error detection counter */
|
||
|
||
count = 2 * nv;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( indices ) return vertIndices;
|
||
return result;
|
||
|
||
}
|
||
|
||
} )(),
|
||
|
||
triangulateShape: function ( contour, holes ) {
|
||
|
||
function removeDupEndPts(points) {
|
||
|
||
var l = points.length;
|
||
|
||
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
|
||
|
||
points.pop();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
removeDupEndPts( contour );
|
||
holes.forEach( removeDupEndPts );
|
||
|
||
function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
|
||
|
||
// inOtherPt needs to be collinear to the inSegment
|
||
if ( inSegPt1.x !== inSegPt2.x ) {
|
||
|
||
if ( inSegPt1.x < inSegPt2.x ) {
|
||
|
||
return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
|
||
|
||
} else {
|
||
|
||
return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( inSegPt1.y < inSegPt2.y ) {
|
||
|
||
return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
|
||
|
||
} else {
|
||
|
||
return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
|
||
|
||
var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
|
||
var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
|
||
|
||
var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
|
||
var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
|
||
|
||
var limit = seg1dy * seg2dx - seg1dx * seg2dy;
|
||
var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
|
||
|
||
if ( Math.abs( limit ) > Number.EPSILON ) {
|
||
|
||
// not parallel
|
||
|
||
var perpSeg2;
|
||
if ( limit > 0 ) {
|
||
|
||
if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
|
||
perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
|
||
if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
|
||
|
||
} else {
|
||
|
||
if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
|
||
perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
|
||
if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
|
||
|
||
}
|
||
|
||
// i.e. to reduce rounding errors
|
||
// intersection at endpoint of segment#1?
|
||
if ( perpSeg2 === 0 ) {
|
||
|
||
if ( ( inExcludeAdjacentSegs ) &&
|
||
( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
|
||
return [ inSeg1Pt1 ];
|
||
|
||
}
|
||
if ( perpSeg2 === limit ) {
|
||
|
||
if ( ( inExcludeAdjacentSegs ) &&
|
||
( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
|
||
return [ inSeg1Pt2 ];
|
||
|
||
}
|
||
// intersection at endpoint of segment#2?
|
||
if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ];
|
||
if ( perpSeg1 === limit ) return [ inSeg2Pt2 ];
|
||
|
||
// return real intersection point
|
||
var factorSeg1 = perpSeg2 / limit;
|
||
return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
|
||
y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
|
||
|
||
} else {
|
||
|
||
// parallel or collinear
|
||
if ( ( perpSeg1 !== 0 ) ||
|
||
( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return [];
|
||
|
||
// they are collinear or degenerate
|
||
var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point?
|
||
var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point?
|
||
// both segments are points
|
||
if ( seg1Pt && seg2Pt ) {
|
||
|
||
if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
|
||
( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points
|
||
return [ inSeg1Pt1 ]; // they are the same point
|
||
|
||
}
|
||
// segment#1 is a single point
|
||
if ( seg1Pt ) {
|
||
|
||
if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
|
||
return [ inSeg1Pt1 ];
|
||
|
||
}
|
||
// segment#2 is a single point
|
||
if ( seg2Pt ) {
|
||
|
||
if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
|
||
return [ inSeg2Pt1 ];
|
||
|
||
}
|
||
|
||
// they are collinear segments, which might overlap
|
||
var seg1min, seg1max, seg1minVal, seg1maxVal;
|
||
var seg2min, seg2max, seg2minVal, seg2maxVal;
|
||
if ( seg1dx !== 0 ) {
|
||
|
||
// the segments are NOT on a vertical line
|
||
if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
|
||
|
||
seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
|
||
seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
|
||
|
||
} else {
|
||
|
||
seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
|
||
seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
|
||
|
||
}
|
||
if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
|
||
|
||
seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
|
||
seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
|
||
|
||
} else {
|
||
|
||
seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
|
||
seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// the segments are on a vertical line
|
||
if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
|
||
|
||
seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
|
||
seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
|
||
|
||
} else {
|
||
|
||
seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
|
||
seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
|
||
|
||
}
|
||
if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
|
||
|
||
seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
|
||
seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
|
||
|
||
} else {
|
||
|
||
seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
|
||
seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
|
||
|
||
}
|
||
|
||
}
|
||
if ( seg1minVal <= seg2minVal ) {
|
||
|
||
if ( seg1maxVal < seg2minVal ) return [];
|
||
if ( seg1maxVal === seg2minVal ) {
|
||
|
||
if ( inExcludeAdjacentSegs ) return [];
|
||
return [ seg2min ];
|
||
|
||
}
|
||
if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
|
||
return [ seg2min, seg2max ];
|
||
|
||
} else {
|
||
|
||
if ( seg1minVal > seg2maxVal ) return [];
|
||
if ( seg1minVal === seg2maxVal ) {
|
||
|
||
if ( inExcludeAdjacentSegs ) return [];
|
||
return [ seg1min ];
|
||
|
||
}
|
||
if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
|
||
return [ seg1min, seg2max ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
|
||
|
||
// The order of legs is important
|
||
|
||
// translation of all points, so that Vertex is at (0,0)
|
||
var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
|
||
var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
|
||
var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
|
||
|
||
// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
|
||
var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
|
||
var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
|
||
|
||
if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
|
||
|
||
// angle != 180 deg.
|
||
|
||
var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
|
||
// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
|
||
|
||
if ( from2toAngle > 0 ) {
|
||
|
||
// main angle < 180 deg.
|
||
return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
|
||
|
||
} else {
|
||
|
||
// main angle > 180 deg.
|
||
return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// angle == 180 deg.
|
||
// console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
|
||
return ( from2otherAngle > 0 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
function removeHoles( contour, holes ) {
|
||
|
||
var shape = contour.concat(); // work on this shape
|
||
var hole;
|
||
|
||
function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
|
||
|
||
// Check if hole point lies within angle around shape point
|
||
var lastShapeIdx = shape.length - 1;
|
||
|
||
var prevShapeIdx = inShapeIdx - 1;
|
||
if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
|
||
|
||
var nextShapeIdx = inShapeIdx + 1;
|
||
if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
|
||
|
||
var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
|
||
if ( ! insideAngle ) {
|
||
|
||
// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
|
||
return false;
|
||
|
||
}
|
||
|
||
// Check if shape point lies within angle around hole point
|
||
var lastHoleIdx = hole.length - 1;
|
||
|
||
var prevHoleIdx = inHoleIdx - 1;
|
||
if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
|
||
|
||
var nextHoleIdx = inHoleIdx + 1;
|
||
if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
|
||
|
||
insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
|
||
if ( ! insideAngle ) {
|
||
|
||
// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function intersectsShapeEdge( inShapePt, inHolePt ) {
|
||
|
||
// checks for intersections with shape edges
|
||
var sIdx, nextIdx, intersection;
|
||
for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
|
||
|
||
nextIdx = sIdx + 1; nextIdx %= shape.length;
|
||
intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
|
||
if ( intersection.length > 0 ) return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
var indepHoles = [];
|
||
|
||
function intersectsHoleEdge( inShapePt, inHolePt ) {
|
||
|
||
// checks for intersections with hole edges
|
||
var ihIdx, chkHole,
|
||
hIdx, nextIdx, intersection;
|
||
for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
|
||
|
||
chkHole = holes[ indepHoles[ ihIdx ]];
|
||
for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
|
||
|
||
nextIdx = hIdx + 1; nextIdx %= chkHole.length;
|
||
intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
|
||
if ( intersection.length > 0 ) return true;
|
||
|
||
}
|
||
|
||
}
|
||
return false;
|
||
|
||
}
|
||
|
||
var holeIndex, shapeIndex,
|
||
shapePt, holePt,
|
||
holeIdx, cutKey, failedCuts = [],
|
||
tmpShape1, tmpShape2,
|
||
tmpHole1, tmpHole2;
|
||
|
||
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
indepHoles.push( h );
|
||
|
||
}
|
||
|
||
var minShapeIndex = 0;
|
||
var counter = indepHoles.length * 2;
|
||
while ( indepHoles.length > 0 ) {
|
||
|
||
counter --;
|
||
if ( counter < 0 ) {
|
||
|
||
console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
|
||
break;
|
||
|
||
}
|
||
|
||
// search for shape-vertex and hole-vertex,
|
||
// which can be connected without intersections
|
||
for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
|
||
|
||
shapePt = shape[ shapeIndex ];
|
||
holeIndex = - 1;
|
||
|
||
// search for hole which can be reached without intersections
|
||
for ( var h = 0; h < indepHoles.length; h ++ ) {
|
||
|
||
holeIdx = indepHoles[ h ];
|
||
|
||
// prevent multiple checks
|
||
cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
|
||
if ( failedCuts[ cutKey ] !== undefined ) continue;
|
||
|
||
hole = holes[ holeIdx ];
|
||
for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
|
||
|
||
holePt = hole[ h2 ];
|
||
if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
|
||
if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
|
||
if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
|
||
|
||
holeIndex = h2;
|
||
indepHoles.splice( h, 1 );
|
||
|
||
tmpShape1 = shape.slice( 0, shapeIndex + 1 );
|
||
tmpShape2 = shape.slice( shapeIndex );
|
||
tmpHole1 = hole.slice( holeIndex );
|
||
tmpHole2 = hole.slice( 0, holeIndex + 1 );
|
||
|
||
shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
|
||
|
||
minShapeIndex = shapeIndex;
|
||
|
||
// Debug only, to show the selected cuts
|
||
// glob_CutLines.push( [ shapePt, holePt ] );
|
||
|
||
break;
|
||
|
||
}
|
||
if ( holeIndex >= 0 ) break; // hole-vertex found
|
||
|
||
failedCuts[ cutKey ] = true; // remember failure
|
||
|
||
}
|
||
if ( holeIndex >= 0 ) break; // hole-vertex found
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return shape; /* shape with no holes */
|
||
|
||
}
|
||
|
||
|
||
var i, il, f, face,
|
||
key, index,
|
||
allPointsMap = {};
|
||
|
||
// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
|
||
|
||
var allpoints = contour.concat();
|
||
|
||
for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
Array.prototype.push.apply( allpoints, holes[ h ] );
|
||
|
||
}
|
||
|
||
//console.log( "allpoints",allpoints, allpoints.length );
|
||
|
||
// prepare all points map
|
||
|
||
for ( i = 0, il = allpoints.length; i < il; i ++ ) {
|
||
|
||
key = allpoints[ i ].x + ":" + allpoints[ i ].y;
|
||
|
||
if ( allPointsMap[ key ] !== undefined ) {
|
||
|
||
console.warn( "THREE.ShapeUtils: Duplicate point", key, i );
|
||
|
||
}
|
||
|
||
allPointsMap[ key ] = i;
|
||
|
||
}
|
||
|
||
// remove holes by cutting paths to holes and adding them to the shape
|
||
var shapeWithoutHoles = removeHoles( contour, holes );
|
||
|
||
var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
|
||
//console.log( "triangles",triangles, triangles.length );
|
||
|
||
// check all face vertices against all points map
|
||
|
||
for ( i = 0, il = triangles.length; i < il; i ++ ) {
|
||
|
||
face = triangles[ i ];
|
||
|
||
for ( f = 0; f < 3; f ++ ) {
|
||
|
||
key = face[ f ].x + ":" + face[ f ].y;
|
||
|
||
index = allPointsMap[ key ];
|
||
|
||
if ( index !== undefined ) {
|
||
|
||
face[ f ] = index;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return triangles.concat();
|
||
|
||
},
|
||
|
||
isClockWise: function ( pts ) {
|
||
|
||
return ShapeUtils.area( pts ) < 0;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*
|
||
* Creates extruded geometry from a path shape.
|
||
*
|
||
* parameters = {
|
||
*
|
||
* curveSegments: <int>, // number of points on the curves
|
||
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
|
||
* amount: <int>, // Depth to extrude the shape
|
||
*
|
||
* bevelEnabled: <bool>, // turn on bevel
|
||
* bevelThickness: <float>, // how deep into the original shape bevel goes
|
||
* bevelSize: <float>, // how far from shape outline is bevel
|
||
* bevelSegments: <int>, // number of bevel layers
|
||
*
|
||
* extrudePath: <THREE.Curve> // curve to extrude shape along
|
||
* frames: <Object> // containing arrays of tangents, normals, binormals
|
||
*
|
||
* UVGenerator: <Object> // object that provides UV generator functions
|
||
*
|
||
* }
|
||
*/
|
||
|
||
// ExtrudeGeometry
|
||
|
||
function ExtrudeGeometry( shapes, options ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'ExtrudeGeometry';
|
||
|
||
this.parameters = {
|
||
shapes: shapes,
|
||
options: options
|
||
};
|
||
|
||
this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
|
||
ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
|
||
|
||
// ExtrudeBufferGeometry
|
||
|
||
function ExtrudeBufferGeometry( shapes, options ) {
|
||
|
||
if ( typeof ( shapes ) === "undefined" ) {
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'ExtrudeBufferGeometry';
|
||
|
||
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
|
||
|
||
this.addShapeList( shapes, options );
|
||
|
||
this.computeVertexNormals();
|
||
|
||
// can't really use automatic vertex normals
|
||
// as then front and back sides get smoothed too
|
||
// should do separate smoothing just for sides
|
||
|
||
//this.computeVertexNormals();
|
||
|
||
//console.log( "took", ( Date.now() - startTime ) );
|
||
|
||
}
|
||
|
||
ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
|
||
|
||
ExtrudeBufferGeometry.prototype.getArrays = function () {
|
||
|
||
var positionAttribute = this.getAttribute( "position" );
|
||
var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : [];
|
||
|
||
var uvAttribute = this.getAttribute( "uv" );
|
||
var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : [];
|
||
|
||
var IndexAttribute = this.index;
|
||
var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : [];
|
||
|
||
return {
|
||
position: verticesArray,
|
||
uv: uvArray,
|
||
index: indicesArray
|
||
};
|
||
|
||
};
|
||
|
||
ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) {
|
||
|
||
var sl = shapes.length;
|
||
options.arrays = this.getArrays();
|
||
|
||
for ( var s = 0; s < sl; s ++ ) {
|
||
|
||
var shape = shapes[ s ];
|
||
this.addShape( shape, options );
|
||
|
||
}
|
||
|
||
this.setIndex( options.arrays.index );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
|
||
|
||
};
|
||
|
||
ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
|
||
|
||
var arrays = options.arrays ? options.arrays : this.getArrays();
|
||
var verticesArray = arrays.position;
|
||
var indicesArray = arrays.index;
|
||
var uvArray = arrays.uv;
|
||
|
||
var placeholder = [];
|
||
|
||
|
||
var amount = options.amount !== undefined ? options.amount : 100;
|
||
|
||
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
|
||
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
|
||
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
|
||
|
||
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
|
||
|
||
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
||
|
||
var steps = options.steps !== undefined ? options.steps : 1;
|
||
|
||
var extrudePath = options.extrudePath;
|
||
var extrudePts, extrudeByPath = false;
|
||
|
||
// Use default WorldUVGenerator if no UV generators are specified.
|
||
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;
|
||
|
||
var splineTube, binormal, normal, position2;
|
||
if ( extrudePath ) {
|
||
|
||
extrudePts = extrudePath.getSpacedPoints( steps );
|
||
|
||
extrudeByPath = true;
|
||
bevelEnabled = false; // bevels not supported for path extrusion
|
||
|
||
// SETUP TNB variables
|
||
|
||
// TODO1 - have a .isClosed in spline?
|
||
|
||
splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );
|
||
|
||
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
|
||
|
||
binormal = new Vector3();
|
||
normal = new Vector3();
|
||
position2 = new Vector3();
|
||
|
||
}
|
||
|
||
// Safeguards if bevels are not enabled
|
||
|
||
if ( ! bevelEnabled ) {
|
||
|
||
bevelSegments = 0;
|
||
bevelThickness = 0;
|
||
bevelSize = 0;
|
||
|
||
}
|
||
|
||
// Variables initialization
|
||
|
||
var ahole, h, hl; // looping of holes
|
||
var scope = this;
|
||
|
||
var shapePoints = shape.extractPoints( curveSegments );
|
||
|
||
var vertices = shapePoints.shape;
|
||
var holes = shapePoints.holes;
|
||
|
||
var reverse = ! ShapeUtils.isClockWise( vertices );
|
||
|
||
if ( reverse ) {
|
||
|
||
vertices = vertices.reverse();
|
||
|
||
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
|
||
if ( ShapeUtils.isClockWise( ahole ) ) {
|
||
|
||
holes[ h ] = ahole.reverse();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
var faces = ShapeUtils.triangulateShape( vertices, holes );
|
||
|
||
/* Vertices */
|
||
|
||
var contour = vertices; // vertices has all points but contour has only points of circumference
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
|
||
vertices = vertices.concat( ahole );
|
||
|
||
}
|
||
|
||
|
||
function scalePt2( pt, vec, size ) {
|
||
|
||
if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
|
||
|
||
return vec.clone().multiplyScalar( size ).add( pt );
|
||
|
||
}
|
||
|
||
var b, bs, t, z,
|
||
vert, vlen = vertices.length,
|
||
face, flen = faces.length;
|
||
|
||
|
||
// Find directions for point movement
|
||
|
||
|
||
function getBevelVec( inPt, inPrev, inNext ) {
|
||
|
||
// computes for inPt the corresponding point inPt' on a new contour
|
||
// shifted by 1 unit (length of normalized vector) to the left
|
||
// if we walk along contour clockwise, this new contour is outside the old one
|
||
//
|
||
// inPt' is the intersection of the two lines parallel to the two
|
||
// adjacent edges of inPt at a distance of 1 unit on the left side.
|
||
|
||
var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
|
||
|
||
// good reading for geometry algorithms (here: line-line intersection)
|
||
// http://geomalgorithms.com/a05-_intersect-1.html
|
||
|
||
var v_prev_x = inPt.x - inPrev.x,
|
||
v_prev_y = inPt.y - inPrev.y;
|
||
var v_next_x = inNext.x - inPt.x,
|
||
v_next_y = inNext.y - inPt.y;
|
||
|
||
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
|
||
|
||
// check for collinear edges
|
||
var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
||
|
||
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
|
||
|
||
// not collinear
|
||
|
||
// length of vectors for normalizing
|
||
|
||
var v_prev_len = Math.sqrt( v_prev_lensq );
|
||
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
|
||
|
||
// shift adjacent points by unit vectors to the left
|
||
|
||
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
|
||
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
|
||
|
||
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
|
||
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
|
||
|
||
// scaling factor for v_prev to intersection point
|
||
|
||
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
|
||
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
|
||
( v_prev_x * v_next_y - v_prev_y * v_next_x );
|
||
|
||
// vector from inPt to intersection point
|
||
|
||
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
|
||
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
|
||
|
||
// Don't normalize!, otherwise sharp corners become ugly
|
||
// but prevent crazy spikes
|
||
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
|
||
if ( v_trans_lensq <= 2 ) {
|
||
|
||
return new Vector2( v_trans_x, v_trans_y );
|
||
|
||
} else {
|
||
|
||
shrink_by = Math.sqrt( v_trans_lensq / 2 );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// handle special case of collinear edges
|
||
|
||
var direction_eq = false; // assumes: opposite
|
||
if ( v_prev_x > Number.EPSILON ) {
|
||
|
||
if ( v_next_x > Number.EPSILON ) {
|
||
|
||
direction_eq = true;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( v_prev_x < - Number.EPSILON ) {
|
||
|
||
if ( v_next_x < - Number.EPSILON ) {
|
||
|
||
direction_eq = true;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
|
||
|
||
direction_eq = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( direction_eq ) {
|
||
|
||
// console.log("Warning: lines are a straight sequence");
|
||
v_trans_x = - v_prev_y;
|
||
v_trans_y = v_prev_x;
|
||
shrink_by = Math.sqrt( v_prev_lensq );
|
||
|
||
} else {
|
||
|
||
// console.log("Warning: lines are a straight spike");
|
||
v_trans_x = v_prev_x;
|
||
v_trans_y = v_prev_y;
|
||
shrink_by = Math.sqrt( v_prev_lensq / 2 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
|
||
|
||
}
|
||
|
||
|
||
var contourMovements = [];
|
||
|
||
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
||
|
||
if ( j === il ) j = 0;
|
||
if ( k === il ) k = 0;
|
||
|
||
// (j)---(i)---(k)
|
||
// console.log('i,j,k', i, j , k)
|
||
|
||
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
|
||
|
||
}
|
||
|
||
var holesMovements = [],
|
||
oneHoleMovements, verticesMovements = contourMovements.concat();
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
|
||
oneHoleMovements = [];
|
||
|
||
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
||
|
||
if ( j === il ) j = 0;
|
||
if ( k === il ) k = 0;
|
||
|
||
// (j)---(i)---(k)
|
||
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
|
||
|
||
}
|
||
|
||
holesMovements.push( oneHoleMovements );
|
||
verticesMovements = verticesMovements.concat( oneHoleMovements );
|
||
|
||
}
|
||
|
||
|
||
// Loop bevelSegments, 1 for the front, 1 for the back
|
||
|
||
for ( b = 0; b < bevelSegments; b ++ ) {
|
||
|
||
//for ( b = bevelSegments; b > 0; b -- ) {
|
||
|
||
t = b / bevelSegments;
|
||
z = bevelThickness * Math.cos( t * Math.PI / 2 );
|
||
bs = bevelSize * Math.sin( t * Math.PI / 2 );
|
||
|
||
// contract shape
|
||
|
||
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
||
|
||
v( vert.x, vert.y, - z );
|
||
|
||
}
|
||
|
||
// expand holes
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
oneHoleMovements = holesMovements[ h ];
|
||
|
||
for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
||
|
||
v( vert.x, vert.y, - z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
bs = bevelSize;
|
||
|
||
// Back facing vertices
|
||
|
||
for ( i = 0; i < vlen; i ++ ) {
|
||
|
||
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
||
|
||
if ( ! extrudeByPath ) {
|
||
|
||
v( vert.x, vert.y, 0 );
|
||
|
||
} else {
|
||
|
||
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
|
||
|
||
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
|
||
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
|
||
|
||
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
|
||
|
||
v( position2.x, position2.y, position2.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// Add stepped vertices...
|
||
// Including front facing vertices
|
||
|
||
var s;
|
||
|
||
for ( s = 1; s <= steps; s ++ ) {
|
||
|
||
for ( i = 0; i < vlen; i ++ ) {
|
||
|
||
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
||
|
||
if ( ! extrudeByPath ) {
|
||
|
||
v( vert.x, vert.y, amount / steps * s );
|
||
|
||
} else {
|
||
|
||
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
|
||
|
||
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
|
||
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
|
||
|
||
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
|
||
|
||
v( position2.x, position2.y, position2.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// Add bevel segments planes
|
||
|
||
//for ( b = 1; b <= bevelSegments; b ++ ) {
|
||
for ( b = bevelSegments - 1; b >= 0; b -- ) {
|
||
|
||
t = b / bevelSegments;
|
||
z = bevelThickness * Math.cos( t * Math.PI / 2 );
|
||
bs = bevelSize * Math.sin( t * Math.PI / 2 );
|
||
|
||
// contract shape
|
||
|
||
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
||
v( vert.x, vert.y, amount + z );
|
||
|
||
}
|
||
|
||
// expand holes
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
oneHoleMovements = holesMovements[ h ];
|
||
|
||
for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
||
|
||
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
||
|
||
if ( ! extrudeByPath ) {
|
||
|
||
v( vert.x, vert.y, amount + z );
|
||
|
||
} else {
|
||
|
||
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
/* Faces */
|
||
|
||
// Top and bottom faces
|
||
|
||
buildLidFaces();
|
||
|
||
// Sides faces
|
||
|
||
buildSideFaces();
|
||
|
||
|
||
///// Internal functions
|
||
|
||
function buildLidFaces() {
|
||
|
||
var start = verticesArray.length/3;
|
||
|
||
if ( bevelEnabled ) {
|
||
|
||
var layer = 0; // steps + 1
|
||
var offset = vlen * layer;
|
||
|
||
// Bottom faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
|
||
|
||
}
|
||
|
||
layer = steps + bevelSegments * 2;
|
||
offset = vlen * layer;
|
||
|
||
// Top faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// Bottom faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
|
||
|
||
}
|
||
|
||
// Top faces
|
||
|
||
for ( i = 0; i < flen; i ++ ) {
|
||
|
||
face = faces[ i ];
|
||
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
scope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0);
|
||
|
||
}
|
||
|
||
// Create faces for the z-sides of the shape
|
||
|
||
function buildSideFaces() {
|
||
|
||
var start = verticesArray.length/3;
|
||
var layeroffset = 0;
|
||
sidewalls( contour, layeroffset );
|
||
layeroffset += contour.length;
|
||
|
||
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
||
ahole = holes[ h ];
|
||
sidewalls( ahole, layeroffset );
|
||
|
||
//, true
|
||
layeroffset += ahole.length;
|
||
|
||
}
|
||
|
||
|
||
scope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1);
|
||
|
||
|
||
}
|
||
|
||
function sidewalls( contour, layeroffset ) {
|
||
|
||
var j, k;
|
||
i = contour.length;
|
||
|
||
while ( -- i >= 0 ) {
|
||
|
||
j = i;
|
||
k = i - 1;
|
||
if ( k < 0 ) k = contour.length - 1;
|
||
|
||
//console.log('b', i,j, i-1, k,vertices.length);
|
||
|
||
var s = 0,
|
||
sl = steps + bevelSegments * 2;
|
||
|
||
for ( s = 0; s < sl; s ++ ) {
|
||
|
||
var slen1 = vlen * s;
|
||
var slen2 = vlen * ( s + 1 );
|
||
|
||
var a = layeroffset + j + slen1,
|
||
b = layeroffset + k + slen1,
|
||
c = layeroffset + k + slen2,
|
||
d = layeroffset + j + slen2;
|
||
|
||
f4( a, b, c, d, contour, s, sl, j, k );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function v( x, y, z ) {
|
||
|
||
placeholder.push( x );
|
||
placeholder.push( y );
|
||
placeholder.push( z );
|
||
|
||
}
|
||
|
||
|
||
function f3( a, b, c ) {
|
||
|
||
addVertex( a );
|
||
addVertex( b );
|
||
addVertex( c );
|
||
|
||
var nextIndex = verticesArray.length / 3;
|
||
var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
||
|
||
addUV( uvs[ 0 ] );
|
||
addUV( uvs[ 1 ] );
|
||
addUV( uvs[ 2 ] );
|
||
|
||
}
|
||
|
||
function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
|
||
|
||
addVertex( a );
|
||
addVertex( b );
|
||
addVertex( d );
|
||
|
||
addVertex( b );
|
||
addVertex( c );
|
||
addVertex( d );
|
||
|
||
|
||
var nextIndex = verticesArray.length / 3;
|
||
var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
||
|
||
addUV( uvs[ 0 ] );
|
||
addUV( uvs[ 1 ] );
|
||
addUV( uvs[ 3 ] );
|
||
|
||
addUV( uvs[ 1 ] );
|
||
addUV( uvs[ 2 ] );
|
||
addUV( uvs[ 3 ] );
|
||
|
||
}
|
||
|
||
function addVertex( index ) {
|
||
|
||
indicesArray.push( verticesArray.length / 3 );
|
||
verticesArray.push( placeholder[ index * 3 + 0 ] );
|
||
verticesArray.push( placeholder[ index * 3 + 1 ] );
|
||
verticesArray.push( placeholder[ index * 3 + 2 ] );
|
||
|
||
}
|
||
|
||
|
||
function addUV( vector2 ) {
|
||
|
||
uvArray.push( vector2.x );
|
||
uvArray.push( vector2.y );
|
||
|
||
}
|
||
|
||
if ( ! options.arrays ) {
|
||
|
||
this.setIndex( indicesArray );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
ExtrudeGeometry.WorldUVGenerator = {
|
||
|
||
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
|
||
|
||
var a_x = vertices[ indexA * 3 ];
|
||
var a_y = vertices[ indexA * 3 + 1 ];
|
||
var b_x = vertices[ indexB * 3 ];
|
||
var b_y = vertices[ indexB * 3 + 1 ];
|
||
var c_x = vertices[ indexC * 3 ];
|
||
var c_y = vertices[ indexC * 3 + 1 ];
|
||
|
||
return [
|
||
new Vector2( a_x, a_y ),
|
||
new Vector2( b_x, b_y ),
|
||
new Vector2( c_x, c_y )
|
||
];
|
||
|
||
},
|
||
|
||
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
|
||
|
||
var a_x = vertices[ indexA * 3 ];
|
||
var a_y = vertices[ indexA * 3 + 1 ];
|
||
var a_z = vertices[ indexA * 3 + 2 ];
|
||
var b_x = vertices[ indexB * 3 ];
|
||
var b_y = vertices[ indexB * 3 + 1 ];
|
||
var b_z = vertices[ indexB * 3 + 2 ];
|
||
var c_x = vertices[ indexC * 3 ];
|
||
var c_y = vertices[ indexC * 3 + 1 ];
|
||
var c_z = vertices[ indexC * 3 + 2 ];
|
||
var d_x = vertices[ indexD * 3 ];
|
||
var d_y = vertices[ indexD * 3 + 1 ];
|
||
var d_z = vertices[ indexD * 3 + 2 ];
|
||
|
||
if ( Math.abs( a_y - b_y ) < 0.01 ) {
|
||
|
||
return [
|
||
new Vector2( a_x, 1 - a_z ),
|
||
new Vector2( b_x, 1 - b_z ),
|
||
new Vector2( c_x, 1 - c_z ),
|
||
new Vector2( d_x, 1 - d_z )
|
||
];
|
||
|
||
} else {
|
||
|
||
return [
|
||
new Vector2( a_y, 1 - a_z ),
|
||
new Vector2( b_y, 1 - b_z ),
|
||
new Vector2( c_y, 1 - c_z ),
|
||
new Vector2( d_y, 1 - d_z )
|
||
];
|
||
|
||
}
|
||
|
||
}
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* Text = 3D Text
|
||
*
|
||
* parameters = {
|
||
* font: <THREE.Font>, // font
|
||
*
|
||
* size: <float>, // size of the text
|
||
* height: <float>, // thickness to extrude text
|
||
* curveSegments: <int>, // number of points on the curves
|
||
*
|
||
* bevelEnabled: <bool>, // turn on bevel
|
||
* bevelThickness: <float>, // how deep into text bevel goes
|
||
* bevelSize: <float> // how far from text outline is bevel
|
||
* }
|
||
*/
|
||
|
||
// TextGeometry
|
||
|
||
function TextGeometry( text, parameters ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'TextGeometry';
|
||
|
||
this.parameters = {
|
||
text: text,
|
||
parameters: parameters
|
||
};
|
||
|
||
this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
TextGeometry.prototype = Object.create( Geometry.prototype );
|
||
TextGeometry.prototype.constructor = TextGeometry;
|
||
|
||
// TextBufferGeometry
|
||
|
||
function TextBufferGeometry( text, parameters ) {
|
||
|
||
parameters = parameters || {};
|
||
|
||
var font = parameters.font;
|
||
|
||
if ( ! ( font && font.isFont ) ) {
|
||
|
||
console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
|
||
return new Geometry();
|
||
|
||
}
|
||
|
||
var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );
|
||
|
||
// translate parameters to ExtrudeGeometry API
|
||
|
||
parameters.amount = parameters.height !== undefined ? parameters.height : 50;
|
||
|
||
// defaults
|
||
|
||
if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
|
||
if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
|
||
if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
|
||
|
||
ExtrudeBufferGeometry.call( this, shapes, parameters );
|
||
|
||
this.type = 'TextBufferGeometry';
|
||
|
||
}
|
||
|
||
TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
|
||
TextBufferGeometry.prototype.constructor = TextBufferGeometry;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// SphereGeometry
|
||
|
||
function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'SphereGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
widthSegments: widthSegments,
|
||
heightSegments: heightSegments,
|
||
phiStart: phiStart,
|
||
phiLength: phiLength,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
SphereGeometry.prototype = Object.create( Geometry.prototype );
|
||
SphereGeometry.prototype.constructor = SphereGeometry;
|
||
|
||
// SphereBufferGeometry
|
||
|
||
function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'SphereBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
widthSegments: widthSegments,
|
||
heightSegments: heightSegments,
|
||
phiStart: phiStart,
|
||
phiLength: phiLength,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
radius = radius || 50;
|
||
|
||
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
|
||
heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
|
||
|
||
phiStart = phiStart !== undefined ? phiStart : 0;
|
||
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
|
||
|
||
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
||
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
|
||
|
||
var thetaEnd = thetaStart + thetaLength;
|
||
|
||
var ix, iy;
|
||
|
||
var index = 0;
|
||
var grid = [];
|
||
|
||
var vertex = new Vector3();
|
||
var normal = new Vector3();
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( iy = 0; iy <= heightSegments; iy ++ ) {
|
||
|
||
var verticesRow = [];
|
||
|
||
var v = iy / heightSegments;
|
||
|
||
for ( ix = 0; ix <= widthSegments; ix ++ ) {
|
||
|
||
var u = ix / widthSegments;
|
||
|
||
// vertex
|
||
|
||
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
||
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
|
||
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal
|
||
|
||
normal.set( vertex.x, vertex.y, vertex.z ).normalize();
|
||
normals.push( normal.x, normal.y, normal.z );
|
||
|
||
// uv
|
||
|
||
uvs.push( u, 1 - v );
|
||
|
||
verticesRow.push( index ++ );
|
||
|
||
}
|
||
|
||
grid.push( verticesRow );
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
for ( iy = 0; iy < heightSegments; iy ++ ) {
|
||
|
||
for ( ix = 0; ix < widthSegments; ix ++ ) {
|
||
|
||
var a = grid[ iy ][ ix + 1 ];
|
||
var b = grid[ iy ][ ix ];
|
||
var c = grid[ iy + 1 ][ ix ];
|
||
var d = grid[ iy + 1 ][ ix + 1 ];
|
||
|
||
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
|
||
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
}
|
||
|
||
SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
|
||
|
||
/**
|
||
* @author Kaleb Murphy
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// RingGeometry
|
||
|
||
function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'RingGeometry';
|
||
|
||
this.parameters = {
|
||
innerRadius: innerRadius,
|
||
outerRadius: outerRadius,
|
||
thetaSegments: thetaSegments,
|
||
phiSegments: phiSegments,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
RingGeometry.prototype = Object.create( Geometry.prototype );
|
||
RingGeometry.prototype.constructor = RingGeometry;
|
||
|
||
// RingBufferGeometry
|
||
|
||
function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'RingBufferGeometry';
|
||
|
||
this.parameters = {
|
||
innerRadius: innerRadius,
|
||
outerRadius: outerRadius,
|
||
thetaSegments: thetaSegments,
|
||
phiSegments: phiSegments,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
innerRadius = innerRadius || 20;
|
||
outerRadius = outerRadius || 50;
|
||
|
||
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
||
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
||
|
||
thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
|
||
phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// some helper variables
|
||
|
||
var segment;
|
||
var radius = innerRadius;
|
||
var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
|
||
var vertex = new Vector3();
|
||
var uv = new Vector2();
|
||
var j, i;
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( j = 0; j <= phiSegments; j ++ ) {
|
||
|
||
for ( i = 0; i <= thetaSegments; i ++ ) {
|
||
|
||
// values are generate from the inside of the ring to the outside
|
||
|
||
segment = thetaStart + i / thetaSegments * thetaLength;
|
||
|
||
// vertex
|
||
|
||
vertex.x = radius * Math.cos( segment );
|
||
vertex.y = radius * Math.sin( segment );
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal
|
||
|
||
normals.push( 0, 0, 1 );
|
||
|
||
// uv
|
||
|
||
uv.x = ( vertex.x / outerRadius + 1 ) / 2;
|
||
uv.y = ( vertex.y / outerRadius + 1 ) / 2;
|
||
|
||
uvs.push( uv.x, uv.y );
|
||
|
||
}
|
||
|
||
// increase the radius for next row of vertices
|
||
|
||
radius += radiusStep;
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
for ( j = 0; j < phiSegments; j ++ ) {
|
||
|
||
var thetaSegmentLevel = j * ( thetaSegments + 1 );
|
||
|
||
for ( i = 0; i < thetaSegments; i ++ ) {
|
||
|
||
segment = i + thetaSegmentLevel;
|
||
|
||
var a = segment;
|
||
var b = segment + thetaSegments + 1;
|
||
var c = segment + thetaSegments + 2;
|
||
var d = segment + 1;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
}
|
||
|
||
RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
RingBufferGeometry.prototype.constructor = RingBufferGeometry;
|
||
|
||
/**
|
||
* @author astrodud / http://astrodud.isgreat.org/
|
||
* @author zz85 / https://github.com/zz85
|
||
* @author bhouston / http://clara.io
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// LatheGeometry
|
||
|
||
function LatheGeometry( points, segments, phiStart, phiLength ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'LatheGeometry';
|
||
|
||
this.parameters = {
|
||
points: points,
|
||
segments: segments,
|
||
phiStart: phiStart,
|
||
phiLength: phiLength
|
||
};
|
||
|
||
this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
LatheGeometry.prototype = Object.create( Geometry.prototype );
|
||
LatheGeometry.prototype.constructor = LatheGeometry;
|
||
|
||
// LatheBufferGeometry
|
||
|
||
function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'LatheBufferGeometry';
|
||
|
||
this.parameters = {
|
||
points: points,
|
||
segments: segments,
|
||
phiStart: phiStart,
|
||
phiLength: phiLength
|
||
};
|
||
|
||
segments = Math.floor( segments ) || 12;
|
||
phiStart = phiStart || 0;
|
||
phiLength = phiLength || Math.PI * 2;
|
||
|
||
// clamp phiLength so it's in range of [ 0, 2PI ]
|
||
|
||
phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
|
||
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var base;
|
||
var inverseSegments = 1.0 / segments;
|
||
var vertex = new Vector3();
|
||
var uv = new Vector2();
|
||
var i, j;
|
||
|
||
// generate vertices and uvs
|
||
|
||
for ( i = 0; i <= segments; i ++ ) {
|
||
|
||
var phi = phiStart + i * inverseSegments * phiLength;
|
||
|
||
var sin = Math.sin( phi );
|
||
var cos = Math.cos( phi );
|
||
|
||
for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
|
||
|
||
// vertex
|
||
|
||
vertex.x = points[ j ].x * sin;
|
||
vertex.y = points[ j ].y;
|
||
vertex.z = points[ j ].x * cos;
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// uv
|
||
|
||
uv.x = i / segments;
|
||
uv.y = j / ( points.length - 1 );
|
||
|
||
uvs.push( uv.x, uv.y );
|
||
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
for ( i = 0; i < segments; i ++ ) {
|
||
|
||
for ( j = 0; j < ( points.length - 1 ); j ++ ) {
|
||
|
||
base = j + i * points.length;
|
||
|
||
var a = base;
|
||
var b = base + points.length;
|
||
var c = base + points.length + 1;
|
||
var d = base + 1;
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
// generate normals
|
||
|
||
this.computeVertexNormals();
|
||
|
||
// if the geometry is closed, we need to average the normals along the seam.
|
||
// because the corresponding vertices are identical (but still have different UVs).
|
||
|
||
if ( phiLength === Math.PI * 2 ) {
|
||
|
||
var normals = this.attributes.normal.array;
|
||
var n1 = new Vector3();
|
||
var n2 = new Vector3();
|
||
var n = new Vector3();
|
||
|
||
// this is the buffer offset for the last line of vertices
|
||
|
||
base = segments * points.length * 3;
|
||
|
||
for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
|
||
|
||
// select the normal of the vertex in the first line
|
||
|
||
n1.x = normals[ j + 0 ];
|
||
n1.y = normals[ j + 1 ];
|
||
n1.z = normals[ j + 2 ];
|
||
|
||
// select the normal of the vertex in the last line
|
||
|
||
n2.x = normals[ base + j + 0 ];
|
||
n2.y = normals[ base + j + 1 ];
|
||
n2.z = normals[ base + j + 2 ];
|
||
|
||
// average normals
|
||
|
||
n.addVectors( n1, n2 ).normalize();
|
||
|
||
// assign the new values to both normals
|
||
|
||
normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
|
||
normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
|
||
normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
|
||
|
||
/**
|
||
* @author jonobr1 / http://jonobr1.com
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// ShapeGeometry
|
||
|
||
function ShapeGeometry( shapes, curveSegments ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'ShapeGeometry';
|
||
|
||
if ( typeof curveSegments === 'object' ) {
|
||
|
||
console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
|
||
|
||
curveSegments = curveSegments.curveSegments;
|
||
|
||
}
|
||
|
||
this.parameters = {
|
||
shapes: shapes,
|
||
curveSegments: curveSegments
|
||
};
|
||
|
||
this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
ShapeGeometry.prototype = Object.create( Geometry.prototype );
|
||
ShapeGeometry.prototype.constructor = ShapeGeometry;
|
||
|
||
// ShapeBufferGeometry
|
||
|
||
function ShapeBufferGeometry( shapes, curveSegments ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'ShapeBufferGeometry';
|
||
|
||
this.parameters = {
|
||
shapes: shapes,
|
||
curveSegments: curveSegments
|
||
};
|
||
|
||
curveSegments = curveSegments || 12;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var groupStart = 0;
|
||
var groupCount = 0;
|
||
|
||
// allow single and array values for "shapes" parameter
|
||
|
||
if ( Array.isArray( shapes ) === false ) {
|
||
|
||
addShape( shapes );
|
||
|
||
} else {
|
||
|
||
for ( var i = 0; i < shapes.length; i ++ ) {
|
||
|
||
addShape( shapes[ i ] );
|
||
|
||
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
|
||
|
||
groupStart += groupCount;
|
||
groupCount = 0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
|
||
// helper functions
|
||
|
||
function addShape( shape ) {
|
||
|
||
var i, l, shapeHole;
|
||
|
||
var indexOffset = vertices.length / 3;
|
||
var points = shape.extractPoints( curveSegments );
|
||
|
||
var shapeVertices = points.shape;
|
||
var shapeHoles = points.holes;
|
||
|
||
// check direction of vertices
|
||
|
||
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
|
||
|
||
shapeVertices = shapeVertices.reverse();
|
||
|
||
// also check if holes are in the opposite direction
|
||
|
||
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
|
||
|
||
shapeHole = shapeHoles[ i ];
|
||
|
||
if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
|
||
|
||
shapeHoles[ i ] = shapeHole.reverse();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
|
||
|
||
// join vertices of inner and outer paths to a single array
|
||
|
||
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
|
||
|
||
shapeHole = shapeHoles[ i ];
|
||
shapeVertices = shapeVertices.concat( shapeHole );
|
||
|
||
}
|
||
|
||
// vertices, normals, uvs
|
||
|
||
for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
|
||
|
||
var vertex = shapeVertices[ i ];
|
||
|
||
vertices.push( vertex.x, vertex.y, 0 );
|
||
normals.push( 0, 0, 1 );
|
||
uvs.push( vertex.x, vertex.y ); // world uvs
|
||
|
||
}
|
||
|
||
// incides
|
||
|
||
for ( i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
var a = face[ 0 ] + indexOffset;
|
||
var b = face[ 1 ] + indexOffset;
|
||
var c = face[ 2 ] + indexOffset;
|
||
|
||
indices.push( a, b, c );
|
||
groupCount += 3;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
function EdgesGeometry( geometry, thresholdAngle ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'EdgesGeometry';
|
||
|
||
this.parameters = {
|
||
thresholdAngle: thresholdAngle
|
||
};
|
||
|
||
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
|
||
|
||
// buffer
|
||
|
||
var vertices = [];
|
||
|
||
// helper variables
|
||
|
||
var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
|
||
var edge = [ 0, 0 ], edges = {}, edge1, edge2;
|
||
var key, keys = [ 'a', 'b', 'c' ];
|
||
|
||
// prepare source geometry
|
||
|
||
var geometry2;
|
||
|
||
if ( geometry.isBufferGeometry ) {
|
||
|
||
geometry2 = new Geometry();
|
||
geometry2.fromBufferGeometry( geometry );
|
||
|
||
} else {
|
||
|
||
geometry2 = geometry.clone();
|
||
|
||
}
|
||
|
||
geometry2.mergeVertices();
|
||
geometry2.computeFaceNormals();
|
||
|
||
var sourceVertices = geometry2.vertices;
|
||
var faces = geometry2.faces;
|
||
|
||
// now create a data structure where each entry represents an edge with its adjoining faces
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0; j < 3; j ++ ) {
|
||
|
||
edge1 = face[ keys[ j ] ];
|
||
edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
|
||
edge[ 0 ] = Math.min( edge1, edge2 );
|
||
edge[ 1 ] = Math.max( edge1, edge2 );
|
||
|
||
key = edge[ 0 ] + ',' + edge[ 1 ];
|
||
|
||
if ( edges[ key ] === undefined ) {
|
||
|
||
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
|
||
|
||
} else {
|
||
|
||
edges[ key ].face2 = i;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// generate vertices
|
||
|
||
for ( key in edges ) {
|
||
|
||
var e = edges[ key ];
|
||
|
||
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
|
||
|
||
if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
|
||
|
||
var vertex = sourceVertices[ e.index1 ];
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
vertex = sourceVertices[ e.index2 ];
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
|
||
}
|
||
|
||
EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
EdgesGeometry.prototype.constructor = EdgesGeometry;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
// CylinderGeometry
|
||
|
||
function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'CylinderGeometry';
|
||
|
||
this.parameters = {
|
||
radiusTop: radiusTop,
|
||
radiusBottom: radiusBottom,
|
||
height: height,
|
||
radialSegments: radialSegments,
|
||
heightSegments: heightSegments,
|
||
openEnded: openEnded,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
CylinderGeometry.prototype = Object.create( Geometry.prototype );
|
||
CylinderGeometry.prototype.constructor = CylinderGeometry;
|
||
|
||
// CylinderBufferGeometry
|
||
|
||
function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'CylinderBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radiusTop: radiusTop,
|
||
radiusBottom: radiusBottom,
|
||
height: height,
|
||
radialSegments: radialSegments,
|
||
heightSegments: heightSegments,
|
||
openEnded: openEnded,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
var scope = this;
|
||
|
||
radiusTop = radiusTop !== undefined ? radiusTop : 20;
|
||
radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
|
||
height = height !== undefined ? height : 100;
|
||
|
||
radialSegments = Math.floor( radialSegments ) || 8;
|
||
heightSegments = Math.floor( heightSegments ) || 1;
|
||
|
||
openEnded = openEnded !== undefined ? openEnded : false;
|
||
thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
|
||
thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var index = 0;
|
||
var indexArray = [];
|
||
var halfHeight = height / 2;
|
||
var groupStart = 0;
|
||
|
||
// generate geometry
|
||
|
||
generateTorso();
|
||
|
||
if ( openEnded === false ) {
|
||
|
||
if ( radiusTop > 0 ) generateCap( true );
|
||
if ( radiusBottom > 0 ) generateCap( false );
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
function generateTorso() {
|
||
|
||
var x, y;
|
||
var normal = new Vector3();
|
||
var vertex = new Vector3();
|
||
|
||
var groupCount = 0;
|
||
|
||
// this will be used to calculate the normal
|
||
var slope = ( radiusBottom - radiusTop ) / height;
|
||
|
||
// generate vertices, normals and uvs
|
||
|
||
for ( y = 0; y <= heightSegments; y ++ ) {
|
||
|
||
var indexRow = [];
|
||
|
||
var v = y / heightSegments;
|
||
|
||
// calculate the radius of the current row
|
||
|
||
var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
|
||
|
||
for ( x = 0; x <= radialSegments; x ++ ) {
|
||
|
||
var u = x / radialSegments;
|
||
|
||
var theta = u * thetaLength + thetaStart;
|
||
|
||
var sinTheta = Math.sin( theta );
|
||
var cosTheta = Math.cos( theta );
|
||
|
||
// vertex
|
||
|
||
vertex.x = radius * sinTheta;
|
||
vertex.y = - v * height + halfHeight;
|
||
vertex.z = radius * cosTheta;
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal
|
||
|
||
normal.set( sinTheta, slope, cosTheta ).normalize();
|
||
normals.push( normal.x, normal.y, normal.z );
|
||
|
||
// uv
|
||
|
||
uvs.push( u, 1 - v );
|
||
|
||
// save index of vertex in respective row
|
||
|
||
indexRow.push( index ++ );
|
||
|
||
}
|
||
|
||
// now save vertices of the row in our index array
|
||
|
||
indexArray.push( indexRow );
|
||
|
||
}
|
||
|
||
// generate indices
|
||
|
||
for ( x = 0; x < radialSegments; x ++ ) {
|
||
|
||
for ( y = 0; y < heightSegments; y ++ ) {
|
||
|
||
// we use the index array to access the correct indices
|
||
|
||
var a = indexArray[ y ][ x ];
|
||
var b = indexArray[ y + 1 ][ x ];
|
||
var c = indexArray[ y + 1 ][ x + 1 ];
|
||
var d = indexArray[ y ][ x + 1 ];
|
||
|
||
// faces
|
||
|
||
indices.push( a, b, d );
|
||
indices.push( b, c, d );
|
||
|
||
// update group counter
|
||
|
||
groupCount += 6;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// add a group to the geometry. this will ensure multi material support
|
||
|
||
scope.addGroup( groupStart, groupCount, 0 );
|
||
|
||
// calculate new start value for groups
|
||
|
||
groupStart += groupCount;
|
||
|
||
}
|
||
|
||
function generateCap( top ) {
|
||
|
||
var x, centerIndexStart, centerIndexEnd;
|
||
|
||
var uv = new Vector2();
|
||
var vertex = new Vector3();
|
||
|
||
var groupCount = 0;
|
||
|
||
var radius = ( top === true ) ? radiusTop : radiusBottom;
|
||
var sign = ( top === true ) ? 1 : - 1;
|
||
|
||
// save the index of the first center vertex
|
||
centerIndexStart = index;
|
||
|
||
// first we generate the center vertex data of the cap.
|
||
// because the geometry needs one set of uvs per face,
|
||
// we must generate a center vertex per face/segment
|
||
|
||
for ( x = 1; x <= radialSegments; x ++ ) {
|
||
|
||
// vertex
|
||
|
||
vertices.push( 0, halfHeight * sign, 0 );
|
||
|
||
// normal
|
||
|
||
normals.push( 0, sign, 0 );
|
||
|
||
// uv
|
||
|
||
uvs.push( 0.5, 0.5 );
|
||
|
||
// increase index
|
||
|
||
index ++;
|
||
|
||
}
|
||
|
||
// save the index of the last center vertex
|
||
|
||
centerIndexEnd = index;
|
||
|
||
// now we generate the surrounding vertices, normals and uvs
|
||
|
||
for ( x = 0; x <= radialSegments; x ++ ) {
|
||
|
||
var u = x / radialSegments;
|
||
var theta = u * thetaLength + thetaStart;
|
||
|
||
var cosTheta = Math.cos( theta );
|
||
var sinTheta = Math.sin( theta );
|
||
|
||
// vertex
|
||
|
||
vertex.x = radius * sinTheta;
|
||
vertex.y = halfHeight * sign;
|
||
vertex.z = radius * cosTheta;
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal
|
||
|
||
normals.push( 0, sign, 0 );
|
||
|
||
// uv
|
||
|
||
uv.x = ( cosTheta * 0.5 ) + 0.5;
|
||
uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
|
||
uvs.push( uv.x, uv.y );
|
||
|
||
// increase index
|
||
|
||
index ++;
|
||
|
||
}
|
||
|
||
// generate indices
|
||
|
||
for ( x = 0; x < radialSegments; x ++ ) {
|
||
|
||
var c = centerIndexStart + x;
|
||
var i = centerIndexEnd + x;
|
||
|
||
if ( top === true ) {
|
||
|
||
// face top
|
||
|
||
indices.push( i, i + 1, c );
|
||
|
||
} else {
|
||
|
||
// face bottom
|
||
|
||
indices.push( i + 1, i, c );
|
||
|
||
}
|
||
|
||
groupCount += 3;
|
||
|
||
}
|
||
|
||
// add a group to the geometry. this will ensure multi material support
|
||
|
||
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
|
||
|
||
// calculate new start value for groups
|
||
|
||
groupStart += groupCount;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
|
||
|
||
/**
|
||
* @author abelnation / http://github.com/abelnation
|
||
*/
|
||
|
||
// ConeGeometry
|
||
|
||
function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
||
|
||
CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
||
|
||
this.type = 'ConeGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
height: height,
|
||
radialSegments: radialSegments,
|
||
heightSegments: heightSegments,
|
||
openEnded: openEnded,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
}
|
||
|
||
ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
|
||
ConeGeometry.prototype.constructor = ConeGeometry;
|
||
|
||
// ConeBufferGeometry
|
||
|
||
function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
|
||
|
||
CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
|
||
|
||
this.type = 'ConeBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
height: height,
|
||
radialSegments: radialSegments,
|
||
heightSegments: heightSegments,
|
||
openEnded: openEnded,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
}
|
||
|
||
ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
|
||
ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
|
||
|
||
/**
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
* @author hughes
|
||
*/
|
||
|
||
// CircleGeometry
|
||
|
||
function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
|
||
|
||
Geometry.call( this );
|
||
|
||
this.type = 'CircleGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
segments: segments,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
|
||
this.mergeVertices();
|
||
|
||
}
|
||
|
||
CircleGeometry.prototype = Object.create( Geometry.prototype );
|
||
CircleGeometry.prototype.constructor = CircleGeometry;
|
||
|
||
// CircleBufferGeometry
|
||
|
||
function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'CircleBufferGeometry';
|
||
|
||
this.parameters = {
|
||
radius: radius,
|
||
segments: segments,
|
||
thetaStart: thetaStart,
|
||
thetaLength: thetaLength
|
||
};
|
||
|
||
radius = radius || 50;
|
||
segments = segments !== undefined ? Math.max( 3, segments ) : 8;
|
||
|
||
thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
||
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
var normals = [];
|
||
var uvs = [];
|
||
|
||
// helper variables
|
||
|
||
var i, s;
|
||
var vertex = new Vector3();
|
||
var uv = new Vector2();
|
||
|
||
// center point
|
||
|
||
vertices.push( 0, 0, 0 );
|
||
normals.push( 0, 0, 1 );
|
||
uvs.push( 0.5, 0.5 );
|
||
|
||
for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
|
||
|
||
var segment = thetaStart + s / segments * thetaLength;
|
||
|
||
// vertex
|
||
|
||
vertex.x = radius * Math.cos( segment );
|
||
vertex.y = radius * Math.sin( segment );
|
||
|
||
vertices.push( vertex.x, vertex.y, vertex.z );
|
||
|
||
// normal
|
||
|
||
normals.push( 0, 0, 1 );
|
||
|
||
// uvs
|
||
|
||
uv.x = ( vertices[ i ] / radius + 1 ) / 2;
|
||
uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
|
||
|
||
uvs.push( uv.x, uv.y );
|
||
|
||
}
|
||
|
||
// indices
|
||
|
||
for ( i = 1; i <= segments; i ++ ) {
|
||
|
||
indices.push( i, i + 1, 0 );
|
||
|
||
}
|
||
|
||
// build geometry
|
||
|
||
this.setIndex( indices );
|
||
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
}
|
||
|
||
CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
|
||
|
||
|
||
|
||
var Geometries = Object.freeze({
|
||
WireframeGeometry: WireframeGeometry,
|
||
ParametricGeometry: ParametricGeometry,
|
||
ParametricBufferGeometry: ParametricBufferGeometry,
|
||
TetrahedronGeometry: TetrahedronGeometry,
|
||
TetrahedronBufferGeometry: TetrahedronBufferGeometry,
|
||
OctahedronGeometry: OctahedronGeometry,
|
||
OctahedronBufferGeometry: OctahedronBufferGeometry,
|
||
IcosahedronGeometry: IcosahedronGeometry,
|
||
IcosahedronBufferGeometry: IcosahedronBufferGeometry,
|
||
DodecahedronGeometry: DodecahedronGeometry,
|
||
DodecahedronBufferGeometry: DodecahedronBufferGeometry,
|
||
PolyhedronGeometry: PolyhedronGeometry,
|
||
PolyhedronBufferGeometry: PolyhedronBufferGeometry,
|
||
TubeGeometry: TubeGeometry,
|
||
TubeBufferGeometry: TubeBufferGeometry,
|
||
TorusKnotGeometry: TorusKnotGeometry,
|
||
TorusKnotBufferGeometry: TorusKnotBufferGeometry,
|
||
TorusGeometry: TorusGeometry,
|
||
TorusBufferGeometry: TorusBufferGeometry,
|
||
TextGeometry: TextGeometry,
|
||
TextBufferGeometry: TextBufferGeometry,
|
||
SphereGeometry: SphereGeometry,
|
||
SphereBufferGeometry: SphereBufferGeometry,
|
||
RingGeometry: RingGeometry,
|
||
RingBufferGeometry: RingBufferGeometry,
|
||
PlaneGeometry: PlaneGeometry,
|
||
PlaneBufferGeometry: PlaneBufferGeometry,
|
||
LatheGeometry: LatheGeometry,
|
||
LatheBufferGeometry: LatheBufferGeometry,
|
||
ShapeGeometry: ShapeGeometry,
|
||
ShapeBufferGeometry: ShapeBufferGeometry,
|
||
ExtrudeGeometry: ExtrudeGeometry,
|
||
ExtrudeBufferGeometry: ExtrudeBufferGeometry,
|
||
EdgesGeometry: EdgesGeometry,
|
||
ConeGeometry: ConeGeometry,
|
||
ConeBufferGeometry: ConeBufferGeometry,
|
||
CylinderGeometry: CylinderGeometry,
|
||
CylinderBufferGeometry: CylinderBufferGeometry,
|
||
CircleGeometry: CircleGeometry,
|
||
CircleBufferGeometry: CircleBufferGeometry,
|
||
BoxGeometry: BoxGeometry,
|
||
BoxBufferGeometry: BoxBufferGeometry
|
||
});
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*
|
||
* parameters = {
|
||
* opacity: <float>
|
||
* }
|
||
*/
|
||
|
||
function ShadowMaterial( parameters ) {
|
||
|
||
ShaderMaterial.call( this, {
|
||
uniforms: UniformsUtils.merge( [
|
||
UniformsLib.lights,
|
||
{
|
||
opacity: { value: 1.0 }
|
||
}
|
||
] ),
|
||
vertexShader: ShaderChunk[ 'shadow_vert' ],
|
||
fragmentShader: ShaderChunk[ 'shadow_frag' ]
|
||
} );
|
||
|
||
this.lights = true;
|
||
this.transparent = true;
|
||
|
||
Object.defineProperties( this, {
|
||
opacity: {
|
||
enumerable: true,
|
||
get: function () {
|
||
return this.uniforms.opacity.value;
|
||
},
|
||
set: function ( value ) {
|
||
this.uniforms.opacity.value = value;
|
||
}
|
||
}
|
||
} );
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
ShadowMaterial.prototype.constructor = ShadowMaterial;
|
||
|
||
ShadowMaterial.prototype.isShadowMaterial = true;
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function RawShaderMaterial( parameters ) {
|
||
|
||
ShaderMaterial.call( this, parameters );
|
||
|
||
this.type = 'RawShaderMaterial';
|
||
|
||
}
|
||
|
||
RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
RawShaderMaterial.prototype.constructor = RawShaderMaterial;
|
||
|
||
RawShaderMaterial.prototype.isRawShaderMaterial = true;
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* roughness: <float>,
|
||
* metalness: <float>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
* lightMapIntensity: <float>
|
||
*
|
||
* aoMap: new THREE.Texture( <Image> ),
|
||
* aoMapIntensity: <float>
|
||
*
|
||
* emissive: <hex>,
|
||
* emissiveIntensity: <float>
|
||
* emissiveMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* bumpMap: new THREE.Texture( <Image> ),
|
||
* bumpScale: <float>,
|
||
*
|
||
* normalMap: new THREE.Texture( <Image> ),
|
||
* normalScale: <Vector2>,
|
||
*
|
||
* displacementMap: new THREE.Texture( <Image> ),
|
||
* displacementScale: <float>,
|
||
* displacementBias: <float>,
|
||
*
|
||
* roughnessMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* metalnessMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* alphaMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
|
||
* envMapIntensity: <float>
|
||
*
|
||
* refractionRatio: <float>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>
|
||
* }
|
||
*/
|
||
|
||
function MeshStandardMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.defines = { 'STANDARD': '' };
|
||
|
||
this.type = 'MeshStandardMaterial';
|
||
|
||
this.color = new Color( 0xffffff ); // diffuse
|
||
this.roughness = 0.5;
|
||
this.metalness = 0.5;
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
this.lightMapIntensity = 1.0;
|
||
|
||
this.aoMap = null;
|
||
this.aoMapIntensity = 1.0;
|
||
|
||
this.emissive = new Color( 0x000000 );
|
||
this.emissiveIntensity = 1.0;
|
||
this.emissiveMap = null;
|
||
|
||
this.bumpMap = null;
|
||
this.bumpScale = 1;
|
||
|
||
this.normalMap = null;
|
||
this.normalScale = new Vector2( 1, 1 );
|
||
|
||
this.displacementMap = null;
|
||
this.displacementScale = 1;
|
||
this.displacementBias = 0;
|
||
|
||
this.roughnessMap = null;
|
||
|
||
this.metalnessMap = null;
|
||
|
||
this.alphaMap = null;
|
||
|
||
this.envMap = null;
|
||
this.envMapIntensity = 1.0;
|
||
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
this.morphNormals = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshStandardMaterial.prototype = Object.create( Material.prototype );
|
||
MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
|
||
|
||
MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
|
||
|
||
MeshStandardMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.defines = { 'STANDARD': '' };
|
||
|
||
this.color.copy( source.color );
|
||
this.roughness = source.roughness;
|
||
this.metalness = source.metalness;
|
||
|
||
this.map = source.map;
|
||
|
||
this.lightMap = source.lightMap;
|
||
this.lightMapIntensity = source.lightMapIntensity;
|
||
|
||
this.aoMap = source.aoMap;
|
||
this.aoMapIntensity = source.aoMapIntensity;
|
||
|
||
this.emissive.copy( source.emissive );
|
||
this.emissiveMap = source.emissiveMap;
|
||
this.emissiveIntensity = source.emissiveIntensity;
|
||
|
||
this.bumpMap = source.bumpMap;
|
||
this.bumpScale = source.bumpScale;
|
||
|
||
this.normalMap = source.normalMap;
|
||
this.normalScale.copy( source.normalScale );
|
||
|
||
this.displacementMap = source.displacementMap;
|
||
this.displacementScale = source.displacementScale;
|
||
this.displacementBias = source.displacementBias;
|
||
|
||
this.roughnessMap = source.roughnessMap;
|
||
|
||
this.metalnessMap = source.metalnessMap;
|
||
|
||
this.alphaMap = source.alphaMap;
|
||
|
||
this.envMap = source.envMap;
|
||
this.envMapIntensity = source.envMapIntensity;
|
||
|
||
this.refractionRatio = source.refractionRatio;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
this.wireframeLinecap = source.wireframeLinecap;
|
||
this.wireframeLinejoin = source.wireframeLinejoin;
|
||
|
||
this.skinning = source.skinning;
|
||
this.morphTargets = source.morphTargets;
|
||
this.morphNormals = source.morphNormals;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*
|
||
* parameters = {
|
||
* reflectivity: <float>
|
||
* }
|
||
*/
|
||
|
||
function MeshPhysicalMaterial( parameters ) {
|
||
|
||
MeshStandardMaterial.call( this );
|
||
|
||
this.defines = { 'PHYSICAL': '' };
|
||
|
||
this.type = 'MeshPhysicalMaterial';
|
||
|
||
this.reflectivity = 0.5; // maps to F0 = 0.04
|
||
|
||
this.clearCoat = 0.0;
|
||
this.clearCoatRoughness = 0.0;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
|
||
MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
|
||
|
||
MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
|
||
|
||
MeshPhysicalMaterial.prototype.copy = function ( source ) {
|
||
|
||
MeshStandardMaterial.prototype.copy.call( this, source );
|
||
|
||
this.defines = { 'PHYSICAL': '' };
|
||
|
||
this.reflectivity = source.reflectivity;
|
||
|
||
this.clearCoat = source.clearCoat;
|
||
this.clearCoatRoughness = source.clearCoatRoughness;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* specular: <hex>,
|
||
* shininess: <float>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
* lightMapIntensity: <float>
|
||
*
|
||
* aoMap: new THREE.Texture( <Image> ),
|
||
* aoMapIntensity: <float>
|
||
*
|
||
* emissive: <hex>,
|
||
* emissiveIntensity: <float>
|
||
* emissiveMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* bumpMap: new THREE.Texture( <Image> ),
|
||
* bumpScale: <float>,
|
||
*
|
||
* normalMap: new THREE.Texture( <Image> ),
|
||
* normalScale: <Vector2>,
|
||
*
|
||
* displacementMap: new THREE.Texture( <Image> ),
|
||
* displacementScale: <float>,
|
||
* displacementBias: <float>,
|
||
*
|
||
* specularMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* alphaMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
||
* combine: THREE.Multiply,
|
||
* reflectivity: <float>,
|
||
* refractionRatio: <float>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>
|
||
* }
|
||
*/
|
||
|
||
function MeshPhongMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'MeshPhongMaterial';
|
||
|
||
this.color = new Color( 0xffffff ); // diffuse
|
||
this.specular = new Color( 0x111111 );
|
||
this.shininess = 30;
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
this.lightMapIntensity = 1.0;
|
||
|
||
this.aoMap = null;
|
||
this.aoMapIntensity = 1.0;
|
||
|
||
this.emissive = new Color( 0x000000 );
|
||
this.emissiveIntensity = 1.0;
|
||
this.emissiveMap = null;
|
||
|
||
this.bumpMap = null;
|
||
this.bumpScale = 1;
|
||
|
||
this.normalMap = null;
|
||
this.normalScale = new Vector2( 1, 1 );
|
||
|
||
this.displacementMap = null;
|
||
this.displacementScale = 1;
|
||
this.displacementBias = 0;
|
||
|
||
this.specularMap = null;
|
||
|
||
this.alphaMap = null;
|
||
|
||
this.envMap = null;
|
||
this.combine = MultiplyOperation;
|
||
this.reflectivity = 1;
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
this.morphNormals = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshPhongMaterial.prototype = Object.create( Material.prototype );
|
||
MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
|
||
|
||
MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
|
||
|
||
MeshPhongMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
this.specular.copy( source.specular );
|
||
this.shininess = source.shininess;
|
||
|
||
this.map = source.map;
|
||
|
||
this.lightMap = source.lightMap;
|
||
this.lightMapIntensity = source.lightMapIntensity;
|
||
|
||
this.aoMap = source.aoMap;
|
||
this.aoMapIntensity = source.aoMapIntensity;
|
||
|
||
this.emissive.copy( source.emissive );
|
||
this.emissiveMap = source.emissiveMap;
|
||
this.emissiveIntensity = source.emissiveIntensity;
|
||
|
||
this.bumpMap = source.bumpMap;
|
||
this.bumpScale = source.bumpScale;
|
||
|
||
this.normalMap = source.normalMap;
|
||
this.normalScale.copy( source.normalScale );
|
||
|
||
this.displacementMap = source.displacementMap;
|
||
this.displacementScale = source.displacementScale;
|
||
this.displacementBias = source.displacementBias;
|
||
|
||
this.specularMap = source.specularMap;
|
||
|
||
this.alphaMap = source.alphaMap;
|
||
|
||
this.envMap = source.envMap;
|
||
this.combine = source.combine;
|
||
this.reflectivity = source.reflectivity;
|
||
this.refractionRatio = source.refractionRatio;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
this.wireframeLinecap = source.wireframeLinecap;
|
||
this.wireframeLinejoin = source.wireframeLinejoin;
|
||
|
||
this.skinning = source.skinning;
|
||
this.morphTargets = source.morphTargets;
|
||
this.morphNormals = source.morphNormals;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author takahirox / http://github.com/takahirox
|
||
*
|
||
* parameters = {
|
||
* gradientMap: new THREE.Texture( <Image> )
|
||
* }
|
||
*/
|
||
|
||
function MeshToonMaterial( parameters ) {
|
||
|
||
MeshPhongMaterial.call( this );
|
||
|
||
this.defines = { 'TOON': '' };
|
||
|
||
this.type = 'MeshToonMaterial';
|
||
|
||
this.gradientMap = null;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
|
||
MeshToonMaterial.prototype.constructor = MeshToonMaterial;
|
||
|
||
MeshToonMaterial.prototype.isMeshToonMaterial = true;
|
||
|
||
MeshToonMaterial.prototype.copy = function ( source ) {
|
||
|
||
MeshPhongMaterial.prototype.copy.call( this, source );
|
||
|
||
this.gradientMap = source.gradientMap;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*
|
||
* parameters = {
|
||
* opacity: <float>,
|
||
*
|
||
* bumpMap: new THREE.Texture( <Image> ),
|
||
* bumpScale: <float>,
|
||
*
|
||
* normalMap: new THREE.Texture( <Image> ),
|
||
* normalScale: <Vector2>,
|
||
*
|
||
* displacementMap: new THREE.Texture( <Image> ),
|
||
* displacementScale: <float>,
|
||
* displacementBias: <float>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>
|
||
* }
|
||
*/
|
||
|
||
function MeshNormalMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'MeshNormalMaterial';
|
||
|
||
this.bumpMap = null;
|
||
this.bumpScale = 1;
|
||
|
||
this.normalMap = null;
|
||
this.normalScale = new Vector2( 1, 1 );
|
||
|
||
this.displacementMap = null;
|
||
this.displacementScale = 1;
|
||
this.displacementBias = 0;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
|
||
this.fog = false;
|
||
this.lights = false;
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
this.morphNormals = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshNormalMaterial.prototype = Object.create( Material.prototype );
|
||
MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
|
||
|
||
MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
|
||
|
||
MeshNormalMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.bumpMap = source.bumpMap;
|
||
this.bumpScale = source.bumpScale;
|
||
|
||
this.normalMap = source.normalMap;
|
||
this.normalScale.copy( source.normalScale );
|
||
|
||
this.displacementMap = source.displacementMap;
|
||
this.displacementScale = source.displacementScale;
|
||
this.displacementBias = source.displacementBias;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
|
||
this.skinning = source.skinning;
|
||
this.morphTargets = source.morphTargets;
|
||
this.morphNormals = source.morphNormals;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* map: new THREE.Texture( <Image> ),
|
||
*
|
||
* lightMap: new THREE.Texture( <Image> ),
|
||
* lightMapIntensity: <float>
|
||
*
|
||
* aoMap: new THREE.Texture( <Image> ),
|
||
* aoMapIntensity: <float>
|
||
*
|
||
* emissive: <hex>,
|
||
* emissiveIntensity: <float>
|
||
* emissiveMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* specularMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* alphaMap: new THREE.Texture( <Image> ),
|
||
*
|
||
* envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
||
* combine: THREE.Multiply,
|
||
* reflectivity: <float>,
|
||
* refractionRatio: <float>,
|
||
*
|
||
* wireframe: <boolean>,
|
||
* wireframeLinewidth: <float>,
|
||
*
|
||
* skinning: <bool>,
|
||
* morphTargets: <bool>,
|
||
* morphNormals: <bool>
|
||
* }
|
||
*/
|
||
|
||
function MeshLambertMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'MeshLambertMaterial';
|
||
|
||
this.color = new Color( 0xffffff ); // diffuse
|
||
|
||
this.map = null;
|
||
|
||
this.lightMap = null;
|
||
this.lightMapIntensity = 1.0;
|
||
|
||
this.aoMap = null;
|
||
this.aoMapIntensity = 1.0;
|
||
|
||
this.emissive = new Color( 0x000000 );
|
||
this.emissiveIntensity = 1.0;
|
||
this.emissiveMap = null;
|
||
|
||
this.specularMap = null;
|
||
|
||
this.alphaMap = null;
|
||
|
||
this.envMap = null;
|
||
this.combine = MultiplyOperation;
|
||
this.reflectivity = 1;
|
||
this.refractionRatio = 0.98;
|
||
|
||
this.wireframe = false;
|
||
this.wireframeLinewidth = 1;
|
||
this.wireframeLinecap = 'round';
|
||
this.wireframeLinejoin = 'round';
|
||
|
||
this.skinning = false;
|
||
this.morphTargets = false;
|
||
this.morphNormals = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
MeshLambertMaterial.prototype = Object.create( Material.prototype );
|
||
MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
|
||
|
||
MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
|
||
|
||
MeshLambertMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
|
||
this.map = source.map;
|
||
|
||
this.lightMap = source.lightMap;
|
||
this.lightMapIntensity = source.lightMapIntensity;
|
||
|
||
this.aoMap = source.aoMap;
|
||
this.aoMapIntensity = source.aoMapIntensity;
|
||
|
||
this.emissive.copy( source.emissive );
|
||
this.emissiveMap = source.emissiveMap;
|
||
this.emissiveIntensity = source.emissiveIntensity;
|
||
|
||
this.specularMap = source.specularMap;
|
||
|
||
this.alphaMap = source.alphaMap;
|
||
|
||
this.envMap = source.envMap;
|
||
this.combine = source.combine;
|
||
this.reflectivity = source.reflectivity;
|
||
this.refractionRatio = source.refractionRatio;
|
||
|
||
this.wireframe = source.wireframe;
|
||
this.wireframeLinewidth = source.wireframeLinewidth;
|
||
this.wireframeLinecap = source.wireframeLinecap;
|
||
this.wireframeLinejoin = source.wireframeLinejoin;
|
||
|
||
this.skinning = source.skinning;
|
||
this.morphTargets = source.morphTargets;
|
||
this.morphNormals = source.morphNormals;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*
|
||
* parameters = {
|
||
* color: <hex>,
|
||
* opacity: <float>,
|
||
*
|
||
* linewidth: <float>,
|
||
*
|
||
* scale: <float>,
|
||
* dashSize: <float>,
|
||
* gapSize: <float>
|
||
* }
|
||
*/
|
||
|
||
function LineDashedMaterial( parameters ) {
|
||
|
||
Material.call( this );
|
||
|
||
this.type = 'LineDashedMaterial';
|
||
|
||
this.color = new Color( 0xffffff );
|
||
|
||
this.linewidth = 1;
|
||
|
||
this.scale = 1;
|
||
this.dashSize = 3;
|
||
this.gapSize = 1;
|
||
|
||
this.lights = false;
|
||
|
||
this.setValues( parameters );
|
||
|
||
}
|
||
|
||
LineDashedMaterial.prototype = Object.create( Material.prototype );
|
||
LineDashedMaterial.prototype.constructor = LineDashedMaterial;
|
||
|
||
LineDashedMaterial.prototype.isLineDashedMaterial = true;
|
||
|
||
LineDashedMaterial.prototype.copy = function ( source ) {
|
||
|
||
Material.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
|
||
this.linewidth = source.linewidth;
|
||
|
||
this.scale = source.scale;
|
||
this.dashSize = source.dashSize;
|
||
this.gapSize = source.gapSize;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
|
||
|
||
var Materials = Object.freeze({
|
||
ShadowMaterial: ShadowMaterial,
|
||
SpriteMaterial: SpriteMaterial,
|
||
RawShaderMaterial: RawShaderMaterial,
|
||
ShaderMaterial: ShaderMaterial,
|
||
PointsMaterial: PointsMaterial,
|
||
MeshPhysicalMaterial: MeshPhysicalMaterial,
|
||
MeshStandardMaterial: MeshStandardMaterial,
|
||
MeshPhongMaterial: MeshPhongMaterial,
|
||
MeshToonMaterial: MeshToonMaterial,
|
||
MeshNormalMaterial: MeshNormalMaterial,
|
||
MeshLambertMaterial: MeshLambertMaterial,
|
||
MeshDepthMaterial: MeshDepthMaterial,
|
||
MeshBasicMaterial: MeshBasicMaterial,
|
||
LineDashedMaterial: LineDashedMaterial,
|
||
LineBasicMaterial: LineBasicMaterial,
|
||
Material: Material
|
||
});
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
var Cache = {
|
||
|
||
enabled: false,
|
||
|
||
files: {},
|
||
|
||
add: function ( key, file ) {
|
||
|
||
if ( this.enabled === false ) return;
|
||
|
||
// console.log( 'THREE.Cache', 'Adding key:', key );
|
||
|
||
this.files[ key ] = file;
|
||
|
||
},
|
||
|
||
get: function ( key ) {
|
||
|
||
if ( this.enabled === false ) return;
|
||
|
||
// console.log( 'THREE.Cache', 'Checking key:', key );
|
||
|
||
return this.files[ key ];
|
||
|
||
},
|
||
|
||
remove: function ( key ) {
|
||
|
||
delete this.files[ key ];
|
||
|
||
},
|
||
|
||
clear: function () {
|
||
|
||
this.files = {};
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function LoadingManager( onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var isLoading = false, itemsLoaded = 0, itemsTotal = 0;
|
||
|
||
this.onStart = undefined;
|
||
this.onLoad = onLoad;
|
||
this.onProgress = onProgress;
|
||
this.onError = onError;
|
||
|
||
this.itemStart = function ( url ) {
|
||
|
||
itemsTotal ++;
|
||
|
||
if ( isLoading === false ) {
|
||
|
||
if ( scope.onStart !== undefined ) {
|
||
|
||
scope.onStart( url, itemsLoaded, itemsTotal );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
isLoading = true;
|
||
|
||
};
|
||
|
||
this.itemEnd = function ( url ) {
|
||
|
||
itemsLoaded ++;
|
||
|
||
if ( scope.onProgress !== undefined ) {
|
||
|
||
scope.onProgress( url, itemsLoaded, itemsTotal );
|
||
|
||
}
|
||
|
||
if ( itemsLoaded === itemsTotal ) {
|
||
|
||
isLoading = false;
|
||
|
||
if ( scope.onLoad !== undefined ) {
|
||
|
||
scope.onLoad();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
this.itemError = function ( url ) {
|
||
|
||
if ( scope.onError !== undefined ) {
|
||
|
||
scope.onError( url );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
var DefaultLoadingManager = new LoadingManager();
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function FileLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( FileLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
if ( url === undefined ) url = '';
|
||
|
||
if ( this.path !== undefined ) url = this.path + url;
|
||
|
||
var scope = this;
|
||
|
||
var cached = Cache.get( url );
|
||
|
||
if ( cached !== undefined ) {
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
setTimeout( function () {
|
||
|
||
if ( onLoad ) onLoad( cached );
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
}, 0 );
|
||
|
||
return cached;
|
||
|
||
}
|
||
|
||
// Check for data: URI
|
||
var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
|
||
var dataUriRegexResult = url.match( dataUriRegex );
|
||
|
||
// Safari can not handle Data URIs through XMLHttpRequest so process manually
|
||
if ( dataUriRegexResult ) {
|
||
|
||
var mimeType = dataUriRegexResult[ 1 ];
|
||
var isBase64 = !! dataUriRegexResult[ 2 ];
|
||
var data = dataUriRegexResult[ 3 ];
|
||
|
||
data = window.decodeURIComponent( data );
|
||
|
||
if ( isBase64 ) data = window.atob( data );
|
||
|
||
try {
|
||
|
||
var response;
|
||
var responseType = ( this.responseType || '' ).toLowerCase();
|
||
|
||
switch ( responseType ) {
|
||
|
||
case 'arraybuffer':
|
||
case 'blob':
|
||
|
||
response = new ArrayBuffer( data.length );
|
||
|
||
var view = new Uint8Array( response );
|
||
|
||
for ( var i = 0; i < data.length; i ++ ) {
|
||
|
||
view[ i ] = data.charCodeAt( i );
|
||
|
||
}
|
||
|
||
if ( responseType === 'blob' ) {
|
||
|
||
response = new Blob( [ response ], { type: mimeType } );
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case 'document':
|
||
|
||
var parser = new DOMParser();
|
||
response = parser.parseFromString( data, mimeType );
|
||
|
||
break;
|
||
|
||
case 'json':
|
||
|
||
response = JSON.parse( data );
|
||
|
||
break;
|
||
|
||
default: // 'text' or other
|
||
|
||
response = data;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
// Wait for next browser tick
|
||
window.setTimeout( function () {
|
||
|
||
if ( onLoad ) onLoad( response );
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
}, 0 );
|
||
|
||
} catch ( error ) {
|
||
|
||
// Wait for next browser tick
|
||
window.setTimeout( function () {
|
||
|
||
if ( onError ) onError( error );
|
||
|
||
scope.manager.itemEnd( url );
|
||
scope.manager.itemError( url );
|
||
|
||
}, 0 );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
var request = new XMLHttpRequest();
|
||
request.open( 'GET', url, true );
|
||
|
||
request.addEventListener( 'load', function ( event ) {
|
||
|
||
var response = event.target.response;
|
||
|
||
Cache.add( url, response );
|
||
|
||
if ( this.status === 200 ) {
|
||
|
||
if ( onLoad ) onLoad( response );
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
} else if ( this.status === 0 ) {
|
||
|
||
// Some browsers return HTTP Status 0 when using non-http protocol
|
||
// e.g. 'file://' or 'data://'. Handle as success.
|
||
|
||
console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
|
||
|
||
if ( onLoad ) onLoad( response );
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
} else {
|
||
|
||
if ( onError ) onError( event );
|
||
|
||
scope.manager.itemEnd( url );
|
||
scope.manager.itemError( url );
|
||
|
||
}
|
||
|
||
}, false );
|
||
|
||
if ( onProgress !== undefined ) {
|
||
|
||
request.addEventListener( 'progress', function ( event ) {
|
||
|
||
onProgress( event );
|
||
|
||
}, false );
|
||
|
||
}
|
||
|
||
request.addEventListener( 'error', function ( event ) {
|
||
|
||
if ( onError ) onError( event );
|
||
|
||
scope.manager.itemEnd( url );
|
||
scope.manager.itemError( url );
|
||
|
||
}, false );
|
||
|
||
if ( this.responseType !== undefined ) request.responseType = this.responseType;
|
||
if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
|
||
|
||
if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
|
||
|
||
for ( var header in this.requestHeader ) {
|
||
|
||
request.setRequestHeader( header, this.requestHeader[ header ] );
|
||
|
||
}
|
||
|
||
request.send( null );
|
||
|
||
}
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
return request;
|
||
|
||
},
|
||
|
||
setPath: function ( value ) {
|
||
|
||
this.path = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setResponseType: function ( value ) {
|
||
|
||
this.responseType = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setWithCredentials: function ( value ) {
|
||
|
||
this.withCredentials = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setMimeType: function ( value ) {
|
||
|
||
this.mimeType = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setRequestHeader: function ( value ) {
|
||
|
||
this.requestHeader = value;
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*
|
||
* Abstract Base class to block based textures loader (dds, pvr, ...)
|
||
*/
|
||
|
||
function CompressedTextureLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
// override in sub classes
|
||
this._parser = null;
|
||
|
||
}
|
||
|
||
Object.assign( CompressedTextureLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var images = [];
|
||
|
||
var texture = new CompressedTexture();
|
||
texture.image = images;
|
||
|
||
var loader = new FileLoader( this.manager );
|
||
loader.setPath( this.path );
|
||
loader.setResponseType( 'arraybuffer' );
|
||
|
||
function loadTexture( i ) {
|
||
|
||
loader.load( url[ i ], function ( buffer ) {
|
||
|
||
var texDatas = scope._parser( buffer, true );
|
||
|
||
images[ i ] = {
|
||
width: texDatas.width,
|
||
height: texDatas.height,
|
||
format: texDatas.format,
|
||
mipmaps: texDatas.mipmaps
|
||
};
|
||
|
||
loaded += 1;
|
||
|
||
if ( loaded === 6 ) {
|
||
|
||
if ( texDatas.mipmapCount === 1 )
|
||
texture.minFilter = LinearFilter;
|
||
|
||
texture.format = texDatas.format;
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
}, onProgress, onError );
|
||
|
||
}
|
||
|
||
if ( Array.isArray( url ) ) {
|
||
|
||
var loaded = 0;
|
||
|
||
for ( var i = 0, il = url.length; i < il; ++ i ) {
|
||
|
||
loadTexture( i );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// compressed cubemap texture stored in a single DDS file
|
||
|
||
loader.load( url, function ( buffer ) {
|
||
|
||
var texDatas = scope._parser( buffer, true );
|
||
|
||
if ( texDatas.isCubemap ) {
|
||
|
||
var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
|
||
|
||
for ( var f = 0; f < faces; f ++ ) {
|
||
|
||
images[ f ] = { mipmaps : [] };
|
||
|
||
for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
|
||
|
||
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
|
||
images[ f ].format = texDatas.format;
|
||
images[ f ].width = texDatas.width;
|
||
images[ f ].height = texDatas.height;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
texture.image.width = texDatas.width;
|
||
texture.image.height = texDatas.height;
|
||
texture.mipmaps = texDatas.mipmaps;
|
||
|
||
}
|
||
|
||
if ( texDatas.mipmapCount === 1 ) {
|
||
|
||
texture.minFilter = LinearFilter;
|
||
|
||
}
|
||
|
||
texture.format = texDatas.format;
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}, onProgress, onError );
|
||
|
||
}
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
setPath: function ( value ) {
|
||
|
||
this.path = value;
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author Nikos M. / https://github.com/foo123/
|
||
*
|
||
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
|
||
*/
|
||
|
||
function DataTextureLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
// override in sub classes
|
||
this._parser = null;
|
||
|
||
}
|
||
|
||
Object.assign( DataTextureLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var texture = new DataTexture();
|
||
|
||
var loader = new FileLoader( this.manager );
|
||
loader.setResponseType( 'arraybuffer' );
|
||
|
||
loader.load( url, function ( buffer ) {
|
||
|
||
var texData = scope._parser( buffer );
|
||
|
||
if ( ! texData ) return;
|
||
|
||
if ( undefined !== texData.image ) {
|
||
|
||
texture.image = texData.image;
|
||
|
||
} else if ( undefined !== texData.data ) {
|
||
|
||
texture.image.width = texData.width;
|
||
texture.image.height = texData.height;
|
||
texture.image.data = texData.data;
|
||
|
||
}
|
||
|
||
texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
|
||
texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;
|
||
|
||
texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
|
||
texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;
|
||
|
||
texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
|
||
|
||
if ( undefined !== texData.format ) {
|
||
|
||
texture.format = texData.format;
|
||
|
||
}
|
||
if ( undefined !== texData.type ) {
|
||
|
||
texture.type = texData.type;
|
||
|
||
}
|
||
|
||
if ( undefined !== texData.mipmaps ) {
|
||
|
||
texture.mipmaps = texData.mipmaps;
|
||
|
||
}
|
||
|
||
if ( 1 === texData.mipmapCount ) {
|
||
|
||
texture.minFilter = LinearFilter;
|
||
|
||
}
|
||
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad ) onLoad( texture, texData );
|
||
|
||
}, onProgress, onError );
|
||
|
||
|
||
return texture;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function ImageLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( ImageLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
if ( url === undefined ) url = '';
|
||
|
||
if ( this.path !== undefined ) url = this.path + url;
|
||
|
||
var scope = this;
|
||
|
||
var cached = Cache.get( url );
|
||
|
||
if ( cached !== undefined ) {
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
setTimeout( function () {
|
||
|
||
if ( onLoad ) onLoad( cached );
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
}, 0 );
|
||
|
||
return cached;
|
||
|
||
}
|
||
|
||
var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
|
||
|
||
image.addEventListener( 'load', function () {
|
||
|
||
Cache.add( url, this );
|
||
|
||
if ( onLoad ) onLoad( this );
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
}, false );
|
||
|
||
/*
|
||
image.addEventListener( 'progress', function ( event ) {
|
||
|
||
if ( onProgress ) onProgress( event );
|
||
|
||
}, false );
|
||
*/
|
||
|
||
image.addEventListener( 'error', function ( event ) {
|
||
|
||
if ( onError ) onError( event );
|
||
|
||
scope.manager.itemEnd( url );
|
||
scope.manager.itemError( url );
|
||
|
||
}, false );
|
||
|
||
if ( url.substr( 0, 5 ) !== 'data:' ) {
|
||
|
||
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
|
||
|
||
}
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
image.src = url;
|
||
|
||
return image;
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setPath: function ( value ) {
|
||
|
||
this.path = value;
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function CubeTextureLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( CubeTextureLoader.prototype, {
|
||
|
||
load: function ( urls, onLoad, onProgress, onError ) {
|
||
|
||
var texture = new CubeTexture();
|
||
|
||
var loader = new ImageLoader( this.manager );
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.setPath( this.path );
|
||
|
||
var loaded = 0;
|
||
|
||
function loadTexture( i ) {
|
||
|
||
loader.load( urls[ i ], function ( image ) {
|
||
|
||
texture.images[ i ] = image;
|
||
|
||
loaded ++;
|
||
|
||
if ( loaded === 6 ) {
|
||
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad ) onLoad( texture );
|
||
|
||
}
|
||
|
||
}, undefined, onError );
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < urls.length; ++ i ) {
|
||
|
||
loadTexture( i );
|
||
|
||
}
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setPath: function ( value ) {
|
||
|
||
this.path = value;
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function TextureLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( TextureLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var loader = new ImageLoader( this.manager );
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
loader.setPath( this.path );
|
||
|
||
var texture = new Texture();
|
||
texture.image = loader.load( url, function () {
|
||
|
||
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
|
||
var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
|
||
|
||
texture.format = isJPEG ? RGBFormat : RGBAFormat;
|
||
texture.needsUpdate = true;
|
||
|
||
if ( onLoad !== undefined ) {
|
||
|
||
onLoad( texture );
|
||
|
||
}
|
||
|
||
}, onProgress, onError );
|
||
|
||
return texture;
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
return this;
|
||
|
||
},
|
||
|
||
setPath: function ( value ) {
|
||
|
||
this.path = value;
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function Light( color, intensity ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Light';
|
||
|
||
this.color = new Color( color );
|
||
this.intensity = intensity !== undefined ? intensity : 1;
|
||
|
||
this.receiveShadow = undefined;
|
||
|
||
}
|
||
|
||
Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Light,
|
||
|
||
isLight: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Object3D.prototype.copy.call( this, source );
|
||
|
||
this.color.copy( source.color );
|
||
this.intensity = source.intensity;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var data = Object3D.prototype.toJSON.call( this, meta );
|
||
|
||
data.object.color = this.color.getHex();
|
||
data.object.intensity = this.intensity;
|
||
|
||
if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
|
||
|
||
if ( this.distance !== undefined ) data.object.distance = this.distance;
|
||
if ( this.angle !== undefined ) data.object.angle = this.angle;
|
||
if ( this.decay !== undefined ) data.object.decay = this.decay;
|
||
if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
|
||
|
||
if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
|
||
|
||
return data;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function HemisphereLight( skyColor, groundColor, intensity ) {
|
||
|
||
Light.call( this, skyColor, intensity );
|
||
|
||
this.type = 'HemisphereLight';
|
||
|
||
this.castShadow = undefined;
|
||
|
||
this.position.copy( Object3D.DefaultUp );
|
||
this.updateMatrix();
|
||
|
||
this.groundColor = new Color( groundColor );
|
||
|
||
}
|
||
|
||
HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
||
|
||
constructor: HemisphereLight,
|
||
|
||
isHemisphereLight: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Light.prototype.copy.call( this, source );
|
||
|
||
this.groundColor.copy( source.groundColor );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function LightShadow( camera ) {
|
||
|
||
this.camera = camera;
|
||
|
||
this.bias = 0;
|
||
this.radius = 1;
|
||
|
||
this.mapSize = new Vector2( 512, 512 );
|
||
|
||
this.map = null;
|
||
this.matrix = new Matrix4();
|
||
|
||
}
|
||
|
||
Object.assign( LightShadow.prototype, {
|
||
|
||
copy: function ( source ) {
|
||
|
||
this.camera = source.camera.clone();
|
||
|
||
this.bias = source.bias;
|
||
this.radius = source.radius;
|
||
|
||
this.mapSize.copy( source.mapSize );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
toJSON: function () {
|
||
|
||
var object = {};
|
||
|
||
if ( this.bias !== 0 ) object.bias = this.bias;
|
||
if ( this.radius !== 1 ) object.radius = this.radius;
|
||
if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
|
||
|
||
object.camera = this.camera.toJSON( false ).object;
|
||
delete object.camera.matrix;
|
||
|
||
return object;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function SpotLightShadow() {
|
||
|
||
LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
|
||
|
||
}
|
||
|
||
SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
||
|
||
constructor: SpotLightShadow,
|
||
|
||
isSpotLightShadow: true,
|
||
|
||
update: function ( light ) {
|
||
|
||
var camera = this.camera;
|
||
|
||
var fov = _Math.RAD2DEG * 2 * light.angle;
|
||
var aspect = this.mapSize.width / this.mapSize.height;
|
||
var far = light.distance || camera.far;
|
||
|
||
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
|
||
|
||
camera.fov = fov;
|
||
camera.aspect = aspect;
|
||
camera.far = far;
|
||
camera.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
|
||
|
||
Light.call( this, color, intensity );
|
||
|
||
this.type = 'SpotLight';
|
||
|
||
this.position.copy( Object3D.DefaultUp );
|
||
this.updateMatrix();
|
||
|
||
this.target = new Object3D();
|
||
|
||
Object.defineProperty( this, 'power', {
|
||
get: function () {
|
||
// intensity = power per solid angle.
|
||
// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
||
return this.intensity * Math.PI;
|
||
},
|
||
set: function ( power ) {
|
||
// intensity = power per solid angle.
|
||
// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
||
this.intensity = power / Math.PI;
|
||
}
|
||
} );
|
||
|
||
this.distance = ( distance !== undefined ) ? distance : 0;
|
||
this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
|
||
this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
|
||
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
|
||
|
||
this.shadow = new SpotLightShadow();
|
||
|
||
}
|
||
|
||
SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
||
|
||
constructor: SpotLight,
|
||
|
||
isSpotLight: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Light.prototype.copy.call( this, source );
|
||
|
||
this.distance = source.distance;
|
||
this.angle = source.angle;
|
||
this.penumbra = source.penumbra;
|
||
this.decay = source.decay;
|
||
|
||
this.target = source.target.clone();
|
||
|
||
this.shadow = source.shadow.clone();
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
|
||
function PointLight( color, intensity, distance, decay ) {
|
||
|
||
Light.call( this, color, intensity );
|
||
|
||
this.type = 'PointLight';
|
||
|
||
Object.defineProperty( this, 'power', {
|
||
get: function () {
|
||
// intensity = power per solid angle.
|
||
// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
||
return this.intensity * 4 * Math.PI;
|
||
|
||
},
|
||
set: function ( power ) {
|
||
// intensity = power per solid angle.
|
||
// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
|
||
this.intensity = power / ( 4 * Math.PI );
|
||
}
|
||
} );
|
||
|
||
this.distance = ( distance !== undefined ) ? distance : 0;
|
||
this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
|
||
|
||
this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
|
||
|
||
}
|
||
|
||
PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
||
|
||
constructor: PointLight,
|
||
|
||
isPointLight: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Light.prototype.copy.call( this, source );
|
||
|
||
this.distance = source.distance;
|
||
this.decay = source.decay;
|
||
|
||
this.shadow = source.shadow.clone();
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function DirectionalLightShadow( ) {
|
||
|
||
LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
|
||
|
||
}
|
||
|
||
DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
|
||
|
||
constructor: DirectionalLightShadow
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function DirectionalLight( color, intensity ) {
|
||
|
||
Light.call( this, color, intensity );
|
||
|
||
this.type = 'DirectionalLight';
|
||
|
||
this.position.copy( Object3D.DefaultUp );
|
||
this.updateMatrix();
|
||
|
||
this.target = new Object3D();
|
||
|
||
this.shadow = new DirectionalLightShadow();
|
||
|
||
}
|
||
|
||
DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
||
|
||
constructor: DirectionalLight,
|
||
|
||
isDirectionalLight: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Light.prototype.copy.call( this, source );
|
||
|
||
this.target = source.target.clone();
|
||
|
||
this.shadow = source.shadow.clone();
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function AmbientLight( color, intensity ) {
|
||
|
||
Light.call( this, color, intensity );
|
||
|
||
this.type = 'AmbientLight';
|
||
|
||
this.castShadow = undefined;
|
||
|
||
}
|
||
|
||
AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
||
|
||
constructor: AmbientLight,
|
||
|
||
isAmbientLight: true
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author abelnation / http://github.com/abelnation
|
||
*/
|
||
|
||
function RectAreaLight( color, intensity, width, height ) {
|
||
|
||
Light.call( this, color, intensity );
|
||
|
||
this.type = 'RectAreaLight';
|
||
|
||
this.position.set( 0, 1, 0 );
|
||
this.updateMatrix();
|
||
|
||
this.width = ( width !== undefined ) ? width : 10;
|
||
this.height = ( height !== undefined ) ? height : 10;
|
||
|
||
// TODO (abelnation): distance/decay
|
||
|
||
// TODO (abelnation): update method for RectAreaLight to update transform to lookat target
|
||
|
||
// TODO (abelnation): shadows
|
||
|
||
}
|
||
|
||
// TODO (abelnation): RectAreaLight update when light shape is changed
|
||
RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
|
||
|
||
constructor: RectAreaLight,
|
||
|
||
isRectAreaLight: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
Light.prototype.copy.call( this, source );
|
||
|
||
this.width = source.width;
|
||
this.height = source.height;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
toJSON: function ( meta ) {
|
||
|
||
var data = Light.prototype.toJSON.call( this, meta );
|
||
|
||
data.object.width = this.width;
|
||
data.object.height = this.height;
|
||
|
||
return data;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author tschw
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
*/
|
||
|
||
var AnimationUtils = {
|
||
|
||
// same as Array.prototype.slice, but also works on typed arrays
|
||
arraySlice: function ( array, from, to ) {
|
||
|
||
if ( AnimationUtils.isTypedArray( array ) ) {
|
||
|
||
// in ios9 array.subarray(from, undefined) will return empty array
|
||
// but array.subarray(from) or array.subarray(from, len) is correct
|
||
return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
|
||
|
||
}
|
||
|
||
return array.slice( from, to );
|
||
|
||
},
|
||
|
||
// converts an array to a specific type
|
||
convertArray: function ( array, type, forceClone ) {
|
||
|
||
if ( ! array || // let 'undefined' and 'null' pass
|
||
! forceClone && array.constructor === type ) return array;
|
||
|
||
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
|
||
|
||
return new type( array ); // create typed array
|
||
|
||
}
|
||
|
||
return Array.prototype.slice.call( array ); // create Array
|
||
|
||
},
|
||
|
||
isTypedArray: function ( object ) {
|
||
|
||
return ArrayBuffer.isView( object ) &&
|
||
! ( object instanceof DataView );
|
||
|
||
},
|
||
|
||
// returns an array by which times and values can be sorted
|
||
getKeyframeOrder: function ( times ) {
|
||
|
||
function compareTime( i, j ) {
|
||
|
||
return times[ i ] - times[ j ];
|
||
|
||
}
|
||
|
||
var n = times.length;
|
||
var result = new Array( n );
|
||
for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
|
||
|
||
result.sort( compareTime );
|
||
|
||
return result;
|
||
|
||
},
|
||
|
||
// uses the array previously returned by 'getKeyframeOrder' to sort data
|
||
sortedArray: function ( values, stride, order ) {
|
||
|
||
var nValues = values.length;
|
||
var result = new values.constructor( nValues );
|
||
|
||
for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
|
||
|
||
var srcOffset = order[ i ] * stride;
|
||
|
||
for ( var j = 0; j !== stride; ++ j ) {
|
||
|
||
result[ dstOffset ++ ] = values[ srcOffset + j ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
},
|
||
|
||
// function for parsing AOS keyframe formats
|
||
flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
|
||
|
||
var i = 1, key = jsonKeys[ 0 ];
|
||
|
||
while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
|
||
|
||
key = jsonKeys[ i ++ ];
|
||
|
||
}
|
||
|
||
if ( key === undefined ) return; // no data
|
||
|
||
var value = key[ valuePropertyName ];
|
||
if ( value === undefined ) return; // no data
|
||
|
||
if ( Array.isArray( value ) ) {
|
||
|
||
do {
|
||
|
||
value = key[ valuePropertyName ];
|
||
|
||
if ( value !== undefined ) {
|
||
|
||
times.push( key.time );
|
||
values.push.apply( values, value ); // push all elements
|
||
|
||
}
|
||
|
||
key = jsonKeys[ i ++ ];
|
||
|
||
} while ( key !== undefined );
|
||
|
||
} else if ( value.toArray !== undefined ) {
|
||
|
||
// ...assume THREE.Math-ish
|
||
|
||
do {
|
||
|
||
value = key[ valuePropertyName ];
|
||
|
||
if ( value !== undefined ) {
|
||
|
||
times.push( key.time );
|
||
value.toArray( values, values.length );
|
||
|
||
}
|
||
|
||
key = jsonKeys[ i ++ ];
|
||
|
||
} while ( key !== undefined );
|
||
|
||
} else {
|
||
|
||
// otherwise push as-is
|
||
|
||
do {
|
||
|
||
value = key[ valuePropertyName ];
|
||
|
||
if ( value !== undefined ) {
|
||
|
||
times.push( key.time );
|
||
values.push( value );
|
||
|
||
}
|
||
|
||
key = jsonKeys[ i ++ ];
|
||
|
||
} while ( key !== undefined );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* Abstract base class of interpolants over parametric samples.
|
||
*
|
||
* The parameter domain is one dimensional, typically the time or a path
|
||
* along a curve defined by the data.
|
||
*
|
||
* The sample values can have any dimensionality and derived classes may
|
||
* apply special interpretations to the data.
|
||
*
|
||
* This class provides the interval seek in a Template Method, deferring
|
||
* the actual interpolation to derived classes.
|
||
*
|
||
* Time complexity is O(1) for linear access crossing at most two points
|
||
* and O(log N) for random access, where N is the number of positions.
|
||
*
|
||
* References:
|
||
*
|
||
* http://www.oodesign.com/template-method-pattern.html
|
||
*
|
||
* @author tschw
|
||
*/
|
||
|
||
function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
||
|
||
this.parameterPositions = parameterPositions;
|
||
this._cachedIndex = 0;
|
||
|
||
this.resultBuffer = resultBuffer !== undefined ?
|
||
resultBuffer : new sampleValues.constructor( sampleSize );
|
||
this.sampleValues = sampleValues;
|
||
this.valueSize = sampleSize;
|
||
|
||
}
|
||
|
||
Object.assign( Interpolant.prototype, {
|
||
|
||
evaluate: function( t ) {
|
||
|
||
var pp = this.parameterPositions,
|
||
i1 = this._cachedIndex,
|
||
|
||
t1 = pp[ i1 ],
|
||
t0 = pp[ i1 - 1 ];
|
||
|
||
validate_interval: {
|
||
|
||
seek: {
|
||
|
||
var right;
|
||
|
||
linear_scan: {
|
||
//- See http://jsperf.com/comparison-to-undefined/3
|
||
//- slower code:
|
||
//-
|
||
//- if ( t >= t1 || t1 === undefined ) {
|
||
forward_scan: if ( ! ( t < t1 ) ) {
|
||
|
||
for ( var giveUpAt = i1 + 2; ;) {
|
||
|
||
if ( t1 === undefined ) {
|
||
|
||
if ( t < t0 ) break forward_scan;
|
||
|
||
// after end
|
||
|
||
i1 = pp.length;
|
||
this._cachedIndex = i1;
|
||
return this.afterEnd_( i1 - 1, t, t0 );
|
||
|
||
}
|
||
|
||
if ( i1 === giveUpAt ) break; // this loop
|
||
|
||
t0 = t1;
|
||
t1 = pp[ ++ i1 ];
|
||
|
||
if ( t < t1 ) {
|
||
|
||
// we have arrived at the sought interval
|
||
break seek;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// prepare binary search on the right side of the index
|
||
right = pp.length;
|
||
break linear_scan;
|
||
|
||
}
|
||
|
||
//- slower code:
|
||
//- if ( t < t0 || t0 === undefined ) {
|
||
if ( ! ( t >= t0 ) ) {
|
||
|
||
// looping?
|
||
|
||
var t1global = pp[ 1 ];
|
||
|
||
if ( t < t1global ) {
|
||
|
||
i1 = 2; // + 1, using the scan for the details
|
||
t0 = t1global;
|
||
|
||
}
|
||
|
||
// linear reverse scan
|
||
|
||
for ( var giveUpAt = i1 - 2; ;) {
|
||
|
||
if ( t0 === undefined ) {
|
||
|
||
// before start
|
||
|
||
this._cachedIndex = 0;
|
||
return this.beforeStart_( 0, t, t1 );
|
||
|
||
}
|
||
|
||
if ( i1 === giveUpAt ) break; // this loop
|
||
|
||
t1 = t0;
|
||
t0 = pp[ -- i1 - 1 ];
|
||
|
||
if ( t >= t0 ) {
|
||
|
||
// we have arrived at the sought interval
|
||
break seek;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// prepare binary search on the left side of the index
|
||
right = i1;
|
||
i1 = 0;
|
||
break linear_scan;
|
||
|
||
}
|
||
|
||
// the interval is valid
|
||
|
||
break validate_interval;
|
||
|
||
} // linear scan
|
||
|
||
// binary search
|
||
|
||
while ( i1 < right ) {
|
||
|
||
var mid = ( i1 + right ) >>> 1;
|
||
|
||
if ( t < pp[ mid ] ) {
|
||
|
||
right = mid;
|
||
|
||
} else {
|
||
|
||
i1 = mid + 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
t1 = pp[ i1 ];
|
||
t0 = pp[ i1 - 1 ];
|
||
|
||
// check boundary cases, again
|
||
|
||
if ( t0 === undefined ) {
|
||
|
||
this._cachedIndex = 0;
|
||
return this.beforeStart_( 0, t, t1 );
|
||
|
||
}
|
||
|
||
if ( t1 === undefined ) {
|
||
|
||
i1 = pp.length;
|
||
this._cachedIndex = i1;
|
||
return this.afterEnd_( i1 - 1, t0, t );
|
||
|
||
}
|
||
|
||
} // seek
|
||
|
||
this._cachedIndex = i1;
|
||
|
||
this.intervalChanged_( i1, t0, t1 );
|
||
|
||
} // validate_interval
|
||
|
||
return this.interpolate_( i1, t0, t, t1 );
|
||
|
||
},
|
||
|
||
settings: null, // optional, subclass-specific settings structure
|
||
// Note: The indirection allows central control of many interpolants.
|
||
|
||
// --- Protected interface
|
||
|
||
DefaultSettings_: {},
|
||
|
||
getSettings_: function() {
|
||
|
||
return this.settings || this.DefaultSettings_;
|
||
|
||
},
|
||
|
||
copySampleValue_: function( index ) {
|
||
|
||
// copies a sample value to the result buffer
|
||
|
||
var result = this.resultBuffer,
|
||
values = this.sampleValues,
|
||
stride = this.valueSize,
|
||
offset = index * stride;
|
||
|
||
for ( var i = 0; i !== stride; ++ i ) {
|
||
|
||
result[ i ] = values[ offset + i ];
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
},
|
||
|
||
// Template methods for derived classes:
|
||
|
||
interpolate_: function( i1, t0, t, t1 ) {
|
||
|
||
throw new Error( "call to abstract method" );
|
||
// implementations shall return this.resultBuffer
|
||
|
||
},
|
||
|
||
intervalChanged_: function( i1, t0, t1 ) {
|
||
|
||
// empty
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
//!\ DECLARE ALIAS AFTER assign prototype !
|
||
Object.assign( Interpolant.prototype, {
|
||
|
||
//( 0, t, t0 ), returns this.resultBuffer
|
||
beforeStart_: Interpolant.prototype.copySampleValue_,
|
||
|
||
//( N-1, tN-1, t ), returns this.resultBuffer
|
||
afterEnd_: Interpolant.prototype.copySampleValue_,
|
||
|
||
} );
|
||
|
||
/**
|
||
* Fast and simple cubic spline interpolant.
|
||
*
|
||
* It was derived from a Hermitian construction setting the first derivative
|
||
* at each sample position to the linear slope between neighboring positions
|
||
* over their parameter interval.
|
||
*
|
||
* @author tschw
|
||
*/
|
||
|
||
function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
||
|
||
Interpolant.call(
|
||
this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
||
|
||
this._weightPrev = -0;
|
||
this._offsetPrev = -0;
|
||
this._weightNext = -0;
|
||
this._offsetNext = -0;
|
||
|
||
}
|
||
|
||
CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
||
|
||
constructor: CubicInterpolant,
|
||
|
||
DefaultSettings_: {
|
||
|
||
endingStart: ZeroCurvatureEnding,
|
||
endingEnd: ZeroCurvatureEnding
|
||
|
||
},
|
||
|
||
intervalChanged_: function( i1, t0, t1 ) {
|
||
|
||
var pp = this.parameterPositions,
|
||
iPrev = i1 - 2,
|
||
iNext = i1 + 1,
|
||
|
||
tPrev = pp[ iPrev ],
|
||
tNext = pp[ iNext ];
|
||
|
||
if ( tPrev === undefined ) {
|
||
|
||
switch ( this.getSettings_().endingStart ) {
|
||
|
||
case ZeroSlopeEnding:
|
||
|
||
// f'(t0) = 0
|
||
iPrev = i1;
|
||
tPrev = 2 * t0 - t1;
|
||
|
||
break;
|
||
|
||
case WrapAroundEnding:
|
||
|
||
// use the other end of the curve
|
||
iPrev = pp.length - 2;
|
||
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
|
||
|
||
break;
|
||
|
||
default: // ZeroCurvatureEnding
|
||
|
||
// f''(t0) = 0 a.k.a. Natural Spline
|
||
iPrev = i1;
|
||
tPrev = t1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( tNext === undefined ) {
|
||
|
||
switch ( this.getSettings_().endingEnd ) {
|
||
|
||
case ZeroSlopeEnding:
|
||
|
||
// f'(tN) = 0
|
||
iNext = i1;
|
||
tNext = 2 * t1 - t0;
|
||
|
||
break;
|
||
|
||
case WrapAroundEnding:
|
||
|
||
// use the other end of the curve
|
||
iNext = 1;
|
||
tNext = t1 + pp[ 1 ] - pp[ 0 ];
|
||
|
||
break;
|
||
|
||
default: // ZeroCurvatureEnding
|
||
|
||
// f''(tN) = 0, a.k.a. Natural Spline
|
||
iNext = i1 - 1;
|
||
tNext = t0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var halfDt = ( t1 - t0 ) * 0.5,
|
||
stride = this.valueSize;
|
||
|
||
this._weightPrev = halfDt / ( t0 - tPrev );
|
||
this._weightNext = halfDt / ( tNext - t1 );
|
||
this._offsetPrev = iPrev * stride;
|
||
this._offsetNext = iNext * stride;
|
||
|
||
},
|
||
|
||
interpolate_: function( i1, t0, t, t1 ) {
|
||
|
||
var result = this.resultBuffer,
|
||
values = this.sampleValues,
|
||
stride = this.valueSize,
|
||
|
||
o1 = i1 * stride, o0 = o1 - stride,
|
||
oP = this._offsetPrev, oN = this._offsetNext,
|
||
wP = this._weightPrev, wN = this._weightNext,
|
||
|
||
p = ( t - t0 ) / ( t1 - t0 ),
|
||
pp = p * p,
|
||
ppp = pp * p;
|
||
|
||
// evaluate polynomials
|
||
|
||
var sP = - wP * ppp + 2 * wP * pp - wP * p;
|
||
var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
|
||
var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
|
||
var sN = wN * ppp - wN * pp;
|
||
|
||
// combine data linearly
|
||
|
||
for ( var i = 0; i !== stride; ++ i ) {
|
||
|
||
result[ i ] =
|
||
sP * values[ oP + i ] +
|
||
s0 * values[ o0 + i ] +
|
||
s1 * values[ o1 + i ] +
|
||
sN * values[ oN + i ];
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author tschw
|
||
*/
|
||
|
||
function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
||
|
||
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
||
|
||
}
|
||
|
||
LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
||
|
||
constructor: LinearInterpolant,
|
||
|
||
interpolate_: function( i1, t0, t, t1 ) {
|
||
|
||
var result = this.resultBuffer,
|
||
values = this.sampleValues,
|
||
stride = this.valueSize,
|
||
|
||
offset1 = i1 * stride,
|
||
offset0 = offset1 - stride,
|
||
|
||
weight1 = ( t - t0 ) / ( t1 - t0 ),
|
||
weight0 = 1 - weight1;
|
||
|
||
for ( var i = 0; i !== stride; ++ i ) {
|
||
|
||
result[ i ] =
|
||
values[ offset0 + i ] * weight0 +
|
||
values[ offset1 + i ] * weight1;
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* Interpolant that evaluates to the sample value at the position preceeding
|
||
* the parameter.
|
||
*
|
||
* @author tschw
|
||
*/
|
||
|
||
function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
||
|
||
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
||
|
||
}
|
||
|
||
DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
||
|
||
constructor: DiscreteInterpolant,
|
||
|
||
interpolate_: function( i1, t0, t, t1 ) {
|
||
|
||
return this.copySampleValue_( i1 - 1 );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
var KeyframeTrackPrototype;
|
||
|
||
KeyframeTrackPrototype = {
|
||
|
||
TimeBufferType: Float32Array,
|
||
ValueBufferType: Float32Array,
|
||
|
||
DefaultInterpolation: InterpolateLinear,
|
||
|
||
InterpolantFactoryMethodDiscrete: function ( result ) {
|
||
|
||
return new DiscreteInterpolant(
|
||
this.times, this.values, this.getValueSize(), result );
|
||
|
||
},
|
||
|
||
InterpolantFactoryMethodLinear: function ( result ) {
|
||
|
||
return new LinearInterpolant(
|
||
this.times, this.values, this.getValueSize(), result );
|
||
|
||
},
|
||
|
||
InterpolantFactoryMethodSmooth: function ( result ) {
|
||
|
||
return new CubicInterpolant(
|
||
this.times, this.values, this.getValueSize(), result );
|
||
|
||
},
|
||
|
||
setInterpolation: function ( interpolation ) {
|
||
|
||
var factoryMethod;
|
||
|
||
switch ( interpolation ) {
|
||
|
||
case InterpolateDiscrete:
|
||
|
||
factoryMethod = this.InterpolantFactoryMethodDiscrete;
|
||
|
||
break;
|
||
|
||
case InterpolateLinear:
|
||
|
||
factoryMethod = this.InterpolantFactoryMethodLinear;
|
||
|
||
break;
|
||
|
||
case InterpolateSmooth:
|
||
|
||
factoryMethod = this.InterpolantFactoryMethodSmooth;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
if ( factoryMethod === undefined ) {
|
||
|
||
var message = "unsupported interpolation for " +
|
||
this.ValueTypeName + " keyframe track named " + this.name;
|
||
|
||
if ( this.createInterpolant === undefined ) {
|
||
|
||
// fall back to default, unless the default itself is messed up
|
||
if ( interpolation !== this.DefaultInterpolation ) {
|
||
|
||
this.setInterpolation( this.DefaultInterpolation );
|
||
|
||
} else {
|
||
|
||
throw new Error( message ); // fatal, in this case
|
||
|
||
}
|
||
|
||
}
|
||
|
||
console.warn( 'THREE.KeyframeTrackPrototype:', message );
|
||
return;
|
||
|
||
}
|
||
|
||
this.createInterpolant = factoryMethod;
|
||
|
||
},
|
||
|
||
getInterpolation: function () {
|
||
|
||
switch ( this.createInterpolant ) {
|
||
|
||
case this.InterpolantFactoryMethodDiscrete:
|
||
|
||
return InterpolateDiscrete;
|
||
|
||
case this.InterpolantFactoryMethodLinear:
|
||
|
||
return InterpolateLinear;
|
||
|
||
case this.InterpolantFactoryMethodSmooth:
|
||
|
||
return InterpolateSmooth;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
getValueSize: function () {
|
||
|
||
return this.values.length / this.times.length;
|
||
|
||
},
|
||
|
||
// move all keyframes either forwards or backwards in time
|
||
shift: function ( timeOffset ) {
|
||
|
||
if ( timeOffset !== 0.0 ) {
|
||
|
||
var times = this.times;
|
||
|
||
for ( var i = 0, n = times.length; i !== n; ++ i ) {
|
||
|
||
times[ i ] += timeOffset;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
|
||
scale: function ( timeScale ) {
|
||
|
||
if ( timeScale !== 1.0 ) {
|
||
|
||
var times = this.times;
|
||
|
||
for ( var i = 0, n = times.length; i !== n; ++ i ) {
|
||
|
||
times[ i ] *= timeScale;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
|
||
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
|
||
trim: function ( startTime, endTime ) {
|
||
|
||
var times = this.times,
|
||
nKeys = times.length,
|
||
from = 0,
|
||
to = nKeys - 1;
|
||
|
||
while ( from !== nKeys && times[ from ] < startTime ) ++ from;
|
||
while ( to !== - 1 && times[ to ] > endTime ) -- to;
|
||
|
||
++ to; // inclusive -> exclusive bound
|
||
|
||
if ( from !== 0 || to !== nKeys ) {
|
||
|
||
// empty tracks are forbidden, so keep at least one keyframe
|
||
if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
|
||
|
||
var stride = this.getValueSize();
|
||
this.times = AnimationUtils.arraySlice( times, from, to );
|
||
this.values = AnimationUtils.
|
||
arraySlice( this.values, from * stride, to * stride );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
|
||
validate: function () {
|
||
|
||
var valid = true;
|
||
|
||
var valueSize = this.getValueSize();
|
||
if ( valueSize - Math.floor( valueSize ) !== 0 ) {
|
||
|
||
console.error( 'THREE.KeyframeTrackPrototype: Invalid value size in track.', this );
|
||
valid = false;
|
||
|
||
}
|
||
|
||
var times = this.times,
|
||
values = this.values,
|
||
|
||
nKeys = times.length;
|
||
|
||
if ( nKeys === 0 ) {
|
||
|
||
console.error( 'THREE.KeyframeTrackPrototype: Track is empty.', this );
|
||
valid = false;
|
||
|
||
}
|
||
|
||
var prevTime = null;
|
||
|
||
for ( var i = 0; i !== nKeys; i ++ ) {
|
||
|
||
var currTime = times[ i ];
|
||
|
||
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
|
||
|
||
console.error( 'THREE.KeyframeTrackPrototype: Time is not a valid number.', this, i, currTime );
|
||
valid = false;
|
||
break;
|
||
|
||
}
|
||
|
||
if ( prevTime !== null && prevTime > currTime ) {
|
||
|
||
console.error( 'THREE.KeyframeTrackPrototype: Out of order keys.', this, i, currTime, prevTime );
|
||
valid = false;
|
||
break;
|
||
|
||
}
|
||
|
||
prevTime = currTime;
|
||
|
||
}
|
||
|
||
if ( values !== undefined ) {
|
||
|
||
if ( AnimationUtils.isTypedArray( values ) ) {
|
||
|
||
for ( var i = 0, n = values.length; i !== n; ++ i ) {
|
||
|
||
var value = values[ i ];
|
||
|
||
if ( isNaN( value ) ) {
|
||
|
||
console.error( 'THREE.KeyframeTrackPrototype: Value is not a valid number.', this, i, value );
|
||
valid = false;
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return valid;
|
||
|
||
},
|
||
|
||
// removes equivalent sequential keys as common in morph target sequences
|
||
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
|
||
optimize: function () {
|
||
|
||
var times = this.times,
|
||
values = this.values,
|
||
stride = this.getValueSize(),
|
||
|
||
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
|
||
|
||
writeIndex = 1,
|
||
lastIndex = times.length - 1;
|
||
|
||
for ( var i = 1; i < lastIndex; ++ i ) {
|
||
|
||
var keep = false;
|
||
|
||
var time = times[ i ];
|
||
var timeNext = times[ i + 1 ];
|
||
|
||
// remove adjacent keyframes scheduled at the same time
|
||
|
||
if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
|
||
|
||
if ( ! smoothInterpolation ) {
|
||
|
||
// remove unnecessary keyframes same as their neighbors
|
||
|
||
var offset = i * stride,
|
||
offsetP = offset - stride,
|
||
offsetN = offset + stride;
|
||
|
||
for ( var j = 0; j !== stride; ++ j ) {
|
||
|
||
var value = values[ offset + j ];
|
||
|
||
if ( value !== values[ offsetP + j ] ||
|
||
value !== values[ offsetN + j ] ) {
|
||
|
||
keep = true;
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else keep = true;
|
||
|
||
}
|
||
|
||
// in-place compaction
|
||
|
||
if ( keep ) {
|
||
|
||
if ( i !== writeIndex ) {
|
||
|
||
times[ writeIndex ] = times[ i ];
|
||
|
||
var readOffset = i * stride,
|
||
writeOffset = writeIndex * stride;
|
||
|
||
for ( var j = 0; j !== stride; ++ j )
|
||
|
||
values[ writeOffset + j ] = values[ readOffset + j ];
|
||
|
||
}
|
||
|
||
++ writeIndex;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// flush last keyframe (compaction looks ahead)
|
||
|
||
if ( lastIndex > 0 ) {
|
||
|
||
times[ writeIndex ] = times[ lastIndex ];
|
||
|
||
for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )
|
||
|
||
values[ writeOffset + j ] = values[ readOffset + j ];
|
||
|
||
++ writeIndex;
|
||
|
||
}
|
||
|
||
if ( writeIndex !== times.length ) {
|
||
|
||
this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
|
||
this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function KeyframeTrackConstructor( name, times, values, interpolation ) {
|
||
|
||
if ( name === undefined ) throw new Error( "track name is undefined" );
|
||
|
||
if ( times === undefined || times.length === 0 ) {
|
||
|
||
throw new Error( "no keyframes in track named " + name );
|
||
|
||
}
|
||
|
||
this.name = name;
|
||
|
||
this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
|
||
this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
|
||
|
||
this.setInterpolation( interpolation || this.DefaultInterpolation );
|
||
|
||
this.validate();
|
||
this.optimize();
|
||
|
||
}
|
||
|
||
/**
|
||
*
|
||
* A Track of vectored keyframe values.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function VectorKeyframeTrack( name, times, values, interpolation ) {
|
||
|
||
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
||
|
||
}
|
||
|
||
VectorKeyframeTrack.prototype =
|
||
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
||
|
||
constructor: VectorKeyframeTrack,
|
||
|
||
ValueTypeName: 'vector'
|
||
|
||
// ValueBufferType is inherited
|
||
|
||
// DefaultInterpolation is inherited
|
||
|
||
} );
|
||
|
||
/**
|
||
* Spherical linear unit quaternion interpolant.
|
||
*
|
||
* @author tschw
|
||
*/
|
||
|
||
function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
|
||
|
||
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
|
||
|
||
}
|
||
|
||
QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
|
||
|
||
constructor: QuaternionLinearInterpolant,
|
||
|
||
interpolate_: function( i1, t0, t, t1 ) {
|
||
|
||
var result = this.resultBuffer,
|
||
values = this.sampleValues,
|
||
stride = this.valueSize,
|
||
|
||
offset = i1 * stride,
|
||
|
||
alpha = ( t - t0 ) / ( t1 - t0 );
|
||
|
||
for ( var end = offset + stride; offset !== end; offset += 4 ) {
|
||
|
||
Quaternion.slerpFlat( result, 0,
|
||
values, offset - stride, values, offset, alpha );
|
||
|
||
}
|
||
|
||
return result;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A Track of quaternion keyframe values.
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function QuaternionKeyframeTrack( name, times, values, interpolation ) {
|
||
|
||
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
||
|
||
}
|
||
|
||
QuaternionKeyframeTrack.prototype =
|
||
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
||
|
||
constructor: QuaternionKeyframeTrack,
|
||
|
||
ValueTypeName: 'quaternion',
|
||
|
||
// ValueBufferType is inherited
|
||
|
||
DefaultInterpolation: InterpolateLinear,
|
||
|
||
InterpolantFactoryMethodLinear: function( result ) {
|
||
|
||
return new QuaternionLinearInterpolant(
|
||
this.times, this.values, this.getValueSize(), result );
|
||
|
||
},
|
||
|
||
InterpolantFactoryMethodSmooth: undefined // not yet implemented
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A Track of numeric keyframe values.
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function NumberKeyframeTrack( name, times, values, interpolation ) {
|
||
|
||
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
||
|
||
}
|
||
|
||
NumberKeyframeTrack.prototype =
|
||
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
||
|
||
constructor: NumberKeyframeTrack,
|
||
|
||
ValueTypeName: 'number'
|
||
|
||
// ValueBufferType is inherited
|
||
|
||
// DefaultInterpolation is inherited
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A Track that interpolates Strings
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function StringKeyframeTrack( name, times, values, interpolation ) {
|
||
|
||
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
||
|
||
}
|
||
|
||
StringKeyframeTrack.prototype =
|
||
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
||
|
||
constructor: StringKeyframeTrack,
|
||
|
||
ValueTypeName: 'string',
|
||
ValueBufferType: Array,
|
||
|
||
DefaultInterpolation: InterpolateDiscrete,
|
||
|
||
InterpolantFactoryMethodLinear: undefined,
|
||
|
||
InterpolantFactoryMethodSmooth: undefined
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A Track of Boolean keyframe values.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function BooleanKeyframeTrack( name, times, values ) {
|
||
|
||
KeyframeTrackConstructor.call( this, name, times, values );
|
||
|
||
}
|
||
|
||
BooleanKeyframeTrack.prototype =
|
||
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
||
|
||
constructor: BooleanKeyframeTrack,
|
||
|
||
ValueTypeName: 'bool',
|
||
ValueBufferType: Array,
|
||
|
||
DefaultInterpolation: InterpolateDiscrete,
|
||
|
||
InterpolantFactoryMethodLinear: undefined,
|
||
InterpolantFactoryMethodSmooth: undefined
|
||
|
||
// Note: Actually this track could have a optimized / compressed
|
||
// representation of a single value and a custom interpolant that
|
||
// computes "firstValue ^ isOdd( index )".
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A Track of keyframe values that represent color.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function ColorKeyframeTrack( name, times, values, interpolation ) {
|
||
|
||
KeyframeTrackConstructor.call( this, name, times, values, interpolation );
|
||
|
||
}
|
||
|
||
ColorKeyframeTrack.prototype =
|
||
Object.assign( Object.create( KeyframeTrackPrototype ), {
|
||
|
||
constructor: ColorKeyframeTrack,
|
||
|
||
ValueTypeName: 'color'
|
||
|
||
// ValueBufferType is inherited
|
||
|
||
// DefaultInterpolation is inherited
|
||
|
||
|
||
// Note: Very basic implementation and nothing special yet.
|
||
// However, this is the place for color space parameterization.
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A timed sequence of keyframes for a specific property.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function KeyframeTrack( name, times, values, interpolation ) {
|
||
|
||
KeyframeTrackConstructor.apply( this, arguments );
|
||
|
||
}
|
||
|
||
KeyframeTrack.prototype = KeyframeTrackPrototype;
|
||
KeyframeTrackPrototype.constructor = KeyframeTrack;
|
||
|
||
// Static methods:
|
||
|
||
Object.assign( KeyframeTrack, {
|
||
|
||
// Serialization (in static context, because of constructor invocation
|
||
// and automatic invocation of .toJSON):
|
||
|
||
parse: function( json ) {
|
||
|
||
if( json.type === undefined ) {
|
||
|
||
throw new Error( "track type undefined, can not parse" );
|
||
|
||
}
|
||
|
||
var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );
|
||
|
||
if ( json.times === undefined ) {
|
||
|
||
var times = [], values = [];
|
||
|
||
AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
|
||
|
||
json.times = times;
|
||
json.values = values;
|
||
|
||
}
|
||
|
||
// derived classes can define a static parse method
|
||
if ( trackType.parse !== undefined ) {
|
||
|
||
return trackType.parse( json );
|
||
|
||
} else {
|
||
|
||
// by default, we asssume a constructor compatible with the base
|
||
return new trackType(
|
||
json.name, json.times, json.values, json.interpolation );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
toJSON: function( track ) {
|
||
|
||
var trackType = track.constructor;
|
||
|
||
var json;
|
||
|
||
// derived classes can define a static toJSON method
|
||
if ( trackType.toJSON !== undefined ) {
|
||
|
||
json = trackType.toJSON( track );
|
||
|
||
} else {
|
||
|
||
// by default, we assume the data can be serialized as-is
|
||
json = {
|
||
|
||
'name': track.name,
|
||
'times': AnimationUtils.convertArray( track.times, Array ),
|
||
'values': AnimationUtils.convertArray( track.values, Array )
|
||
|
||
};
|
||
|
||
var interpolation = track.getInterpolation();
|
||
|
||
if ( interpolation !== track.DefaultInterpolation ) {
|
||
|
||
json.interpolation = interpolation;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
json.type = track.ValueTypeName; // mandatory
|
||
|
||
return json;
|
||
|
||
},
|
||
|
||
_getTrackTypeForValueTypeName: function( typeName ) {
|
||
|
||
switch( typeName.toLowerCase() ) {
|
||
|
||
case "scalar":
|
||
case "double":
|
||
case "float":
|
||
case "number":
|
||
case "integer":
|
||
|
||
return NumberKeyframeTrack;
|
||
|
||
case "vector":
|
||
case "vector2":
|
||
case "vector3":
|
||
case "vector4":
|
||
|
||
return VectorKeyframeTrack;
|
||
|
||
case "color":
|
||
|
||
return ColorKeyframeTrack;
|
||
|
||
case "quaternion":
|
||
|
||
return QuaternionKeyframeTrack;
|
||
|
||
case "bool":
|
||
case "boolean":
|
||
|
||
return BooleanKeyframeTrack;
|
||
|
||
case "string":
|
||
|
||
return StringKeyframeTrack;
|
||
|
||
}
|
||
|
||
throw new Error( "Unsupported typeName: " + typeName );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* Reusable set of Tracks that represent an animation.
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
*/
|
||
|
||
function AnimationClip( name, duration, tracks ) {
|
||
|
||
this.name = name;
|
||
this.tracks = tracks;
|
||
this.duration = ( duration !== undefined ) ? duration : - 1;
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
// this means it should figure out its duration by scanning the tracks
|
||
if ( this.duration < 0 ) {
|
||
|
||
this.resetDuration();
|
||
|
||
}
|
||
|
||
this.optimize();
|
||
|
||
}
|
||
|
||
Object.assign( AnimationClip, {
|
||
|
||
parse: function ( json ) {
|
||
|
||
var tracks = [],
|
||
jsonTracks = json.tracks,
|
||
frameTime = 1.0 / ( json.fps || 1.0 );
|
||
|
||
for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
|
||
|
||
tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );
|
||
|
||
}
|
||
|
||
return new AnimationClip( json.name, json.duration, tracks );
|
||
|
||
},
|
||
|
||
toJSON: function ( clip ) {
|
||
|
||
var tracks = [],
|
||
clipTracks = clip.tracks;
|
||
|
||
var json = {
|
||
|
||
'name': clip.name,
|
||
'duration': clip.duration,
|
||
'tracks': tracks
|
||
|
||
};
|
||
|
||
for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
|
||
|
||
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
|
||
|
||
}
|
||
|
||
return json;
|
||
|
||
},
|
||
|
||
CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
|
||
|
||
var numMorphTargets = morphTargetSequence.length;
|
||
var tracks = [];
|
||
|
||
for ( var i = 0; i < numMorphTargets; i ++ ) {
|
||
|
||
var times = [];
|
||
var values = [];
|
||
|
||
times.push(
|
||
( i + numMorphTargets - 1 ) % numMorphTargets,
|
||
i,
|
||
( i + 1 ) % numMorphTargets );
|
||
|
||
values.push( 0, 1, 0 );
|
||
|
||
var order = AnimationUtils.getKeyframeOrder( times );
|
||
times = AnimationUtils.sortedArray( times, 1, order );
|
||
values = AnimationUtils.sortedArray( values, 1, order );
|
||
|
||
// if there is a key at the first frame, duplicate it as the
|
||
// last frame as well for perfect loop.
|
||
if ( ! noLoop && times[ 0 ] === 0 ) {
|
||
|
||
times.push( numMorphTargets );
|
||
values.push( values[ 0 ] );
|
||
|
||
}
|
||
|
||
tracks.push(
|
||
new NumberKeyframeTrack(
|
||
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
|
||
times, values
|
||
).scale( 1.0 / fps ) );
|
||
|
||
}
|
||
|
||
return new AnimationClip( name, - 1, tracks );
|
||
|
||
},
|
||
|
||
findByName: function ( objectOrClipArray, name ) {
|
||
|
||
var clipArray = objectOrClipArray;
|
||
|
||
if ( ! Array.isArray( objectOrClipArray ) ) {
|
||
|
||
var o = objectOrClipArray;
|
||
clipArray = o.geometry && o.geometry.animations || o.animations;
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < clipArray.length; i ++ ) {
|
||
|
||
if ( clipArray[ i ].name === name ) {
|
||
|
||
return clipArray[ i ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
},
|
||
|
||
CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
|
||
|
||
var animationToMorphTargets = {};
|
||
|
||
// tested with https://regex101.com/ on trick sequences
|
||
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
|
||
var pattern = /^([\w-]*?)([\d]+)$/;
|
||
|
||
// sort morph target names into animation groups based
|
||
// patterns like Walk_001, Walk_002, Run_001, Run_002
|
||
for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
|
||
|
||
var morphTarget = morphTargets[ i ];
|
||
var parts = morphTarget.name.match( pattern );
|
||
|
||
if ( parts && parts.length > 1 ) {
|
||
|
||
var name = parts[ 1 ];
|
||
|
||
var animationMorphTargets = animationToMorphTargets[ name ];
|
||
if ( ! animationMorphTargets ) {
|
||
|
||
animationToMorphTargets[ name ] = animationMorphTargets = [];
|
||
|
||
}
|
||
|
||
animationMorphTargets.push( morphTarget );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var clips = [];
|
||
|
||
for ( var name in animationToMorphTargets ) {
|
||
|
||
clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
|
||
|
||
}
|
||
|
||
return clips;
|
||
|
||
},
|
||
|
||
// parse the animation.hierarchy format
|
||
parseAnimation: function ( animation, bones ) {
|
||
|
||
if ( ! animation ) {
|
||
|
||
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
|
||
return null;
|
||
|
||
}
|
||
|
||
var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
|
||
|
||
// only return track if there are actually keys.
|
||
if ( animationKeys.length !== 0 ) {
|
||
|
||
var times = [];
|
||
var values = [];
|
||
|
||
AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
|
||
|
||
// empty keys are filtered out, so check again
|
||
if ( times.length !== 0 ) {
|
||
|
||
destTracks.push( new trackType( trackName, times, values ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var tracks = [];
|
||
|
||
var clipName = animation.name || 'default';
|
||
// automatic length determination in AnimationClip.
|
||
var duration = animation.length || - 1;
|
||
var fps = animation.fps || 30;
|
||
|
||
var hierarchyTracks = animation.hierarchy || [];
|
||
|
||
for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
|
||
|
||
var animationKeys = hierarchyTracks[ h ].keys;
|
||
|
||
// skip empty tracks
|
||
if ( ! animationKeys || animationKeys.length === 0 ) continue;
|
||
|
||
// process morph targets
|
||
if ( animationKeys[ 0 ].morphTargets ) {
|
||
|
||
// figure out all morph targets used in this track
|
||
var morphTargetNames = {};
|
||
|
||
for ( var k = 0; k < animationKeys.length; k ++ ) {
|
||
|
||
if ( animationKeys[ k ].morphTargets ) {
|
||
|
||
for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
|
||
|
||
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// create a track for each morph target with all zero
|
||
// morphTargetInfluences except for the keys in which
|
||
// the morphTarget is named.
|
||
for ( var morphTargetName in morphTargetNames ) {
|
||
|
||
var times = [];
|
||
var values = [];
|
||
|
||
for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
|
||
|
||
var animationKey = animationKeys[ k ];
|
||
|
||
times.push( animationKey.time );
|
||
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
|
||
|
||
}
|
||
|
||
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
|
||
|
||
}
|
||
|
||
duration = morphTargetNames.length * ( fps || 1.0 );
|
||
|
||
} else {
|
||
|
||
// ...assume skeletal animation
|
||
|
||
var boneName = '.bones[' + bones[ h ].name + ']';
|
||
|
||
addNonemptyTrack(
|
||
VectorKeyframeTrack, boneName + '.position',
|
||
animationKeys, 'pos', tracks );
|
||
|
||
addNonemptyTrack(
|
||
QuaternionKeyframeTrack, boneName + '.quaternion',
|
||
animationKeys, 'rot', tracks );
|
||
|
||
addNonemptyTrack(
|
||
VectorKeyframeTrack, boneName + '.scale',
|
||
animationKeys, 'scl', tracks );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( tracks.length === 0 ) {
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
var clip = new AnimationClip( clipName, duration, tracks );
|
||
|
||
return clip;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( AnimationClip.prototype, {
|
||
|
||
resetDuration: function () {
|
||
|
||
var tracks = this.tracks, duration = 0;
|
||
|
||
for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
|
||
|
||
var track = this.tracks[ i ];
|
||
|
||
duration = Math.max( duration, track.times[ track.times.length - 1 ] );
|
||
|
||
}
|
||
|
||
this.duration = duration;
|
||
|
||
},
|
||
|
||
trim: function () {
|
||
|
||
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
||
|
||
this.tracks[ i ].trim( 0, this.duration );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
optimize: function () {
|
||
|
||
for ( var i = 0; i < this.tracks.length; i ++ ) {
|
||
|
||
this.tracks[ i ].optimize();
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function MaterialLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
this.textures = {};
|
||
|
||
}
|
||
|
||
Object.assign( MaterialLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new FileLoader( scope.manager );
|
||
loader.load( url, function ( text ) {
|
||
|
||
onLoad( scope.parse( JSON.parse( text ) ) );
|
||
|
||
}, onProgress, onError );
|
||
|
||
},
|
||
|
||
setTextures: function ( value ) {
|
||
|
||
this.textures = value;
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
var textures = this.textures;
|
||
|
||
function getTexture( name ) {
|
||
|
||
if ( textures[ name ] === undefined ) {
|
||
|
||
console.warn( 'THREE.MaterialLoader: Undefined texture', name );
|
||
|
||
}
|
||
|
||
return textures[ name ];
|
||
|
||
}
|
||
|
||
var material = new Materials[ json.type ]();
|
||
|
||
if ( json.uuid !== undefined ) material.uuid = json.uuid;
|
||
if ( json.name !== undefined ) material.name = json.name;
|
||
if ( json.color !== undefined ) material.color.setHex( json.color );
|
||
if ( json.roughness !== undefined ) material.roughness = json.roughness;
|
||
if ( json.metalness !== undefined ) material.metalness = json.metalness;
|
||
if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
|
||
if ( json.specular !== undefined ) material.specular.setHex( json.specular );
|
||
if ( json.shininess !== undefined ) material.shininess = json.shininess;
|
||
if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
|
||
if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
|
||
if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
|
||
if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
|
||
if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
|
||
if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
|
||
if ( json.fog !== undefined ) material.fog = json.fog;
|
||
if ( json.shading !== undefined ) material.shading = json.shading;
|
||
if ( json.blending !== undefined ) material.blending = json.blending;
|
||
if ( json.side !== undefined ) material.side = json.side;
|
||
if ( json.opacity !== undefined ) material.opacity = json.opacity;
|
||
if ( json.transparent !== undefined ) material.transparent = json.transparent;
|
||
if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
|
||
if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
|
||
if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
|
||
if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
|
||
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
|
||
if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
|
||
if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
|
||
if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
|
||
if ( json.skinning !== undefined ) material.skinning = json.skinning;
|
||
if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
|
||
|
||
// for PointsMaterial
|
||
|
||
if ( json.size !== undefined ) material.size = json.size;
|
||
if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
|
||
|
||
// maps
|
||
|
||
if ( json.map !== undefined ) material.map = getTexture( json.map );
|
||
|
||
if ( json.alphaMap !== undefined ) {
|
||
|
||
material.alphaMap = getTexture( json.alphaMap );
|
||
material.transparent = true;
|
||
|
||
}
|
||
|
||
if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
|
||
if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
|
||
|
||
if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
|
||
if ( json.normalScale !== undefined ) {
|
||
|
||
var normalScale = json.normalScale;
|
||
|
||
if ( Array.isArray( normalScale ) === false ) {
|
||
|
||
// Blender exporter used to export a scalar. See #7459
|
||
|
||
normalScale = [ normalScale, normalScale ];
|
||
|
||
}
|
||
|
||
material.normalScale = new Vector2().fromArray( normalScale );
|
||
|
||
}
|
||
|
||
if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
|
||
if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
|
||
if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
|
||
|
||
if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
|
||
if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
|
||
|
||
if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
|
||
if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
|
||
|
||
if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
|
||
|
||
if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
|
||
|
||
if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
|
||
|
||
if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
|
||
if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
|
||
|
||
if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
|
||
if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
|
||
|
||
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function BufferGeometryLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( BufferGeometryLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new FileLoader( scope.manager );
|
||
loader.load( url, function ( text ) {
|
||
|
||
onLoad( scope.parse( JSON.parse( text ) ) );
|
||
|
||
}, onProgress, onError );
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
var index = json.data.index;
|
||
|
||
if ( index !== undefined ) {
|
||
|
||
var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
|
||
geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
|
||
|
||
}
|
||
|
||
var attributes = json.data.attributes;
|
||
|
||
for ( var key in attributes ) {
|
||
|
||
var attribute = attributes[ key ];
|
||
var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
|
||
|
||
geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
|
||
|
||
}
|
||
|
||
var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
|
||
|
||
if ( groups !== undefined ) {
|
||
|
||
for ( var i = 0, n = groups.length; i !== n; ++ i ) {
|
||
|
||
var group = groups[ i ];
|
||
|
||
geometry.addGroup( group.start, group.count, group.materialIndex );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var boundingSphere = json.data.boundingSphere;
|
||
|
||
if ( boundingSphere !== undefined ) {
|
||
|
||
var center = new Vector3();
|
||
|
||
if ( boundingSphere.center !== undefined ) {
|
||
|
||
center.fromArray( boundingSphere.center );
|
||
|
||
}
|
||
|
||
geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
var TYPED_ARRAYS = {
|
||
Int8Array: Int8Array,
|
||
Uint8Array: Uint8Array,
|
||
// Workaround for IE11 pre KB2929437. See #11440
|
||
Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
|
||
Int16Array: Int16Array,
|
||
Uint16Array: Uint16Array,
|
||
Int32Array: Int32Array,
|
||
Uint32Array: Uint32Array,
|
||
Float32Array: Float32Array,
|
||
Float64Array: Float64Array
|
||
};
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function Loader() {
|
||
|
||
this.onLoadStart = function () {};
|
||
this.onLoadProgress = function () {};
|
||
this.onLoadComplete = function () {};
|
||
|
||
}
|
||
|
||
Loader.Handlers = {
|
||
|
||
handlers: [],
|
||
|
||
add: function ( regex, loader ) {
|
||
|
||
this.handlers.push( regex, loader );
|
||
|
||
},
|
||
|
||
get: function ( file ) {
|
||
|
||
var handlers = this.handlers;
|
||
|
||
for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
|
||
|
||
var regex = handlers[ i ];
|
||
var loader = handlers[ i + 1 ];
|
||
|
||
if ( regex.test( file ) ) {
|
||
|
||
return loader;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Object.assign( Loader.prototype, {
|
||
|
||
crossOrigin: undefined,
|
||
|
||
extractUrlBase: function ( url ) {
|
||
|
||
var parts = url.split( '/' );
|
||
|
||
if ( parts.length === 1 ) return './';
|
||
|
||
parts.pop();
|
||
|
||
return parts.join( '/' ) + '/';
|
||
|
||
},
|
||
|
||
initMaterials: function ( materials, texturePath, crossOrigin ) {
|
||
|
||
var array = [];
|
||
|
||
for ( var i = 0; i < materials.length; ++ i ) {
|
||
|
||
array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
|
||
|
||
}
|
||
|
||
return array;
|
||
|
||
},
|
||
|
||
createMaterial: ( function () {
|
||
|
||
var BlendingMode = {
|
||
NoBlending: NoBlending,
|
||
NormalBlending: NormalBlending,
|
||
AdditiveBlending: AdditiveBlending,
|
||
SubtractiveBlending: SubtractiveBlending,
|
||
MultiplyBlending: MultiplyBlending,
|
||
CustomBlending: CustomBlending
|
||
};
|
||
|
||
var color = new Color();
|
||
var textureLoader = new TextureLoader();
|
||
var materialLoader = new MaterialLoader();
|
||
|
||
return function createMaterial( m, texturePath, crossOrigin ) {
|
||
|
||
// convert from old material format
|
||
|
||
var textures = {};
|
||
|
||
function loadTexture( path, repeat, offset, wrap, anisotropy ) {
|
||
|
||
var fullPath = texturePath + path;
|
||
var loader = Loader.Handlers.get( fullPath );
|
||
|
||
var texture;
|
||
|
||
if ( loader !== null ) {
|
||
|
||
texture = loader.load( fullPath );
|
||
|
||
} else {
|
||
|
||
textureLoader.setCrossOrigin( crossOrigin );
|
||
texture = textureLoader.load( fullPath );
|
||
|
||
}
|
||
|
||
if ( repeat !== undefined ) {
|
||
|
||
texture.repeat.fromArray( repeat );
|
||
|
||
if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
|
||
if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
|
||
|
||
}
|
||
|
||
if ( offset !== undefined ) {
|
||
|
||
texture.offset.fromArray( offset );
|
||
|
||
}
|
||
|
||
if ( wrap !== undefined ) {
|
||
|
||
if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
|
||
if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
|
||
|
||
if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
|
||
if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
|
||
|
||
}
|
||
|
||
if ( anisotropy !== undefined ) {
|
||
|
||
texture.anisotropy = anisotropy;
|
||
|
||
}
|
||
|
||
var uuid = _Math.generateUUID();
|
||
|
||
textures[ uuid ] = texture;
|
||
|
||
return uuid;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var json = {
|
||
uuid: _Math.generateUUID(),
|
||
type: 'MeshLambertMaterial'
|
||
};
|
||
|
||
for ( var name in m ) {
|
||
|
||
var value = m[ name ];
|
||
|
||
switch ( name ) {
|
||
|
||
case 'DbgColor':
|
||
case 'DbgIndex':
|
||
case 'opticalDensity':
|
||
case 'illumination':
|
||
break;
|
||
case 'DbgName':
|
||
json.name = value;
|
||
break;
|
||
case 'blending':
|
||
json.blending = BlendingMode[ value ];
|
||
break;
|
||
case 'colorAmbient':
|
||
case 'mapAmbient':
|
||
console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
|
||
break;
|
||
case 'colorDiffuse':
|
||
json.color = color.fromArray( value ).getHex();
|
||
break;
|
||
case 'colorSpecular':
|
||
json.specular = color.fromArray( value ).getHex();
|
||
break;
|
||
case 'colorEmissive':
|
||
json.emissive = color.fromArray( value ).getHex();
|
||
break;
|
||
case 'specularCoef':
|
||
json.shininess = value;
|
||
break;
|
||
case 'shading':
|
||
if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
|
||
if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
|
||
if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
|
||
break;
|
||
case 'mapDiffuse':
|
||
json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
|
||
break;
|
||
case 'mapDiffuseRepeat':
|
||
case 'mapDiffuseOffset':
|
||
case 'mapDiffuseWrap':
|
||
case 'mapDiffuseAnisotropy':
|
||
break;
|
||
case 'mapEmissive':
|
||
json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
|
||
break;
|
||
case 'mapEmissiveRepeat':
|
||
case 'mapEmissiveOffset':
|
||
case 'mapEmissiveWrap':
|
||
case 'mapEmissiveAnisotropy':
|
||
break;
|
||
case 'mapLight':
|
||
json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
|
||
break;
|
||
case 'mapLightRepeat':
|
||
case 'mapLightOffset':
|
||
case 'mapLightWrap':
|
||
case 'mapLightAnisotropy':
|
||
break;
|
||
case 'mapAO':
|
||
json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
|
||
break;
|
||
case 'mapAORepeat':
|
||
case 'mapAOOffset':
|
||
case 'mapAOWrap':
|
||
case 'mapAOAnisotropy':
|
||
break;
|
||
case 'mapBump':
|
||
json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
|
||
break;
|
||
case 'mapBumpScale':
|
||
json.bumpScale = value;
|
||
break;
|
||
case 'mapBumpRepeat':
|
||
case 'mapBumpOffset':
|
||
case 'mapBumpWrap':
|
||
case 'mapBumpAnisotropy':
|
||
break;
|
||
case 'mapNormal':
|
||
json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
|
||
break;
|
||
case 'mapNormalFactor':
|
||
json.normalScale = [ value, value ];
|
||
break;
|
||
case 'mapNormalRepeat':
|
||
case 'mapNormalOffset':
|
||
case 'mapNormalWrap':
|
||
case 'mapNormalAnisotropy':
|
||
break;
|
||
case 'mapSpecular':
|
||
json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
|
||
break;
|
||
case 'mapSpecularRepeat':
|
||
case 'mapSpecularOffset':
|
||
case 'mapSpecularWrap':
|
||
case 'mapSpecularAnisotropy':
|
||
break;
|
||
case 'mapMetalness':
|
||
json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
|
||
break;
|
||
case 'mapMetalnessRepeat':
|
||
case 'mapMetalnessOffset':
|
||
case 'mapMetalnessWrap':
|
||
case 'mapMetalnessAnisotropy':
|
||
break;
|
||
case 'mapRoughness':
|
||
json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
|
||
break;
|
||
case 'mapRoughnessRepeat':
|
||
case 'mapRoughnessOffset':
|
||
case 'mapRoughnessWrap':
|
||
case 'mapRoughnessAnisotropy':
|
||
break;
|
||
case 'mapAlpha':
|
||
json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
|
||
break;
|
||
case 'mapAlphaRepeat':
|
||
case 'mapAlphaOffset':
|
||
case 'mapAlphaWrap':
|
||
case 'mapAlphaAnisotropy':
|
||
break;
|
||
case 'flipSided':
|
||
json.side = BackSide;
|
||
break;
|
||
case 'doubleSided':
|
||
json.side = DoubleSide;
|
||
break;
|
||
case 'transparency':
|
||
console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
|
||
json.opacity = value;
|
||
break;
|
||
case 'depthTest':
|
||
case 'depthWrite':
|
||
case 'colorWrite':
|
||
case 'opacity':
|
||
case 'reflectivity':
|
||
case 'transparent':
|
||
case 'visible':
|
||
case 'wireframe':
|
||
json[ name ] = value;
|
||
break;
|
||
case 'vertexColors':
|
||
if ( value === true ) json.vertexColors = VertexColors;
|
||
if ( value === 'face' ) json.vertexColors = FaceColors;
|
||
break;
|
||
default:
|
||
console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
|
||
if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
|
||
|
||
if ( json.opacity < 1 ) json.transparent = true;
|
||
|
||
materialLoader.setTextures( textures );
|
||
|
||
return materialLoader.parse( json );
|
||
|
||
};
|
||
|
||
} )()
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function JSONLoader( manager ) {
|
||
|
||
if ( typeof manager === 'boolean' ) {
|
||
|
||
console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
|
||
manager = undefined;
|
||
|
||
}
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
this.withCredentials = false;
|
||
|
||
}
|
||
|
||
Object.assign( JSONLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );
|
||
|
||
var loader = new FileLoader( this.manager );
|
||
loader.setWithCredentials( this.withCredentials );
|
||
loader.load( url, function ( text ) {
|
||
|
||
var json = JSON.parse( text );
|
||
var metadata = json.metadata;
|
||
|
||
if ( metadata !== undefined ) {
|
||
|
||
var type = metadata.type;
|
||
|
||
if ( type !== undefined ) {
|
||
|
||
if ( type.toLowerCase() === 'object' ) {
|
||
|
||
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( type.toLowerCase() === 'scene' ) {
|
||
|
||
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
|
||
return;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var object = scope.parse( json, texturePath );
|
||
onLoad( object.geometry, object.materials );
|
||
|
||
}, onProgress, onError );
|
||
|
||
},
|
||
|
||
setTexturePath: function ( value ) {
|
||
|
||
this.texturePath = value;
|
||
|
||
},
|
||
|
||
parse: ( function () {
|
||
|
||
function parseModel( json, geometry ) {
|
||
|
||
function isBitSet( value, position ) {
|
||
|
||
return value & ( 1 << position );
|
||
|
||
}
|
||
|
||
var i, j, fi,
|
||
|
||
offset, zLength,
|
||
|
||
colorIndex, normalIndex, uvIndex, materialIndex,
|
||
|
||
type,
|
||
isQuad,
|
||
hasMaterial,
|
||
hasFaceVertexUv,
|
||
hasFaceNormal, hasFaceVertexNormal,
|
||
hasFaceColor, hasFaceVertexColor,
|
||
|
||
vertex, face, faceA, faceB, hex, normal,
|
||
|
||
uvLayer, uv, u, v,
|
||
|
||
faces = json.faces,
|
||
vertices = json.vertices,
|
||
normals = json.normals,
|
||
colors = json.colors,
|
||
|
||
scale = json.scale,
|
||
|
||
nUvLayers = 0;
|
||
|
||
|
||
if ( json.uvs !== undefined ) {
|
||
|
||
// disregard empty arrays
|
||
|
||
for ( i = 0; i < json.uvs.length; i ++ ) {
|
||
|
||
if ( json.uvs[ i ].length ) nUvLayers ++;
|
||
|
||
}
|
||
|
||
for ( i = 0; i < nUvLayers; i ++ ) {
|
||
|
||
geometry.faceVertexUvs[ i ] = [];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
offset = 0;
|
||
zLength = vertices.length;
|
||
|
||
while ( offset < zLength ) {
|
||
|
||
vertex = new Vector3();
|
||
|
||
vertex.x = vertices[ offset ++ ] * scale;
|
||
vertex.y = vertices[ offset ++ ] * scale;
|
||
vertex.z = vertices[ offset ++ ] * scale;
|
||
|
||
geometry.vertices.push( vertex );
|
||
|
||
}
|
||
|
||
offset = 0;
|
||
zLength = faces.length;
|
||
|
||
while ( offset < zLength ) {
|
||
|
||
type = faces[ offset ++ ];
|
||
|
||
isQuad = isBitSet( type, 0 );
|
||
hasMaterial = isBitSet( type, 1 );
|
||
hasFaceVertexUv = isBitSet( type, 3 );
|
||
hasFaceNormal = isBitSet( type, 4 );
|
||
hasFaceVertexNormal = isBitSet( type, 5 );
|
||
hasFaceColor = isBitSet( type, 6 );
|
||
hasFaceVertexColor = isBitSet( type, 7 );
|
||
|
||
// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
|
||
|
||
if ( isQuad ) {
|
||
|
||
faceA = new Face3();
|
||
faceA.a = faces[ offset ];
|
||
faceA.b = faces[ offset + 1 ];
|
||
faceA.c = faces[ offset + 3 ];
|
||
|
||
faceB = new Face3();
|
||
faceB.a = faces[ offset + 1 ];
|
||
faceB.b = faces[ offset + 2 ];
|
||
faceB.c = faces[ offset + 3 ];
|
||
|
||
offset += 4;
|
||
|
||
if ( hasMaterial ) {
|
||
|
||
materialIndex = faces[ offset ++ ];
|
||
faceA.materialIndex = materialIndex;
|
||
faceB.materialIndex = materialIndex;
|
||
|
||
}
|
||
|
||
// to get face <=> uv index correspondence
|
||
|
||
fi = geometry.faces.length;
|
||
|
||
if ( hasFaceVertexUv ) {
|
||
|
||
for ( i = 0; i < nUvLayers; i ++ ) {
|
||
|
||
uvLayer = json.uvs[ i ];
|
||
|
||
geometry.faceVertexUvs[ i ][ fi ] = [];
|
||
geometry.faceVertexUvs[ i ][ fi + 1 ] = [];
|
||
|
||
for ( j = 0; j < 4; j ++ ) {
|
||
|
||
uvIndex = faces[ offset ++ ];
|
||
|
||
u = uvLayer[ uvIndex * 2 ];
|
||
v = uvLayer[ uvIndex * 2 + 1 ];
|
||
|
||
uv = new Vector2( u, v );
|
||
|
||
if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
|
||
if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( hasFaceNormal ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
faceA.normal.set(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
faceB.normal.copy( faceA.normal );
|
||
|
||
}
|
||
|
||
if ( hasFaceVertexNormal ) {
|
||
|
||
for ( i = 0; i < 4; i ++ ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
normal = new Vector3(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
|
||
if ( i !== 2 ) faceA.vertexNormals.push( normal );
|
||
if ( i !== 0 ) faceB.vertexNormals.push( normal );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceColor ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
hex = colors[ colorIndex ];
|
||
|
||
faceA.color.setHex( hex );
|
||
faceB.color.setHex( hex );
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceVertexColor ) {
|
||
|
||
for ( i = 0; i < 4; i ++ ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
hex = colors[ colorIndex ];
|
||
|
||
if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
|
||
if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.faces.push( faceA );
|
||
geometry.faces.push( faceB );
|
||
|
||
} else {
|
||
|
||
face = new Face3();
|
||
face.a = faces[ offset ++ ];
|
||
face.b = faces[ offset ++ ];
|
||
face.c = faces[ offset ++ ];
|
||
|
||
if ( hasMaterial ) {
|
||
|
||
materialIndex = faces[ offset ++ ];
|
||
face.materialIndex = materialIndex;
|
||
|
||
}
|
||
|
||
// to get face <=> uv index correspondence
|
||
|
||
fi = geometry.faces.length;
|
||
|
||
if ( hasFaceVertexUv ) {
|
||
|
||
for ( i = 0; i < nUvLayers; i ++ ) {
|
||
|
||
uvLayer = json.uvs[ i ];
|
||
|
||
geometry.faceVertexUvs[ i ][ fi ] = [];
|
||
|
||
for ( j = 0; j < 3; j ++ ) {
|
||
|
||
uvIndex = faces[ offset ++ ];
|
||
|
||
u = uvLayer[ uvIndex * 2 ];
|
||
v = uvLayer[ uvIndex * 2 + 1 ];
|
||
|
||
uv = new Vector2( u, v );
|
||
|
||
geometry.faceVertexUvs[ i ][ fi ].push( uv );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( hasFaceNormal ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
face.normal.set(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
}
|
||
|
||
if ( hasFaceVertexNormal ) {
|
||
|
||
for ( i = 0; i < 3; i ++ ) {
|
||
|
||
normalIndex = faces[ offset ++ ] * 3;
|
||
|
||
normal = new Vector3(
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ++ ],
|
||
normals[ normalIndex ]
|
||
);
|
||
|
||
face.vertexNormals.push( normal );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceColor ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
face.color.setHex( colors[ colorIndex ] );
|
||
|
||
}
|
||
|
||
|
||
if ( hasFaceVertexColor ) {
|
||
|
||
for ( i = 0; i < 3; i ++ ) {
|
||
|
||
colorIndex = faces[ offset ++ ];
|
||
face.vertexColors.push( new Color( colors[ colorIndex ] ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.faces.push( face );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function parseSkin( json, geometry ) {
|
||
|
||
var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
|
||
|
||
if ( json.skinWeights ) {
|
||
|
||
for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
|
||
|
||
var x = json.skinWeights[ i ];
|
||
var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
|
||
var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
|
||
var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
|
||
|
||
geometry.skinWeights.push( new Vector4( x, y, z, w ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( json.skinIndices ) {
|
||
|
||
for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
|
||
|
||
var a = json.skinIndices[ i ];
|
||
var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
|
||
var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
|
||
var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
|
||
|
||
geometry.skinIndices.push( new Vector4( a, b, c, d ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.bones = json.bones;
|
||
|
||
if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
|
||
|
||
console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
|
||
geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function parseMorphing( json, geometry ) {
|
||
|
||
var scale = json.scale;
|
||
|
||
if ( json.morphTargets !== undefined ) {
|
||
|
||
for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
|
||
|
||
geometry.morphTargets[ i ] = {};
|
||
geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
|
||
geometry.morphTargets[ i ].vertices = [];
|
||
|
||
var dstVertices = geometry.morphTargets[ i ].vertices;
|
||
var srcVertices = json.morphTargets[ i ].vertices;
|
||
|
||
for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
|
||
|
||
var vertex = new Vector3();
|
||
vertex.x = srcVertices[ v ] * scale;
|
||
vertex.y = srcVertices[ v + 1 ] * scale;
|
||
vertex.z = srcVertices[ v + 2 ] * scale;
|
||
|
||
dstVertices.push( vertex );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
|
||
|
||
console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
|
||
|
||
var faces = geometry.faces;
|
||
var morphColors = json.morphColors[ 0 ].colors;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
faces[ i ].color.fromArray( morphColors, i * 3 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function parseAnimations( json, geometry ) {
|
||
|
||
var outputAnimations = [];
|
||
|
||
// parse old style Bone/Hierarchy animations
|
||
var animations = [];
|
||
|
||
if ( json.animation !== undefined ) {
|
||
|
||
animations.push( json.animation );
|
||
|
||
}
|
||
|
||
if ( json.animations !== undefined ) {
|
||
|
||
if ( json.animations.length ) {
|
||
|
||
animations = animations.concat( json.animations );
|
||
|
||
} else {
|
||
|
||
animations.push( json.animations );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < animations.length; i ++ ) {
|
||
|
||
var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
|
||
if ( clip ) outputAnimations.push( clip );
|
||
|
||
}
|
||
|
||
// parse implicit morph animations
|
||
if ( geometry.morphTargets ) {
|
||
|
||
// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
|
||
var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
|
||
outputAnimations = outputAnimations.concat( morphAnimationClips );
|
||
|
||
}
|
||
|
||
if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
|
||
|
||
}
|
||
|
||
return function ( json, texturePath ) {
|
||
|
||
if ( json.data !== undefined ) {
|
||
|
||
// Geometry 4.0 spec
|
||
json = json.data;
|
||
|
||
}
|
||
|
||
if ( json.scale !== undefined ) {
|
||
|
||
json.scale = 1.0 / json.scale;
|
||
|
||
} else {
|
||
|
||
json.scale = 1.0;
|
||
|
||
}
|
||
|
||
var geometry = new Geometry();
|
||
|
||
parseModel( json, geometry );
|
||
parseSkin( json, geometry );
|
||
parseMorphing( json, geometry );
|
||
parseAnimations( json, geometry );
|
||
|
||
geometry.computeFaceNormals();
|
||
geometry.computeBoundingSphere();
|
||
|
||
if ( json.materials === undefined || json.materials.length === 0 ) {
|
||
|
||
return { geometry: geometry };
|
||
|
||
} else {
|
||
|
||
var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );
|
||
|
||
return { geometry: geometry, materials: materials };
|
||
|
||
}
|
||
|
||
};
|
||
|
||
} )()
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function ObjectLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
this.texturePath = '';
|
||
|
||
}
|
||
|
||
Object.assign( ObjectLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
if ( this.texturePath === '' ) {
|
||
|
||
this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
|
||
|
||
}
|
||
|
||
var scope = this;
|
||
|
||
var loader = new FileLoader( scope.manager );
|
||
loader.load( url, function ( text ) {
|
||
|
||
var json = null;
|
||
|
||
try {
|
||
|
||
json = JSON.parse( text );
|
||
|
||
} catch ( error ) {
|
||
|
||
if ( onError !== undefined ) onError( error );
|
||
|
||
console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
var metadata = json.metadata;
|
||
|
||
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
|
||
|
||
console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
|
||
return;
|
||
|
||
}
|
||
|
||
scope.parse( json, onLoad );
|
||
|
||
}, onProgress, onError );
|
||
|
||
},
|
||
|
||
setTexturePath: function ( value ) {
|
||
|
||
this.texturePath = value;
|
||
|
||
},
|
||
|
||
setCrossOrigin: function ( value ) {
|
||
|
||
this.crossOrigin = value;
|
||
|
||
},
|
||
|
||
parse: function ( json, onLoad ) {
|
||
|
||
var geometries = this.parseGeometries( json.geometries );
|
||
|
||
var images = this.parseImages( json.images, function () {
|
||
|
||
if ( onLoad !== undefined ) onLoad( object );
|
||
|
||
} );
|
||
|
||
var textures = this.parseTextures( json.textures, images );
|
||
var materials = this.parseMaterials( json.materials, textures );
|
||
|
||
var object = this.parseObject( json.object, geometries, materials );
|
||
|
||
if ( json.animations ) {
|
||
|
||
object.animations = this.parseAnimations( json.animations );
|
||
|
||
}
|
||
|
||
if ( json.images === undefined || json.images.length === 0 ) {
|
||
|
||
if ( onLoad !== undefined ) onLoad( object );
|
||
|
||
}
|
||
|
||
return object;
|
||
|
||
},
|
||
|
||
parseGeometries: function ( json ) {
|
||
|
||
var geometries = {};
|
||
|
||
if ( json !== undefined ) {
|
||
|
||
var geometryLoader = new JSONLoader();
|
||
var bufferGeometryLoader = new BufferGeometryLoader();
|
||
|
||
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
||
|
||
var geometry;
|
||
var data = json[ i ];
|
||
|
||
switch ( data.type ) {
|
||
|
||
case 'PlaneGeometry':
|
||
case 'PlaneBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.width,
|
||
data.height,
|
||
data.widthSegments,
|
||
data.heightSegments
|
||
);
|
||
|
||
break;
|
||
|
||
case 'BoxGeometry':
|
||
case 'BoxBufferGeometry':
|
||
case 'CubeGeometry': // backwards compatible
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.width,
|
||
data.height,
|
||
data.depth,
|
||
data.widthSegments,
|
||
data.heightSegments,
|
||
data.depthSegments
|
||
);
|
||
|
||
break;
|
||
|
||
case 'CircleGeometry':
|
||
case 'CircleBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radius,
|
||
data.segments,
|
||
data.thetaStart,
|
||
data.thetaLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'CylinderGeometry':
|
||
case 'CylinderBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radiusTop,
|
||
data.radiusBottom,
|
||
data.height,
|
||
data.radialSegments,
|
||
data.heightSegments,
|
||
data.openEnded,
|
||
data.thetaStart,
|
||
data.thetaLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'ConeGeometry':
|
||
case 'ConeBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radius,
|
||
data.height,
|
||
data.radialSegments,
|
||
data.heightSegments,
|
||
data.openEnded,
|
||
data.thetaStart,
|
||
data.thetaLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'SphereGeometry':
|
||
case 'SphereBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radius,
|
||
data.widthSegments,
|
||
data.heightSegments,
|
||
data.phiStart,
|
||
data.phiLength,
|
||
data.thetaStart,
|
||
data.thetaLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'DodecahedronGeometry':
|
||
case 'IcosahedronGeometry':
|
||
case 'OctahedronGeometry':
|
||
case 'TetrahedronGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radius,
|
||
data.detail
|
||
);
|
||
|
||
break;
|
||
|
||
case 'RingGeometry':
|
||
case 'RingBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.innerRadius,
|
||
data.outerRadius,
|
||
data.thetaSegments,
|
||
data.phiSegments,
|
||
data.thetaStart,
|
||
data.thetaLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'TorusGeometry':
|
||
case 'TorusBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radius,
|
||
data.tube,
|
||
data.radialSegments,
|
||
data.tubularSegments,
|
||
data.arc
|
||
);
|
||
|
||
break;
|
||
|
||
case 'TorusKnotGeometry':
|
||
case 'TorusKnotBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.radius,
|
||
data.tube,
|
||
data.tubularSegments,
|
||
data.radialSegments,
|
||
data.p,
|
||
data.q
|
||
);
|
||
|
||
break;
|
||
|
||
case 'LatheGeometry':
|
||
case 'LatheBufferGeometry':
|
||
|
||
geometry = new Geometries[ data.type ](
|
||
data.points,
|
||
data.segments,
|
||
data.phiStart,
|
||
data.phiLength
|
||
);
|
||
|
||
break;
|
||
|
||
case 'BufferGeometry':
|
||
|
||
geometry = bufferGeometryLoader.parse( data );
|
||
|
||
break;
|
||
|
||
case 'Geometry':
|
||
|
||
geometry = geometryLoader.parse( data, this.texturePath ).geometry;
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
|
||
|
||
continue;
|
||
|
||
}
|
||
|
||
geometry.uuid = data.uuid;
|
||
|
||
if ( data.name !== undefined ) geometry.name = data.name;
|
||
|
||
geometries[ data.uuid ] = geometry;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return geometries;
|
||
|
||
},
|
||
|
||
parseMaterials: function ( json, textures ) {
|
||
|
||
var materials = {};
|
||
|
||
if ( json !== undefined ) {
|
||
|
||
var loader = new MaterialLoader();
|
||
loader.setTextures( textures );
|
||
|
||
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
||
|
||
var data = json[ i ];
|
||
|
||
if ( data.type === 'MultiMaterial' ) {
|
||
|
||
// Deprecated
|
||
|
||
var array = [];
|
||
|
||
for ( var j = 0; j < data.materials.length; j ++ ) {
|
||
|
||
array.push( loader.parse( data.materials[ j ] ) );
|
||
|
||
}
|
||
|
||
materials[ data.uuid ] = array;
|
||
|
||
} else {
|
||
|
||
materials[ data.uuid ] = loader.parse( data );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return materials;
|
||
|
||
},
|
||
|
||
parseAnimations: function ( json ) {
|
||
|
||
var animations = [];
|
||
|
||
for ( var i = 0; i < json.length; i ++ ) {
|
||
|
||
var clip = AnimationClip.parse( json[ i ] );
|
||
|
||
animations.push( clip );
|
||
|
||
}
|
||
|
||
return animations;
|
||
|
||
},
|
||
|
||
parseImages: function ( json, onLoad ) {
|
||
|
||
var scope = this;
|
||
var images = {};
|
||
|
||
function loadImage( url ) {
|
||
|
||
scope.manager.itemStart( url );
|
||
|
||
return loader.load( url, function () {
|
||
|
||
scope.manager.itemEnd( url );
|
||
|
||
}, undefined, function () {
|
||
|
||
scope.manager.itemEnd( url );
|
||
scope.manager.itemError( url );
|
||
|
||
} );
|
||
|
||
}
|
||
|
||
if ( json !== undefined && json.length > 0 ) {
|
||
|
||
var manager = new LoadingManager( onLoad );
|
||
|
||
var loader = new ImageLoader( manager );
|
||
loader.setCrossOrigin( this.crossOrigin );
|
||
|
||
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
||
|
||
var image = json[ i ];
|
||
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
|
||
|
||
images[ image.uuid ] = loadImage( path );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return images;
|
||
|
||
},
|
||
|
||
parseTextures: function ( json, images ) {
|
||
|
||
function parseConstant( value, type ) {
|
||
|
||
if ( typeof( value ) === 'number' ) return value;
|
||
|
||
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
|
||
|
||
return type[ value ];
|
||
|
||
}
|
||
|
||
var textures = {};
|
||
|
||
if ( json !== undefined ) {
|
||
|
||
for ( var i = 0, l = json.length; i < l; i ++ ) {
|
||
|
||
var data = json[ i ];
|
||
|
||
if ( data.image === undefined ) {
|
||
|
||
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
|
||
|
||
}
|
||
|
||
if ( images[ data.image ] === undefined ) {
|
||
|
||
console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
|
||
|
||
}
|
||
|
||
var texture = new Texture( images[ data.image ] );
|
||
texture.needsUpdate = true;
|
||
|
||
texture.uuid = data.uuid;
|
||
|
||
if ( data.name !== undefined ) texture.name = data.name;
|
||
|
||
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
|
||
|
||
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
|
||
if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
|
||
if ( data.wrap !== undefined ) {
|
||
|
||
texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
|
||
texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
|
||
|
||
}
|
||
|
||
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
|
||
if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
|
||
if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
|
||
|
||
if ( data.flipY !== undefined ) texture.flipY = data.flipY;
|
||
|
||
textures[ data.uuid ] = texture;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return textures;
|
||
|
||
},
|
||
|
||
parseObject: function () {
|
||
|
||
var matrix = new Matrix4();
|
||
|
||
return function parseObject( data, geometries, materials ) {
|
||
|
||
var object;
|
||
|
||
function getGeometry( name ) {
|
||
|
||
if ( geometries[ name ] === undefined ) {
|
||
|
||
console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
|
||
|
||
}
|
||
|
||
return geometries[ name ];
|
||
|
||
}
|
||
|
||
function getMaterial( name ) {
|
||
|
||
if ( name === undefined ) return undefined;
|
||
|
||
if ( Array.isArray( name ) ) {
|
||
|
||
var array = [];
|
||
|
||
for ( var i = 0, l = name.length; i < l; i ++ ) {
|
||
|
||
var uuid = name[ i ];
|
||
|
||
if ( materials[ uuid ] === undefined ) {
|
||
|
||
console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
|
||
|
||
}
|
||
|
||
array.push( materials[ uuid ] );
|
||
|
||
}
|
||
|
||
return array;
|
||
|
||
}
|
||
|
||
if ( materials[ name ] === undefined ) {
|
||
|
||
console.warn( 'THREE.ObjectLoader: Undefined material', name );
|
||
|
||
}
|
||
|
||
return materials[ name ];
|
||
|
||
}
|
||
|
||
switch ( data.type ) {
|
||
|
||
case 'Scene':
|
||
|
||
object = new Scene();
|
||
|
||
if ( data.background !== undefined ) {
|
||
|
||
if ( Number.isInteger( data.background ) ) {
|
||
|
||
object.background = new Color( data.background );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( data.fog !== undefined ) {
|
||
|
||
if ( data.fog.type === 'Fog' ) {
|
||
|
||
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
|
||
|
||
} else if ( data.fog.type === 'FogExp2' ) {
|
||
|
||
object.fog = new FogExp2( data.fog.color, data.fog.density );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case 'PerspectiveCamera':
|
||
|
||
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
|
||
|
||
if ( data.focus !== undefined ) object.focus = data.focus;
|
||
if ( data.zoom !== undefined ) object.zoom = data.zoom;
|
||
if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
|
||
if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
|
||
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
|
||
|
||
break;
|
||
|
||
case 'OrthographicCamera':
|
||
|
||
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
|
||
|
||
break;
|
||
|
||
case 'AmbientLight':
|
||
|
||
object = new AmbientLight( data.color, data.intensity );
|
||
|
||
break;
|
||
|
||
case 'DirectionalLight':
|
||
|
||
object = new DirectionalLight( data.color, data.intensity );
|
||
|
||
break;
|
||
|
||
case 'PointLight':
|
||
|
||
object = new PointLight( data.color, data.intensity, data.distance, data.decay );
|
||
|
||
break;
|
||
|
||
case 'RectAreaLight':
|
||
|
||
object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
|
||
|
||
break;
|
||
|
||
case 'SpotLight':
|
||
|
||
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
|
||
|
||
break;
|
||
|
||
case 'HemisphereLight':
|
||
|
||
object = new HemisphereLight( data.color, data.groundColor, data.intensity );
|
||
|
||
break;
|
||
|
||
case 'SkinnedMesh':
|
||
|
||
console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
|
||
|
||
case 'Mesh':
|
||
|
||
var geometry = getGeometry( data.geometry );
|
||
var material = getMaterial( data.material );
|
||
|
||
if ( geometry.bones && geometry.bones.length > 0 ) {
|
||
|
||
object = new SkinnedMesh( geometry, material );
|
||
|
||
} else {
|
||
|
||
object = new Mesh( geometry, material );
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case 'LOD':
|
||
|
||
object = new LOD();
|
||
|
||
break;
|
||
|
||
case 'Line':
|
||
|
||
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
|
||
|
||
break;
|
||
|
||
case 'LineLoop':
|
||
|
||
object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
|
||
|
||
break;
|
||
|
||
case 'LineSegments':
|
||
|
||
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
|
||
|
||
break;
|
||
|
||
case 'PointCloud':
|
||
case 'Points':
|
||
|
||
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
|
||
|
||
break;
|
||
|
||
case 'Sprite':
|
||
|
||
object = new Sprite( getMaterial( data.material ) );
|
||
|
||
break;
|
||
|
||
case 'Group':
|
||
|
||
object = new Group();
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
object = new Object3D();
|
||
|
||
}
|
||
|
||
object.uuid = data.uuid;
|
||
|
||
if ( data.name !== undefined ) object.name = data.name;
|
||
if ( data.matrix !== undefined ) {
|
||
|
||
matrix.fromArray( data.matrix );
|
||
matrix.decompose( object.position, object.quaternion, object.scale );
|
||
|
||
} else {
|
||
|
||
if ( data.position !== undefined ) object.position.fromArray( data.position );
|
||
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
|
||
if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
|
||
if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
|
||
|
||
}
|
||
|
||
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
|
||
if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
|
||
|
||
if ( data.shadow ) {
|
||
|
||
if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
|
||
if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
|
||
if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
|
||
if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
|
||
|
||
}
|
||
|
||
if ( data.visible !== undefined ) object.visible = data.visible;
|
||
if ( data.userData !== undefined ) object.userData = data.userData;
|
||
|
||
if ( data.children !== undefined ) {
|
||
|
||
for ( var child in data.children ) {
|
||
|
||
object.add( this.parseObject( data.children[ child ], geometries, materials ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( data.type === 'LOD' ) {
|
||
|
||
var levels = data.levels;
|
||
|
||
for ( var l = 0; l < levels.length; l ++ ) {
|
||
|
||
var level = levels[ l ];
|
||
var child = object.getObjectByProperty( 'uuid', level.object );
|
||
|
||
if ( child !== undefined ) {
|
||
|
||
object.addLevel( child, level.distance );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return object;
|
||
|
||
};
|
||
|
||
}()
|
||
|
||
} );
|
||
|
||
var TEXTURE_MAPPING = {
|
||
UVMapping: UVMapping,
|
||
CubeReflectionMapping: CubeReflectionMapping,
|
||
CubeRefractionMapping: CubeRefractionMapping,
|
||
EquirectangularReflectionMapping: EquirectangularReflectionMapping,
|
||
EquirectangularRefractionMapping: EquirectangularRefractionMapping,
|
||
SphericalReflectionMapping: SphericalReflectionMapping,
|
||
CubeUVReflectionMapping: CubeUVReflectionMapping,
|
||
CubeUVRefractionMapping: CubeUVRefractionMapping
|
||
};
|
||
|
||
var TEXTURE_WRAPPING = {
|
||
RepeatWrapping: RepeatWrapping,
|
||
ClampToEdgeWrapping: ClampToEdgeWrapping,
|
||
MirroredRepeatWrapping: MirroredRepeatWrapping
|
||
};
|
||
|
||
var TEXTURE_FILTER = {
|
||
NearestFilter: NearestFilter,
|
||
NearestMipMapNearestFilter: NearestMipMapNearestFilter,
|
||
NearestMipMapLinearFilter: NearestMipMapLinearFilter,
|
||
LinearFilter: LinearFilter,
|
||
LinearMipMapNearestFilter: LinearMipMapNearestFilter,
|
||
LinearMipMapLinearFilter: LinearMipMapLinearFilter
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*
|
||
* Bezier Curves formulas obtained from
|
||
* http://en.wikipedia.org/wiki/Bézier_curve
|
||
*/
|
||
|
||
function CatmullRom( t, p0, p1, p2, p3 ) {
|
||
|
||
var v0 = ( p2 - p0 ) * 0.5;
|
||
var v1 = ( p3 - p1 ) * 0.5;
|
||
var t2 = t * t;
|
||
var t3 = t * t2;
|
||
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function QuadraticBezierP0( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return k * k * p;
|
||
|
||
}
|
||
|
||
function QuadraticBezierP1( t, p ) {
|
||
|
||
return 2 * ( 1 - t ) * t * p;
|
||
|
||
}
|
||
|
||
function QuadraticBezierP2( t, p ) {
|
||
|
||
return t * t * p;
|
||
|
||
}
|
||
|
||
function QuadraticBezier( t, p0, p1, p2 ) {
|
||
|
||
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
|
||
QuadraticBezierP2( t, p2 );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
function CubicBezierP0( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return k * k * k * p;
|
||
|
||
}
|
||
|
||
function CubicBezierP1( t, p ) {
|
||
|
||
var k = 1 - t;
|
||
return 3 * k * k * t * p;
|
||
|
||
}
|
||
|
||
function CubicBezierP2( t, p ) {
|
||
|
||
return 3 * ( 1 - t ) * t * t * p;
|
||
|
||
}
|
||
|
||
function CubicBezierP3( t, p ) {
|
||
|
||
return t * t * t * p;
|
||
|
||
}
|
||
|
||
function CubicBezier( t, p0, p1, p2, p3 ) {
|
||
|
||
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
|
||
CubicBezierP3( t, p3 );
|
||
|
||
}
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* Extensible curve object
|
||
*
|
||
* Some common of curve methods:
|
||
* .getPoint(t), getTangent(t)
|
||
* .getPointAt(u), getTangentAt(u)
|
||
* .getPoints(), .getSpacedPoints()
|
||
* .getLength()
|
||
* .updateArcLengths()
|
||
*
|
||
* This following curves inherit from THREE.Curve:
|
||
*
|
||
* -- 2D curves --
|
||
* THREE.ArcCurve
|
||
* THREE.CubicBezierCurve
|
||
* THREE.EllipseCurve
|
||
* THREE.LineCurve
|
||
* THREE.QuadraticBezierCurve
|
||
* THREE.SplineCurve
|
||
*
|
||
* -- 3D curves --
|
||
* THREE.CatmullRomCurve3
|
||
* THREE.CubicBezierCurve3
|
||
* THREE.LineCurve3
|
||
* THREE.QuadraticBezierCurve3
|
||
*
|
||
* A series of curves can be represented as a THREE.CurvePath.
|
||
*
|
||
**/
|
||
|
||
/**************************************************************
|
||
* Abstract Curve base class
|
||
**************************************************************/
|
||
|
||
function Curve() {
|
||
|
||
this.arcLengthDivisions = 200;
|
||
|
||
}
|
||
|
||
Object.assign( Curve.prototype, {
|
||
|
||
// Virtual base class method to overwrite and implement in subclasses
|
||
// - t [0 .. 1]
|
||
|
||
getPoint: function () {
|
||
|
||
console.warn( 'THREE.Curve: .getPoint() not implemented.' );
|
||
return null;
|
||
|
||
},
|
||
|
||
// Get point at relative position in curve according to arc length
|
||
// - u [0 .. 1]
|
||
|
||
getPointAt: function ( u ) {
|
||
|
||
var t = this.getUtoTmapping( u );
|
||
return this.getPoint( t );
|
||
|
||
},
|
||
|
||
// Get sequence of points using getPoint( t )
|
||
|
||
getPoints: function ( divisions ) {
|
||
|
||
if ( divisions === undefined ) divisions = 5;
|
||
|
||
var points = [];
|
||
|
||
for ( var d = 0; d <= divisions; d ++ ) {
|
||
|
||
points.push( this.getPoint( d / divisions ) );
|
||
|
||
}
|
||
|
||
return points;
|
||
|
||
},
|
||
|
||
// Get sequence of points using getPointAt( u )
|
||
|
||
getSpacedPoints: function ( divisions ) {
|
||
|
||
if ( divisions === undefined ) divisions = 5;
|
||
|
||
var points = [];
|
||
|
||
for ( var d = 0; d <= divisions; d ++ ) {
|
||
|
||
points.push( this.getPointAt( d / divisions ) );
|
||
|
||
}
|
||
|
||
return points;
|
||
|
||
},
|
||
|
||
// Get total curve arc length
|
||
|
||
getLength: function () {
|
||
|
||
var lengths = this.getLengths();
|
||
return lengths[ lengths.length - 1 ];
|
||
|
||
},
|
||
|
||
// Get list of cumulative segment lengths
|
||
|
||
getLengths: function ( divisions ) {
|
||
|
||
if ( divisions === undefined ) divisions = this.arcLengthDivisions;
|
||
|
||
if ( this.cacheArcLengths &&
|
||
( this.cacheArcLengths.length === divisions + 1 ) &&
|
||
! this.needsUpdate ) {
|
||
|
||
return this.cacheArcLengths;
|
||
|
||
}
|
||
|
||
this.needsUpdate = false;
|
||
|
||
var cache = [];
|
||
var current, last = this.getPoint( 0 );
|
||
var p, sum = 0;
|
||
|
||
cache.push( 0 );
|
||
|
||
for ( p = 1; p <= divisions; p ++ ) {
|
||
|
||
current = this.getPoint( p / divisions );
|
||
sum += current.distanceTo( last );
|
||
cache.push( sum );
|
||
last = current;
|
||
|
||
}
|
||
|
||
this.cacheArcLengths = cache;
|
||
|
||
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
|
||
|
||
},
|
||
|
||
updateArcLengths: function () {
|
||
|
||
this.needsUpdate = true;
|
||
this.getLengths();
|
||
|
||
},
|
||
|
||
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
|
||
|
||
getUtoTmapping: function ( u, distance ) {
|
||
|
||
var arcLengths = this.getLengths();
|
||
|
||
var i = 0, il = arcLengths.length;
|
||
|
||
var targetArcLength; // The targeted u distance value to get
|
||
|
||
if ( distance ) {
|
||
|
||
targetArcLength = distance;
|
||
|
||
} else {
|
||
|
||
targetArcLength = u * arcLengths[ il - 1 ];
|
||
|
||
}
|
||
|
||
// binary search for the index with largest value smaller than target u distance
|
||
|
||
var low = 0, high = il - 1, comparison;
|
||
|
||
while ( low <= high ) {
|
||
|
||
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
|
||
|
||
comparison = arcLengths[ i ] - targetArcLength;
|
||
|
||
if ( comparison < 0 ) {
|
||
|
||
low = i + 1;
|
||
|
||
} else if ( comparison > 0 ) {
|
||
|
||
high = i - 1;
|
||
|
||
} else {
|
||
|
||
high = i;
|
||
break;
|
||
|
||
// DONE
|
||
|
||
}
|
||
|
||
}
|
||
|
||
i = high;
|
||
|
||
if ( arcLengths[ i ] === targetArcLength ) {
|
||
|
||
return i / ( il - 1 );
|
||
|
||
}
|
||
|
||
// we could get finer grain at lengths, or use simple interpolation between two points
|
||
|
||
var lengthBefore = arcLengths[ i ];
|
||
var lengthAfter = arcLengths[ i + 1 ];
|
||
|
||
var segmentLength = lengthAfter - lengthBefore;
|
||
|
||
// determine where we are between the 'before' and 'after' points
|
||
|
||
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
|
||
|
||
// add that fractional amount to t
|
||
|
||
var t = ( i + segmentFraction ) / ( il - 1 );
|
||
|
||
return t;
|
||
|
||
},
|
||
|
||
// Returns a unit vector tangent at t
|
||
// In case any sub curve does not implement its tangent derivation,
|
||
// 2 points a small delta apart will be used to find its gradient
|
||
// which seems to give a reasonable approximation
|
||
|
||
getTangent: function ( t ) {
|
||
|
||
var delta = 0.0001;
|
||
var t1 = t - delta;
|
||
var t2 = t + delta;
|
||
|
||
// Capping in case of danger
|
||
|
||
if ( t1 < 0 ) t1 = 0;
|
||
if ( t2 > 1 ) t2 = 1;
|
||
|
||
var pt1 = this.getPoint( t1 );
|
||
var pt2 = this.getPoint( t2 );
|
||
|
||
var vec = pt2.clone().sub( pt1 );
|
||
return vec.normalize();
|
||
|
||
},
|
||
|
||
getTangentAt: function ( u ) {
|
||
|
||
var t = this.getUtoTmapping( u );
|
||
return this.getTangent( t );
|
||
|
||
},
|
||
|
||
computeFrenetFrames: function ( segments, closed ) {
|
||
|
||
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
|
||
|
||
var normal = new Vector3();
|
||
|
||
var tangents = [];
|
||
var normals = [];
|
||
var binormals = [];
|
||
|
||
var vec = new Vector3();
|
||
var mat = new Matrix4();
|
||
|
||
var i, u, theta;
|
||
|
||
// compute the tangent vectors for each segment on the curve
|
||
|
||
for ( i = 0; i <= segments; i ++ ) {
|
||
|
||
u = i / segments;
|
||
|
||
tangents[ i ] = this.getTangentAt( u );
|
||
tangents[ i ].normalize();
|
||
|
||
}
|
||
|
||
// select an initial normal vector perpendicular to the first tangent vector,
|
||
// and in the direction of the minimum tangent xyz component
|
||
|
||
normals[ 0 ] = new Vector3();
|
||
binormals[ 0 ] = new Vector3();
|
||
var min = Number.MAX_VALUE;
|
||
var tx = Math.abs( tangents[ 0 ].x );
|
||
var ty = Math.abs( tangents[ 0 ].y );
|
||
var tz = Math.abs( tangents[ 0 ].z );
|
||
|
||
if ( tx <= min ) {
|
||
|
||
min = tx;
|
||
normal.set( 1, 0, 0 );
|
||
|
||
}
|
||
|
||
if ( ty <= min ) {
|
||
|
||
min = ty;
|
||
normal.set( 0, 1, 0 );
|
||
|
||
}
|
||
|
||
if ( tz <= min ) {
|
||
|
||
normal.set( 0, 0, 1 );
|
||
|
||
}
|
||
|
||
vec.crossVectors( tangents[ 0 ], normal ).normalize();
|
||
|
||
normals[ 0 ].crossVectors( tangents[ 0 ], vec );
|
||
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
|
||
|
||
|
||
// compute the slowly-varying normal and binormal vectors for each segment on the curve
|
||
|
||
for ( i = 1; i <= segments; i ++ ) {
|
||
|
||
normals[ i ] = normals[ i - 1 ].clone();
|
||
|
||
binormals[ i ] = binormals[ i - 1 ].clone();
|
||
|
||
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
|
||
|
||
if ( vec.length() > Number.EPSILON ) {
|
||
|
||
vec.normalize();
|
||
|
||
theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
|
||
|
||
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
|
||
|
||
}
|
||
|
||
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
||
|
||
}
|
||
|
||
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
|
||
|
||
if ( closed === true ) {
|
||
|
||
theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
|
||
theta /= segments;
|
||
|
||
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
|
||
|
||
theta = - theta;
|
||
|
||
}
|
||
|
||
for ( i = 1; i <= segments; i ++ ) {
|
||
|
||
// twist a little...
|
||
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
|
||
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return {
|
||
tangents: tangents,
|
||
normals: normals,
|
||
binormals: binormals
|
||
};
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
function LineCurve( v1, v2 ) {
|
||
|
||
Curve.call( this );
|
||
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
|
||
}
|
||
|
||
LineCurve.prototype = Object.create( Curve.prototype );
|
||
LineCurve.prototype.constructor = LineCurve;
|
||
|
||
LineCurve.prototype.isLineCurve = true;
|
||
|
||
LineCurve.prototype.getPoint = function ( t ) {
|
||
|
||
if ( t === 1 ) {
|
||
|
||
return this.v2.clone();
|
||
|
||
}
|
||
|
||
var point = this.v2.clone().sub( this.v1 );
|
||
point.multiplyScalar( t ).add( this.v1 );
|
||
|
||
return point;
|
||
|
||
};
|
||
|
||
// Line curve is linear, so we can overwrite default getPointAt
|
||
|
||
LineCurve.prototype.getPointAt = function ( u ) {
|
||
|
||
return this.getPoint( u );
|
||
|
||
};
|
||
|
||
LineCurve.prototype.getTangent = function ( t ) {
|
||
|
||
var tangent = this.v2.clone().sub( this.v1 );
|
||
|
||
return tangent.normalize();
|
||
|
||
};
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
*
|
||
**/
|
||
|
||
/**************************************************************
|
||
* Curved Path - a curve path is simply a array of connected
|
||
* curves, but retains the api of a curve
|
||
**************************************************************/
|
||
|
||
function CurvePath() {
|
||
|
||
Curve.call( this );
|
||
|
||
this.curves = [];
|
||
|
||
this.autoClose = false; // Automatically closes the path
|
||
|
||
}
|
||
|
||
CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
|
||
|
||
constructor: CurvePath,
|
||
|
||
add: function ( curve ) {
|
||
|
||
this.curves.push( curve );
|
||
|
||
},
|
||
|
||
closePath: function () {
|
||
|
||
// Add a line curve if start and end of lines are not connected
|
||
var startPoint = this.curves[ 0 ].getPoint( 0 );
|
||
var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
|
||
|
||
if ( ! startPoint.equals( endPoint ) ) {
|
||
|
||
this.curves.push( new LineCurve( endPoint, startPoint ) );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
// To get accurate point with reference to
|
||
// entire path distance at time t,
|
||
// following has to be done:
|
||
|
||
// 1. Length of each sub path have to be known
|
||
// 2. Locate and identify type of curve
|
||
// 3. Get t for the curve
|
||
// 4. Return curve.getPointAt(t')
|
||
|
||
getPoint: function ( t ) {
|
||
|
||
var d = t * this.getLength();
|
||
var curveLengths = this.getCurveLengths();
|
||
var i = 0;
|
||
|
||
// To think about boundaries points.
|
||
|
||
while ( i < curveLengths.length ) {
|
||
|
||
if ( curveLengths[ i ] >= d ) {
|
||
|
||
var diff = curveLengths[ i ] - d;
|
||
var curve = this.curves[ i ];
|
||
|
||
var segmentLength = curve.getLength();
|
||
var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
|
||
|
||
return curve.getPointAt( u );
|
||
|
||
}
|
||
|
||
i ++;
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
// loop where sum != 0, sum > d , sum+1 <d
|
||
|
||
},
|
||
|
||
// We cannot use the default THREE.Curve getPoint() with getLength() because in
|
||
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
|
||
// getPoint() depends on getLength
|
||
|
||
getLength: function () {
|
||
|
||
var lens = this.getCurveLengths();
|
||
return lens[ lens.length - 1 ];
|
||
|
||
},
|
||
|
||
// cacheLengths must be recalculated.
|
||
updateArcLengths: function () {
|
||
|
||
this.needsUpdate = true;
|
||
this.cacheLengths = null;
|
||
this.getCurveLengths();
|
||
|
||
},
|
||
|
||
// Compute lengths and cache them
|
||
// We cannot overwrite getLengths() because UtoT mapping uses it.
|
||
|
||
getCurveLengths: function () {
|
||
|
||
// We use cache values if curves and cache array are same length
|
||
|
||
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
|
||
|
||
return this.cacheLengths;
|
||
|
||
}
|
||
|
||
// Get length of sub-curve
|
||
// Push sums into cached array
|
||
|
||
var lengths = [], sums = 0;
|
||
|
||
for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
|
||
|
||
sums += this.curves[ i ].getLength();
|
||
lengths.push( sums );
|
||
|
||
}
|
||
|
||
this.cacheLengths = lengths;
|
||
|
||
return lengths;
|
||
|
||
},
|
||
|
||
getSpacedPoints: function ( divisions ) {
|
||
|
||
if ( divisions === undefined ) divisions = 40;
|
||
|
||
var points = [];
|
||
|
||
for ( var i = 0; i <= divisions; i ++ ) {
|
||
|
||
points.push( this.getPoint( i / divisions ) );
|
||
|
||
}
|
||
|
||
if ( this.autoClose ) {
|
||
|
||
points.push( points[ 0 ] );
|
||
|
||
}
|
||
|
||
return points;
|
||
|
||
},
|
||
|
||
getPoints: function ( divisions ) {
|
||
|
||
divisions = divisions || 12;
|
||
|
||
var points = [], last;
|
||
|
||
for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
|
||
|
||
var curve = curves[ i ];
|
||
var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
|
||
: (curve && curve.isLineCurve) ? 1
|
||
: (curve && curve.isSplineCurve) ? divisions * curve.points.length
|
||
: divisions;
|
||
|
||
var pts = curve.getPoints( resolution );
|
||
|
||
for ( var j = 0; j < pts.length; j++ ) {
|
||
|
||
var point = pts[ j ];
|
||
|
||
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
|
||
|
||
points.push( point );
|
||
last = point;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {
|
||
|
||
points.push( points[ 0 ] );
|
||
|
||
}
|
||
|
||
return points;
|
||
|
||
},
|
||
|
||
/**************************************************************
|
||
* Create Geometries Helpers
|
||
**************************************************************/
|
||
|
||
/// Generate geometry from path points (for Line or Points objects)
|
||
|
||
createPointsGeometry: function ( divisions ) {
|
||
|
||
var pts = this.getPoints( divisions );
|
||
return this.createGeometry( pts );
|
||
|
||
},
|
||
|
||
// Generate geometry from equidistant sampling along the path
|
||
|
||
createSpacedPointsGeometry: function ( divisions ) {
|
||
|
||
var pts = this.getSpacedPoints( divisions );
|
||
return this.createGeometry( pts );
|
||
|
||
},
|
||
|
||
createGeometry: function ( points ) {
|
||
|
||
var geometry = new Geometry();
|
||
|
||
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
||
|
||
var point = points[ i ];
|
||
geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
|
||
|
||
}
|
||
|
||
return geometry;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
||
|
||
Curve.call( this );
|
||
|
||
this.aX = aX;
|
||
this.aY = aY;
|
||
|
||
this.xRadius = xRadius;
|
||
this.yRadius = yRadius;
|
||
|
||
this.aStartAngle = aStartAngle;
|
||
this.aEndAngle = aEndAngle;
|
||
|
||
this.aClockwise = aClockwise;
|
||
|
||
this.aRotation = aRotation || 0;
|
||
|
||
}
|
||
|
||
EllipseCurve.prototype = Object.create( Curve.prototype );
|
||
EllipseCurve.prototype.constructor = EllipseCurve;
|
||
|
||
EllipseCurve.prototype.isEllipseCurve = true;
|
||
|
||
EllipseCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var twoPi = Math.PI * 2;
|
||
var deltaAngle = this.aEndAngle - this.aStartAngle;
|
||
var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
|
||
|
||
// ensures that deltaAngle is 0 .. 2 PI
|
||
while ( deltaAngle < 0 ) deltaAngle += twoPi;
|
||
while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
|
||
|
||
if ( deltaAngle < Number.EPSILON ) {
|
||
|
||
if ( samePoints ) {
|
||
|
||
deltaAngle = 0;
|
||
|
||
} else {
|
||
|
||
deltaAngle = twoPi;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( this.aClockwise === true && ! samePoints ) {
|
||
|
||
if ( deltaAngle === twoPi ) {
|
||
|
||
deltaAngle = - twoPi;
|
||
|
||
} else {
|
||
|
||
deltaAngle = deltaAngle - twoPi;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var angle = this.aStartAngle + t * deltaAngle;
|
||
var x = this.aX + this.xRadius * Math.cos( angle );
|
||
var y = this.aY + this.yRadius * Math.sin( angle );
|
||
|
||
if ( this.aRotation !== 0 ) {
|
||
|
||
var cos = Math.cos( this.aRotation );
|
||
var sin = Math.sin( this.aRotation );
|
||
|
||
var tx = x - this.aX;
|
||
var ty = y - this.aY;
|
||
|
||
// Rotate the point about the center of the ellipse.
|
||
x = tx * cos - ty * sin + this.aX;
|
||
y = tx * sin + ty * cos + this.aY;
|
||
|
||
}
|
||
|
||
return new Vector2( x, y );
|
||
|
||
};
|
||
|
||
function SplineCurve( points /* array of Vector2 */ ) {
|
||
|
||
Curve.call( this );
|
||
|
||
this.points = ( points === undefined ) ? [] : points;
|
||
|
||
}
|
||
|
||
SplineCurve.prototype = Object.create( Curve.prototype );
|
||
SplineCurve.prototype.constructor = SplineCurve;
|
||
|
||
SplineCurve.prototype.isSplineCurve = true;
|
||
|
||
SplineCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var points = this.points;
|
||
var point = ( points.length - 1 ) * t;
|
||
|
||
var intPoint = Math.floor( point );
|
||
var weight = point - intPoint;
|
||
|
||
var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
|
||
var point1 = points[ intPoint ];
|
||
var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
|
||
var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
|
||
|
||
return new Vector2(
|
||
CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
|
||
CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
|
||
);
|
||
|
||
};
|
||
|
||
function CubicBezierCurve( v0, v1, v2, v3 ) {
|
||
|
||
Curve.call( this );
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
this.v3 = v3;
|
||
|
||
}
|
||
|
||
CubicBezierCurve.prototype = Object.create( Curve.prototype );
|
||
CubicBezierCurve.prototype.constructor = CubicBezierCurve;
|
||
|
||
CubicBezierCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
|
||
|
||
return new Vector2(
|
||
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
|
||
CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
|
||
);
|
||
|
||
};
|
||
|
||
function QuadraticBezierCurve( v0, v1, v2 ) {
|
||
|
||
Curve.call( this );
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
|
||
}
|
||
|
||
QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
|
||
QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
|
||
|
||
QuadraticBezierCurve.prototype.getPoint = function ( t ) {
|
||
|
||
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
|
||
|
||
return new Vector2(
|
||
QuadraticBezier( t, v0.x, v1.x, v2.x ),
|
||
QuadraticBezier( t, v0.y, v1.y, v2.y )
|
||
);
|
||
|
||
};
|
||
|
||
var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {
|
||
|
||
fromPoints: function ( vectors ) {
|
||
|
||
this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
|
||
|
||
for ( var i = 1, l = vectors.length; i < l; i ++ ) {
|
||
|
||
this.lineTo( vectors[ i ].x, vectors[ i ].y );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
moveTo: function ( x, y ) {
|
||
|
||
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
|
||
|
||
},
|
||
|
||
lineTo: function ( x, y ) {
|
||
|
||
var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
|
||
this.curves.push( curve );
|
||
|
||
this.currentPoint.set( x, y );
|
||
|
||
},
|
||
|
||
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
||
|
||
var curve = new QuadraticBezierCurve(
|
||
this.currentPoint.clone(),
|
||
new Vector2( aCPx, aCPy ),
|
||
new Vector2( aX, aY )
|
||
);
|
||
|
||
this.curves.push( curve );
|
||
|
||
this.currentPoint.set( aX, aY );
|
||
|
||
},
|
||
|
||
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
||
|
||
var curve = new CubicBezierCurve(
|
||
this.currentPoint.clone(),
|
||
new Vector2( aCP1x, aCP1y ),
|
||
new Vector2( aCP2x, aCP2y ),
|
||
new Vector2( aX, aY )
|
||
);
|
||
|
||
this.curves.push( curve );
|
||
|
||
this.currentPoint.set( aX, aY );
|
||
|
||
},
|
||
|
||
splineThru: function ( pts /*Array of Vector*/ ) {
|
||
|
||
var npts = [ this.currentPoint.clone() ].concat( pts );
|
||
|
||
var curve = new SplineCurve( npts );
|
||
this.curves.push( curve );
|
||
|
||
this.currentPoint.copy( pts[ pts.length - 1 ] );
|
||
|
||
},
|
||
|
||
arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
||
|
||
var x0 = this.currentPoint.x;
|
||
var y0 = this.currentPoint.y;
|
||
|
||
this.absarc( aX + x0, aY + y0, aRadius,
|
||
aStartAngle, aEndAngle, aClockwise );
|
||
|
||
},
|
||
|
||
absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
||
|
||
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
||
|
||
},
|
||
|
||
ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
||
|
||
var x0 = this.currentPoint.x;
|
||
var y0 = this.currentPoint.y;
|
||
|
||
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
||
|
||
},
|
||
|
||
absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
|
||
|
||
var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
|
||
|
||
if ( this.curves.length > 0 ) {
|
||
|
||
// if a previous curve is present, attempt to join
|
||
var firstPoint = curve.getPoint( 0 );
|
||
|
||
if ( ! firstPoint.equals( this.currentPoint ) ) {
|
||
|
||
this.lineTo( firstPoint.x, firstPoint.y );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.curves.push( curve );
|
||
|
||
var lastPoint = curve.getPoint( 1 );
|
||
this.currentPoint.copy( lastPoint );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* Creates free form 2d path using series of points, lines or curves.
|
||
**/
|
||
|
||
function Path( points ) {
|
||
|
||
CurvePath.call( this );
|
||
this.currentPoint = new Vector2();
|
||
|
||
if ( points ) {
|
||
|
||
this.fromPoints( points );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Path.prototype = PathPrototype;
|
||
PathPrototype.constructor = Path;
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* Defines a 2d shape plane using paths.
|
||
**/
|
||
|
||
// STEP 1 Create a path.
|
||
// STEP 2 Turn path into shape.
|
||
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
|
||
// STEP 3a - Extract points from each shape, turn to vertices
|
||
// STEP 3b - Triangulate each shape, add faces.
|
||
|
||
function Shape() {
|
||
|
||
Path.apply( this, arguments );
|
||
|
||
this.holes = [];
|
||
|
||
}
|
||
|
||
Shape.prototype = Object.assign( Object.create( PathPrototype ), {
|
||
|
||
constructor: Shape,
|
||
|
||
getPointsHoles: function ( divisions ) {
|
||
|
||
var holesPts = [];
|
||
|
||
for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
|
||
|
||
holesPts[ i ] = this.holes[ i ].getPoints( divisions );
|
||
|
||
}
|
||
|
||
return holesPts;
|
||
|
||
},
|
||
|
||
// Get points of shape and holes (keypoints based on segments parameter)
|
||
|
||
extractAllPoints: function ( divisions ) {
|
||
|
||
return {
|
||
|
||
shape: this.getPoints( divisions ),
|
||
holes: this.getPointsHoles( divisions )
|
||
|
||
};
|
||
|
||
},
|
||
|
||
extractPoints: function ( divisions ) {
|
||
|
||
return this.extractAllPoints( divisions );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
|
||
**/
|
||
|
||
function ShapePath() {
|
||
|
||
this.subPaths = [];
|
||
this.currentPath = null;
|
||
|
||
}
|
||
|
||
Object.assign( ShapePath.prototype, {
|
||
|
||
moveTo: function ( x, y ) {
|
||
|
||
this.currentPath = new Path();
|
||
this.subPaths.push( this.currentPath );
|
||
this.currentPath.moveTo( x, y );
|
||
|
||
},
|
||
|
||
lineTo: function ( x, y ) {
|
||
|
||
this.currentPath.lineTo( x, y );
|
||
|
||
},
|
||
|
||
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
||
|
||
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
|
||
|
||
},
|
||
|
||
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
||
|
||
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
|
||
|
||
},
|
||
|
||
splineThru: function ( pts ) {
|
||
|
||
this.currentPath.splineThru( pts );
|
||
|
||
},
|
||
|
||
toShapes: function ( isCCW, noHoles ) {
|
||
|
||
function toShapesNoHoles( inSubpaths ) {
|
||
|
||
var shapes = [];
|
||
|
||
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
|
||
|
||
var tmpPath = inSubpaths[ i ];
|
||
|
||
var tmpShape = new Shape();
|
||
tmpShape.curves = tmpPath.curves;
|
||
|
||
shapes.push( tmpShape );
|
||
|
||
}
|
||
|
||
return shapes;
|
||
|
||
}
|
||
|
||
function isPointInsidePolygon( inPt, inPolygon ) {
|
||
|
||
var polyLen = inPolygon.length;
|
||
|
||
// inPt on polygon contour => immediate success or
|
||
// toggling of inside/outside at every single! intersection point of an edge
|
||
// with the horizontal line through inPt, left of inPt
|
||
// not counting lowerY endpoints of edges and whole edges on that line
|
||
var inside = false;
|
||
for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
|
||
|
||
var edgeLowPt = inPolygon[ p ];
|
||
var edgeHighPt = inPolygon[ q ];
|
||
|
||
var edgeDx = edgeHighPt.x - edgeLowPt.x;
|
||
var edgeDy = edgeHighPt.y - edgeLowPt.y;
|
||
|
||
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
|
||
|
||
// not parallel
|
||
if ( edgeDy < 0 ) {
|
||
|
||
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
|
||
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
|
||
|
||
}
|
||
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
|
||
|
||
if ( inPt.y === edgeLowPt.y ) {
|
||
|
||
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
|
||
// continue; // no intersection or edgeLowPt => doesn't count !!!
|
||
|
||
} else {
|
||
|
||
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
|
||
if ( perpEdge === 0 ) return true; // inPt is on contour ?
|
||
if ( perpEdge < 0 ) continue;
|
||
inside = ! inside; // true intersection left of inPt
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// parallel or collinear
|
||
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
|
||
// edge lies on the same horizontal line as inPt
|
||
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
|
||
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
|
||
// continue;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return inside;
|
||
|
||
}
|
||
|
||
var isClockWise = ShapeUtils.isClockWise;
|
||
|
||
var subPaths = this.subPaths;
|
||
if ( subPaths.length === 0 ) return [];
|
||
|
||
if ( noHoles === true ) return toShapesNoHoles( subPaths );
|
||
|
||
|
||
var solid, tmpPath, tmpShape, shapes = [];
|
||
|
||
if ( subPaths.length === 1 ) {
|
||
|
||
tmpPath = subPaths[ 0 ];
|
||
tmpShape = new Shape();
|
||
tmpShape.curves = tmpPath.curves;
|
||
shapes.push( tmpShape );
|
||
return shapes;
|
||
|
||
}
|
||
|
||
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
|
||
holesFirst = isCCW ? ! holesFirst : holesFirst;
|
||
|
||
// console.log("Holes first", holesFirst);
|
||
|
||
var betterShapeHoles = [];
|
||
var newShapes = [];
|
||
var newShapeHoles = [];
|
||
var mainIdx = 0;
|
||
var tmpPoints;
|
||
|
||
newShapes[ mainIdx ] = undefined;
|
||
newShapeHoles[ mainIdx ] = [];
|
||
|
||
for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
|
||
|
||
tmpPath = subPaths[ i ];
|
||
tmpPoints = tmpPath.getPoints();
|
||
solid = isClockWise( tmpPoints );
|
||
solid = isCCW ? ! solid : solid;
|
||
|
||
if ( solid ) {
|
||
|
||
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
|
||
|
||
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
|
||
newShapes[ mainIdx ].s.curves = tmpPath.curves;
|
||
|
||
if ( holesFirst ) mainIdx ++;
|
||
newShapeHoles[ mainIdx ] = [];
|
||
|
||
//console.log('cw', i);
|
||
|
||
} else {
|
||
|
||
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
|
||
|
||
//console.log('ccw', i);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// only Holes? -> probably all Shapes with wrong orientation
|
||
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
|
||
|
||
|
||
if ( newShapes.length > 1 ) {
|
||
|
||
var ambiguous = false;
|
||
var toChange = [];
|
||
|
||
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
||
|
||
betterShapeHoles[ sIdx ] = [];
|
||
|
||
}
|
||
|
||
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
||
|
||
var sho = newShapeHoles[ sIdx ];
|
||
|
||
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
|
||
|
||
var ho = sho[ hIdx ];
|
||
var hole_unassigned = true;
|
||
|
||
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
|
||
|
||
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
|
||
|
||
if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
|
||
if ( hole_unassigned ) {
|
||
|
||
hole_unassigned = false;
|
||
betterShapeHoles[ s2Idx ].push( ho );
|
||
|
||
} else {
|
||
|
||
ambiguous = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
if ( hole_unassigned ) {
|
||
|
||
betterShapeHoles[ sIdx ].push( ho );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
// console.log("ambiguous: ", ambiguous);
|
||
if ( toChange.length > 0 ) {
|
||
|
||
// console.log("to change: ", toChange);
|
||
if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var tmpHoles;
|
||
|
||
for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
|
||
|
||
tmpShape = newShapes[ i ].s;
|
||
shapes.push( tmpShape );
|
||
tmpHoles = newShapeHoles[ i ];
|
||
|
||
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
|
||
|
||
tmpShape.holes.push( tmpHoles[ j ].h );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//console.log("shape", shapes);
|
||
|
||
return shapes;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author zz85 / http://www.lab4games.net/zz85/blog
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function Font( data ) {
|
||
|
||
this.data = data;
|
||
|
||
}
|
||
|
||
Object.assign( Font.prototype, {
|
||
|
||
isFont: true,
|
||
|
||
generateShapes: function ( text, size, divisions ) {
|
||
|
||
function createPaths( text ) {
|
||
|
||
var chars = String( text ).split( '' );
|
||
var scale = size / data.resolution;
|
||
var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
|
||
|
||
var offsetX = 0, offsetY = 0;
|
||
|
||
var paths = [];
|
||
|
||
for ( var i = 0; i < chars.length; i ++ ) {
|
||
|
||
var char = chars[ i ];
|
||
|
||
if ( char === '\n' ) {
|
||
|
||
offsetX = 0;
|
||
offsetY -= line_height;
|
||
|
||
} else {
|
||
|
||
var ret = createPath( char, scale, offsetX, offsetY );
|
||
offsetX += ret.offsetX;
|
||
paths.push( ret.path );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return paths;
|
||
|
||
}
|
||
|
||
function createPath( c, scale, offsetX, offsetY ) {
|
||
|
||
var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
|
||
|
||
if ( ! glyph ) return;
|
||
|
||
var path = new ShapePath();
|
||
|
||
var pts = [];
|
||
var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;
|
||
|
||
if ( glyph.o ) {
|
||
|
||
var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
|
||
|
||
for ( var i = 0, l = outline.length; i < l; ) {
|
||
|
||
var action = outline[ i ++ ];
|
||
|
||
switch ( action ) {
|
||
|
||
case 'm': // moveTo
|
||
|
||
x = outline[ i ++ ] * scale + offsetX;
|
||
y = outline[ i ++ ] * scale + offsetY;
|
||
|
||
path.moveTo( x, y );
|
||
|
||
break;
|
||
|
||
case 'l': // lineTo
|
||
|
||
x = outline[ i ++ ] * scale + offsetX;
|
||
y = outline[ i ++ ] * scale + offsetY;
|
||
|
||
path.lineTo( x, y );
|
||
|
||
break;
|
||
|
||
case 'q': // quadraticCurveTo
|
||
|
||
cpx = outline[ i ++ ] * scale + offsetX;
|
||
cpy = outline[ i ++ ] * scale + offsetY;
|
||
cpx1 = outline[ i ++ ] * scale + offsetX;
|
||
cpy1 = outline[ i ++ ] * scale + offsetY;
|
||
|
||
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
|
||
|
||
laste = pts[ pts.length - 1 ];
|
||
|
||
if ( laste ) {
|
||
|
||
cpx0 = laste.x;
|
||
cpy0 = laste.y;
|
||
|
||
for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
|
||
|
||
var t = i2 / divisions;
|
||
QuadraticBezier( t, cpx0, cpx1, cpx );
|
||
QuadraticBezier( t, cpy0, cpy1, cpy );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case 'b': // bezierCurveTo
|
||
|
||
cpx = outline[ i ++ ] * scale + offsetX;
|
||
cpy = outline[ i ++ ] * scale + offsetY;
|
||
cpx1 = outline[ i ++ ] * scale + offsetX;
|
||
cpy1 = outline[ i ++ ] * scale + offsetY;
|
||
cpx2 = outline[ i ++ ] * scale + offsetX;
|
||
cpy2 = outline[ i ++ ] * scale + offsetY;
|
||
|
||
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
|
||
|
||
laste = pts[ pts.length - 1 ];
|
||
|
||
if ( laste ) {
|
||
|
||
cpx0 = laste.x;
|
||
cpy0 = laste.y;
|
||
|
||
for ( var i2 = 1; i2 <= divisions; i2 ++ ) {
|
||
|
||
var t = i2 / divisions;
|
||
CubicBezier( t, cpx0, cpx1, cpx2, cpx );
|
||
CubicBezier( t, cpy0, cpy1, cpy2, cpy );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return { offsetX: glyph.ha * scale, path: path };
|
||
|
||
}
|
||
|
||
//
|
||
|
||
if ( size === undefined ) size = 100;
|
||
if ( divisions === undefined ) divisions = 4;
|
||
|
||
var data = this.data;
|
||
|
||
var paths = createPaths( text );
|
||
var shapes = [];
|
||
|
||
for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
|
||
|
||
Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
|
||
|
||
}
|
||
|
||
return shapes;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function FontLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( FontLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var scope = this;
|
||
|
||
var loader = new FileLoader( this.manager );
|
||
loader.load( url, function ( text ) {
|
||
|
||
var json;
|
||
|
||
try {
|
||
|
||
json = JSON.parse( text );
|
||
|
||
} catch ( e ) {
|
||
|
||
console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
|
||
json = JSON.parse( text.substring( 65, text.length - 2 ) );
|
||
|
||
}
|
||
|
||
var font = scope.parse( json );
|
||
|
||
if ( onLoad ) onLoad( font );
|
||
|
||
}, onProgress, onError );
|
||
|
||
},
|
||
|
||
parse: function ( json ) {
|
||
|
||
return new Font( json );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
var context;
|
||
|
||
var AudioContext = {
|
||
|
||
getContext: function () {
|
||
|
||
if ( context === undefined ) {
|
||
|
||
context = new ( window.AudioContext || window.webkitAudioContext )();
|
||
|
||
}
|
||
|
||
return context;
|
||
|
||
},
|
||
|
||
setContext: function ( value ) {
|
||
|
||
context = value;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
/**
|
||
* @author Reece Aaron Lecrivain / http://reecenotes.com/
|
||
*/
|
||
|
||
function AudioLoader( manager ) {
|
||
|
||
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
|
||
|
||
}
|
||
|
||
Object.assign( AudioLoader.prototype, {
|
||
|
||
load: function ( url, onLoad, onProgress, onError ) {
|
||
|
||
var loader = new FileLoader( this.manager );
|
||
loader.setResponseType( 'arraybuffer' );
|
||
loader.load( url, function ( buffer ) {
|
||
|
||
var context = AudioContext.getContext();
|
||
|
||
context.decodeAudioData( buffer, function ( audioBuffer ) {
|
||
|
||
onLoad( audioBuffer );
|
||
|
||
} );
|
||
|
||
}, onProgress, onError );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function StereoCamera() {
|
||
|
||
this.type = 'StereoCamera';
|
||
|
||
this.aspect = 1;
|
||
|
||
this.eyeSep = 0.064;
|
||
|
||
this.cameraL = new PerspectiveCamera();
|
||
this.cameraL.layers.enable( 1 );
|
||
this.cameraL.matrixAutoUpdate = false;
|
||
|
||
this.cameraR = new PerspectiveCamera();
|
||
this.cameraR.layers.enable( 2 );
|
||
this.cameraR.matrixAutoUpdate = false;
|
||
|
||
}
|
||
|
||
Object.assign( StereoCamera.prototype, {
|
||
|
||
update: ( function () {
|
||
|
||
var instance, focus, fov, aspect, near, far, zoom, eyeSep;
|
||
|
||
var eyeRight = new Matrix4();
|
||
var eyeLeft = new Matrix4();
|
||
|
||
return function update( camera ) {
|
||
|
||
var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
|
||
aspect !== camera.aspect * this.aspect || near !== camera.near ||
|
||
far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
|
||
|
||
if ( needsUpdate ) {
|
||
|
||
instance = this;
|
||
focus = camera.focus;
|
||
fov = camera.fov;
|
||
aspect = camera.aspect * this.aspect;
|
||
near = camera.near;
|
||
far = camera.far;
|
||
zoom = camera.zoom;
|
||
|
||
// Off-axis stereoscopic effect based on
|
||
// http://paulbourke.net/stereographics/stereorender/
|
||
|
||
var projectionMatrix = camera.projectionMatrix.clone();
|
||
eyeSep = this.eyeSep / 2;
|
||
var eyeSepOnProjection = eyeSep * near / focus;
|
||
var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
|
||
var xmin, xmax;
|
||
|
||
// translate xOffset
|
||
|
||
eyeLeft.elements[ 12 ] = - eyeSep;
|
||
eyeRight.elements[ 12 ] = eyeSep;
|
||
|
||
// for left eye
|
||
|
||
xmin = - ymax * aspect + eyeSepOnProjection;
|
||
xmax = ymax * aspect + eyeSepOnProjection;
|
||
|
||
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
|
||
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
||
|
||
this.cameraL.projectionMatrix.copy( projectionMatrix );
|
||
|
||
// for right eye
|
||
|
||
xmin = - ymax * aspect - eyeSepOnProjection;
|
||
xmax = ymax * aspect - eyeSepOnProjection;
|
||
|
||
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
|
||
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
|
||
|
||
this.cameraR.projectionMatrix.copy( projectionMatrix );
|
||
|
||
}
|
||
|
||
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
|
||
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
|
||
|
||
};
|
||
|
||
} )()
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function AudioListener() {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'AudioListener';
|
||
|
||
this.context = AudioContext.getContext();
|
||
|
||
this.gain = this.context.createGain();
|
||
this.gain.connect( this.context.destination );
|
||
|
||
this.filter = null;
|
||
|
||
}
|
||
|
||
AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: AudioListener,
|
||
|
||
getInput: function () {
|
||
|
||
return this.gain;
|
||
|
||
},
|
||
|
||
removeFilter: function ( ) {
|
||
|
||
if ( this.filter !== null ) {
|
||
|
||
this.gain.disconnect( this.filter );
|
||
this.filter.disconnect( this.context.destination );
|
||
this.gain.connect( this.context.destination );
|
||
this.filter = null;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
getFilter: function () {
|
||
|
||
return this.filter;
|
||
|
||
},
|
||
|
||
setFilter: function ( value ) {
|
||
|
||
if ( this.filter !== null ) {
|
||
|
||
this.gain.disconnect( this.filter );
|
||
this.filter.disconnect( this.context.destination );
|
||
|
||
} else {
|
||
|
||
this.gain.disconnect( this.context.destination );
|
||
|
||
}
|
||
|
||
this.filter = value;
|
||
this.gain.connect( this.filter );
|
||
this.filter.connect( this.context.destination );
|
||
|
||
},
|
||
|
||
getMasterVolume: function () {
|
||
|
||
return this.gain.gain.value;
|
||
|
||
},
|
||
|
||
setMasterVolume: function ( value ) {
|
||
|
||
this.gain.gain.value = value;
|
||
|
||
},
|
||
|
||
updateMatrixWorld: ( function () {
|
||
|
||
var position = new Vector3();
|
||
var quaternion = new Quaternion();
|
||
var scale = new Vector3();
|
||
|
||
var orientation = new Vector3();
|
||
|
||
return function updateMatrixWorld( force ) {
|
||
|
||
Object3D.prototype.updateMatrixWorld.call( this, force );
|
||
|
||
var listener = this.context.listener;
|
||
var up = this.up;
|
||
|
||
this.matrixWorld.decompose( position, quaternion, scale );
|
||
|
||
orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
|
||
|
||
if ( listener.positionX ) {
|
||
|
||
listener.positionX.setValueAtTime( position.x, this.context.currentTime );
|
||
listener.positionY.setValueAtTime( position.y, this.context.currentTime );
|
||
listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
|
||
listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
|
||
listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
|
||
listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
|
||
listener.upX.setValueAtTime( up.x, this.context.currentTime );
|
||
listener.upY.setValueAtTime( up.y, this.context.currentTime );
|
||
listener.upZ.setValueAtTime( up.z, this.context.currentTime );
|
||
|
||
} else {
|
||
|
||
listener.setPosition( position.x, position.y, position.z );
|
||
listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
} )()
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Reece Aaron Lecrivain / http://reecenotes.com/
|
||
*/
|
||
|
||
function Audio( listener ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.type = 'Audio';
|
||
|
||
this.context = listener.context;
|
||
|
||
this.gain = this.context.createGain();
|
||
this.gain.connect( listener.getInput() );
|
||
|
||
this.autoplay = false;
|
||
|
||
this.buffer = null;
|
||
this.loop = false;
|
||
this.startTime = 0;
|
||
this.playbackRate = 1;
|
||
this.isPlaying = false;
|
||
this.hasPlaybackControl = true;
|
||
this.sourceType = 'empty';
|
||
|
||
this.filters = [];
|
||
|
||
}
|
||
|
||
Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
|
||
|
||
constructor: Audio,
|
||
|
||
getOutput: function () {
|
||
|
||
return this.gain;
|
||
|
||
},
|
||
|
||
setNodeSource: function ( audioNode ) {
|
||
|
||
this.hasPlaybackControl = false;
|
||
this.sourceType = 'audioNode';
|
||
this.source = audioNode;
|
||
this.connect();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setBuffer: function ( audioBuffer ) {
|
||
|
||
this.buffer = audioBuffer;
|
||
this.sourceType = 'buffer';
|
||
|
||
if ( this.autoplay ) this.play();
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
play: function () {
|
||
|
||
if ( this.isPlaying === true ) {
|
||
|
||
console.warn( 'THREE.Audio: Audio is already playing.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( this.hasPlaybackControl === false ) {
|
||
|
||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||
return;
|
||
|
||
}
|
||
|
||
var source = this.context.createBufferSource();
|
||
|
||
source.buffer = this.buffer;
|
||
source.loop = this.loop;
|
||
source.onended = this.onEnded.bind( this );
|
||
source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
|
||
source.start( 0, this.startTime );
|
||
|
||
this.isPlaying = true;
|
||
|
||
this.source = source;
|
||
|
||
return this.connect();
|
||
|
||
},
|
||
|
||
pause: function () {
|
||
|
||
if ( this.hasPlaybackControl === false ) {
|
||
|
||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||
return;
|
||
|
||
}
|
||
|
||
this.source.stop();
|
||
this.startTime = this.context.currentTime;
|
||
this.isPlaying = false;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
stop: function () {
|
||
|
||
if ( this.hasPlaybackControl === false ) {
|
||
|
||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||
return;
|
||
|
||
}
|
||
|
||
this.source.stop();
|
||
this.startTime = 0;
|
||
this.isPlaying = false;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
connect: function () {
|
||
|
||
if ( this.filters.length > 0 ) {
|
||
|
||
this.source.connect( this.filters[ 0 ] );
|
||
|
||
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
|
||
|
||
this.filters[ i - 1 ].connect( this.filters[ i ] );
|
||
|
||
}
|
||
|
||
this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
|
||
|
||
} else {
|
||
|
||
this.source.connect( this.getOutput() );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
disconnect: function () {
|
||
|
||
if ( this.filters.length > 0 ) {
|
||
|
||
this.source.disconnect( this.filters[ 0 ] );
|
||
|
||
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
|
||
|
||
this.filters[ i - 1 ].disconnect( this.filters[ i ] );
|
||
|
||
}
|
||
|
||
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
|
||
|
||
} else {
|
||
|
||
this.source.disconnect( this.getOutput() );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getFilters: function () {
|
||
|
||
return this.filters;
|
||
|
||
},
|
||
|
||
setFilters: function ( value ) {
|
||
|
||
if ( ! value ) value = [];
|
||
|
||
if ( this.isPlaying === true ) {
|
||
|
||
this.disconnect();
|
||
this.filters = value;
|
||
this.connect();
|
||
|
||
} else {
|
||
|
||
this.filters = value;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getFilter: function () {
|
||
|
||
return this.getFilters()[ 0 ];
|
||
|
||
},
|
||
|
||
setFilter: function ( filter ) {
|
||
|
||
return this.setFilters( filter ? [ filter ] : [] );
|
||
|
||
},
|
||
|
||
setPlaybackRate: function ( value ) {
|
||
|
||
if ( this.hasPlaybackControl === false ) {
|
||
|
||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||
return;
|
||
|
||
}
|
||
|
||
this.playbackRate = value;
|
||
|
||
if ( this.isPlaying === true ) {
|
||
|
||
this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getPlaybackRate: function () {
|
||
|
||
return this.playbackRate;
|
||
|
||
},
|
||
|
||
onEnded: function () {
|
||
|
||
this.isPlaying = false;
|
||
|
||
},
|
||
|
||
getLoop: function () {
|
||
|
||
if ( this.hasPlaybackControl === false ) {
|
||
|
||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||
return false;
|
||
|
||
}
|
||
|
||
return this.loop;
|
||
|
||
},
|
||
|
||
setLoop: function ( value ) {
|
||
|
||
if ( this.hasPlaybackControl === false ) {
|
||
|
||
console.warn( 'THREE.Audio: this Audio has no playback control.' );
|
||
return;
|
||
|
||
}
|
||
|
||
this.loop = value;
|
||
|
||
if ( this.isPlaying === true ) {
|
||
|
||
this.source.loop = this.loop;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getVolume: function () {
|
||
|
||
return this.gain.gain.value;
|
||
|
||
},
|
||
|
||
setVolume: function ( value ) {
|
||
|
||
this.gain.gain.value = value;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function PositionalAudio( listener ) {
|
||
|
||
Audio.call( this, listener );
|
||
|
||
this.panner = this.context.createPanner();
|
||
this.panner.connect( this.gain );
|
||
|
||
}
|
||
|
||
PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
|
||
|
||
constructor: PositionalAudio,
|
||
|
||
getOutput: function () {
|
||
|
||
return this.panner;
|
||
|
||
},
|
||
|
||
getRefDistance: function () {
|
||
|
||
return this.panner.refDistance;
|
||
|
||
},
|
||
|
||
setRefDistance: function ( value ) {
|
||
|
||
this.panner.refDistance = value;
|
||
|
||
},
|
||
|
||
getRolloffFactor: function () {
|
||
|
||
return this.panner.rolloffFactor;
|
||
|
||
},
|
||
|
||
setRolloffFactor: function ( value ) {
|
||
|
||
this.panner.rolloffFactor = value;
|
||
|
||
},
|
||
|
||
getDistanceModel: function () {
|
||
|
||
return this.panner.distanceModel;
|
||
|
||
},
|
||
|
||
setDistanceModel: function ( value ) {
|
||
|
||
this.panner.distanceModel = value;
|
||
|
||
},
|
||
|
||
getMaxDistance: function () {
|
||
|
||
return this.panner.maxDistance;
|
||
|
||
},
|
||
|
||
setMaxDistance: function ( value ) {
|
||
|
||
this.panner.maxDistance = value;
|
||
|
||
},
|
||
|
||
updateMatrixWorld: ( function () {
|
||
|
||
var position = new Vector3();
|
||
|
||
return function updateMatrixWorld( force ) {
|
||
|
||
Object3D.prototype.updateMatrixWorld.call( this, force );
|
||
|
||
position.setFromMatrixPosition( this.matrixWorld );
|
||
|
||
this.panner.setPosition( position.x, position.y, position.z );
|
||
|
||
};
|
||
|
||
} )()
|
||
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function AudioAnalyser( audio, fftSize ) {
|
||
|
||
this.analyser = audio.context.createAnalyser();
|
||
this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
|
||
|
||
this.data = new Uint8Array( this.analyser.frequencyBinCount );
|
||
|
||
audio.getOutput().connect( this.analyser );
|
||
|
||
}
|
||
|
||
Object.assign( AudioAnalyser.prototype, {
|
||
|
||
getFrequencyData: function () {
|
||
|
||
this.analyser.getByteFrequencyData( this.data );
|
||
|
||
return this.data;
|
||
|
||
},
|
||
|
||
getAverageFrequency: function () {
|
||
|
||
var value = 0, data = this.getFrequencyData();
|
||
|
||
for ( var i = 0; i < data.length; i ++ ) {
|
||
|
||
value += data[ i ];
|
||
|
||
}
|
||
|
||
return value / data.length;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* Buffered scene graph property that allows weighted accumulation.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function PropertyMixer( binding, typeName, valueSize ) {
|
||
|
||
this.binding = binding;
|
||
this.valueSize = valueSize;
|
||
|
||
var bufferType = Float64Array,
|
||
mixFunction;
|
||
|
||
switch ( typeName ) {
|
||
|
||
case 'quaternion':
|
||
mixFunction = this._slerp;
|
||
break;
|
||
|
||
case 'string':
|
||
case 'bool':
|
||
bufferType = Array;
|
||
mixFunction = this._select;
|
||
break;
|
||
|
||
default:
|
||
mixFunction = this._lerp;
|
||
|
||
}
|
||
|
||
this.buffer = new bufferType( valueSize * 4 );
|
||
// layout: [ incoming | accu0 | accu1 | orig ]
|
||
//
|
||
// interpolators can use .buffer as their .result
|
||
// the data then goes to 'incoming'
|
||
//
|
||
// 'accu0' and 'accu1' are used frame-interleaved for
|
||
// the cumulative result and are compared to detect
|
||
// changes
|
||
//
|
||
// 'orig' stores the original state of the property
|
||
|
||
this._mixBufferRegion = mixFunction;
|
||
|
||
this.cumulativeWeight = 0;
|
||
|
||
this.useCount = 0;
|
||
this.referenceCount = 0;
|
||
|
||
}
|
||
|
||
Object.assign( PropertyMixer.prototype, {
|
||
|
||
// accumulate data in the 'incoming' region into 'accu<i>'
|
||
accumulate: function ( accuIndex, weight ) {
|
||
|
||
// note: happily accumulating nothing when weight = 0, the caller knows
|
||
// the weight and shouldn't have made the call in the first place
|
||
|
||
var buffer = this.buffer,
|
||
stride = this.valueSize,
|
||
offset = accuIndex * stride + stride,
|
||
|
||
currentWeight = this.cumulativeWeight;
|
||
|
||
if ( currentWeight === 0 ) {
|
||
|
||
// accuN := incoming * weight
|
||
|
||
for ( var i = 0; i !== stride; ++ i ) {
|
||
|
||
buffer[ offset + i ] = buffer[ i ];
|
||
|
||
}
|
||
|
||
currentWeight = weight;
|
||
|
||
} else {
|
||
|
||
// accuN := accuN + incoming * weight
|
||
|
||
currentWeight += weight;
|
||
var mix = weight / currentWeight;
|
||
this._mixBufferRegion( buffer, offset, 0, mix, stride );
|
||
|
||
}
|
||
|
||
this.cumulativeWeight = currentWeight;
|
||
|
||
},
|
||
|
||
// apply the state of 'accu<i>' to the binding when accus differ
|
||
apply: function ( accuIndex ) {
|
||
|
||
var stride = this.valueSize,
|
||
buffer = this.buffer,
|
||
offset = accuIndex * stride + stride,
|
||
|
||
weight = this.cumulativeWeight,
|
||
|
||
binding = this.binding;
|
||
|
||
this.cumulativeWeight = 0;
|
||
|
||
if ( weight < 1 ) {
|
||
|
||
// accuN := accuN + original * ( 1 - cumulativeWeight )
|
||
|
||
var originalValueOffset = stride * 3;
|
||
|
||
this._mixBufferRegion(
|
||
buffer, offset, originalValueOffset, 1 - weight, stride );
|
||
|
||
}
|
||
|
||
for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
|
||
|
||
if ( buffer[ i ] !== buffer[ i + stride ] ) {
|
||
|
||
// value has changed -> update scene graph
|
||
|
||
binding.setValue( buffer, offset );
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
// remember the state of the bound property and copy it to both accus
|
||
saveOriginalState: function () {
|
||
|
||
var binding = this.binding;
|
||
|
||
var buffer = this.buffer,
|
||
stride = this.valueSize,
|
||
|
||
originalValueOffset = stride * 3;
|
||
|
||
binding.getValue( buffer, originalValueOffset );
|
||
|
||
// accu[0..1] := orig -- initially detect changes against the original
|
||
for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
|
||
|
||
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
|
||
|
||
}
|
||
|
||
this.cumulativeWeight = 0;
|
||
|
||
},
|
||
|
||
// apply the state previously taken via 'saveOriginalState' to the binding
|
||
restoreOriginalState: function () {
|
||
|
||
var originalValueOffset = this.valueSize * 3;
|
||
this.binding.setValue( this.buffer, originalValueOffset );
|
||
|
||
},
|
||
|
||
|
||
// mix functions
|
||
|
||
_select: function ( buffer, dstOffset, srcOffset, t, stride ) {
|
||
|
||
if ( t >= 0.5 ) {
|
||
|
||
for ( var i = 0; i !== stride; ++ i ) {
|
||
|
||
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_slerp: function ( buffer, dstOffset, srcOffset, t ) {
|
||
|
||
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
|
||
|
||
},
|
||
|
||
_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
|
||
|
||
var s = 1 - t;
|
||
|
||
for ( var i = 0; i !== stride; ++ i ) {
|
||
|
||
var j = dstOffset + i;
|
||
|
||
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A reference to a real property in the scene graph.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function Composite( targetGroup, path, optionalParsedPath ) {
|
||
|
||
var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
|
||
|
||
this._targetGroup = targetGroup;
|
||
this._bindings = targetGroup.subscribe_( path, parsedPath );
|
||
|
||
}
|
||
|
||
Object.assign( Composite.prototype, {
|
||
|
||
getValue: function ( array, offset ) {
|
||
|
||
this.bind(); // bind all binding
|
||
|
||
var firstValidIndex = this._targetGroup.nCachedObjects_,
|
||
binding = this._bindings[ firstValidIndex ];
|
||
|
||
// and only call .getValue on the first
|
||
if ( binding !== undefined ) binding.getValue( array, offset );
|
||
|
||
},
|
||
|
||
setValue: function ( array, offset ) {
|
||
|
||
var bindings = this._bindings;
|
||
|
||
for ( var i = this._targetGroup.nCachedObjects_,
|
||
n = bindings.length; i !== n; ++ i ) {
|
||
|
||
bindings[ i ].setValue( array, offset );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
bind: function () {
|
||
|
||
var bindings = this._bindings;
|
||
|
||
for ( var i = this._targetGroup.nCachedObjects_,
|
||
n = bindings.length; i !== n; ++ i ) {
|
||
|
||
bindings[ i ].bind();
|
||
|
||
}
|
||
|
||
},
|
||
|
||
unbind: function () {
|
||
|
||
var bindings = this._bindings;
|
||
|
||
for ( var i = this._targetGroup.nCachedObjects_,
|
||
n = bindings.length; i !== n; ++ i ) {
|
||
|
||
bindings[ i ].unbind();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
|
||
function PropertyBinding( rootNode, path, parsedPath ) {
|
||
|
||
this.path = path;
|
||
this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
|
||
|
||
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
|
||
|
||
this.rootNode = rootNode;
|
||
|
||
}
|
||
|
||
Object.assign( PropertyBinding, {
|
||
|
||
Composite: Composite,
|
||
|
||
create: function ( root, path, parsedPath ) {
|
||
|
||
if ( ! ( root && root.isAnimationObjectGroup ) ) {
|
||
|
||
return new PropertyBinding( root, path, parsedPath );
|
||
|
||
} else {
|
||
|
||
return new PropertyBinding.Composite( root, path, parsedPath );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
/**
|
||
* Replaces spaces with underscores and removes unsupported characters from
|
||
* node names, to ensure compatibility with parseTrackName().
|
||
*
|
||
* @param {string} name Node name to be sanitized.
|
||
* @return {string}
|
||
*/
|
||
sanitizeNodeName: function ( name ) {
|
||
|
||
return name.replace( /\s/g, '_' ).replace( /[^\w-]/g, '' );
|
||
|
||
},
|
||
|
||
parseTrackName: function () {
|
||
|
||
// Parent directories, delimited by '/' or ':'. Currently unused, but must
|
||
// be matched to parse the rest of the track name.
|
||
var directoryRe = /((?:[\w-]+[\/:])*)/;
|
||
|
||
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
|
||
var nodeRe = /([\w-\.]+)?/;
|
||
|
||
// Object on target node, and accessor. Name may contain only word
|
||
// characters. Accessor may contain any character except closing bracket.
|
||
var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/;
|
||
|
||
// Property and accessor. May contain only word characters. Accessor may
|
||
// contain any non-bracket characters.
|
||
var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/;
|
||
|
||
var trackRe = new RegExp(''
|
||
+ '^'
|
||
+ directoryRe.source
|
||
+ nodeRe.source
|
||
+ objectRe.source
|
||
+ propertyRe.source
|
||
+ '$'
|
||
);
|
||
|
||
var supportedObjectNames = [ 'material', 'materials', 'bones' ];
|
||
|
||
return function ( trackName ) {
|
||
|
||
var matches = trackRe.exec( trackName );
|
||
|
||
if ( ! matches ) {
|
||
|
||
throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
|
||
|
||
}
|
||
|
||
var results = {
|
||
// directoryName: matches[ 1 ], // (tschw) currently unused
|
||
nodeName: matches[ 2 ],
|
||
objectName: matches[ 3 ],
|
||
objectIndex: matches[ 4 ],
|
||
propertyName: matches[ 5 ], // required
|
||
propertyIndex: matches[ 6 ]
|
||
};
|
||
|
||
var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
|
||
|
||
if ( lastDot !== undefined && lastDot !== -1 ) {
|
||
|
||
var objectName = results.nodeName.substring( lastDot + 1 );
|
||
|
||
// Object names must be checked against a whitelist. Otherwise, there
|
||
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
|
||
// 'bar' could be the objectName, or part of a nodeName (which can
|
||
// include '.' characters).
|
||
if ( supportedObjectNames.indexOf( objectName ) !== -1 ) {
|
||
|
||
results.nodeName = results.nodeName.substring( 0, lastDot );
|
||
results.objectName = objectName;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( results.propertyName === null || results.propertyName.length === 0 ) {
|
||
|
||
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
|
||
|
||
}
|
||
|
||
return results;
|
||
|
||
};
|
||
|
||
}(),
|
||
|
||
findNode: function ( root, nodeName ) {
|
||
|
||
if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
|
||
|
||
return root;
|
||
|
||
}
|
||
|
||
// search into skeleton bones.
|
||
if ( root.skeleton ) {
|
||
|
||
var searchSkeleton = function ( skeleton ) {
|
||
|
||
for ( var i = 0; i < skeleton.bones.length; i ++ ) {
|
||
|
||
var bone = skeleton.bones[ i ];
|
||
|
||
if ( bone.name === nodeName ) {
|
||
|
||
return bone;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
};
|
||
|
||
var bone = searchSkeleton( root.skeleton );
|
||
|
||
if ( bone ) {
|
||
|
||
return bone;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// search into node subtree.
|
||
if ( root.children ) {
|
||
|
||
var searchNodeSubtree = function ( children ) {
|
||
|
||
for ( var i = 0; i < children.length; i ++ ) {
|
||
|
||
var childNode = children[ i ];
|
||
|
||
if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
|
||
|
||
return childNode;
|
||
|
||
}
|
||
|
||
var result = searchNodeSubtree( childNode.children );
|
||
|
||
if ( result ) return result;
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
};
|
||
|
||
var subTreeNode = searchNodeSubtree( root.children );
|
||
|
||
if ( subTreeNode ) {
|
||
|
||
return subTreeNode;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( PropertyBinding.prototype, { // prototype, continued
|
||
|
||
// these are used to "bind" a nonexistent property
|
||
_getValue_unavailable: function () {},
|
||
_setValue_unavailable: function () {},
|
||
|
||
BindingType: {
|
||
Direct: 0,
|
||
EntireArray: 1,
|
||
ArrayElement: 2,
|
||
HasFromToArray: 3
|
||
},
|
||
|
||
Versioning: {
|
||
None: 0,
|
||
NeedsUpdate: 1,
|
||
MatrixWorldNeedsUpdate: 2
|
||
},
|
||
|
||
GetterByBindingType: [
|
||
|
||
function getValue_direct( buffer, offset ) {
|
||
|
||
buffer[ offset ] = this.node[ this.propertyName ];
|
||
|
||
},
|
||
|
||
function getValue_array( buffer, offset ) {
|
||
|
||
var source = this.resolvedProperty;
|
||
|
||
for ( var i = 0, n = source.length; i !== n; ++ i ) {
|
||
|
||
buffer[ offset ++ ] = source[ i ];
|
||
|
||
}
|
||
|
||
},
|
||
|
||
function getValue_arrayElement( buffer, offset ) {
|
||
|
||
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
|
||
|
||
},
|
||
|
||
function getValue_toArray( buffer, offset ) {
|
||
|
||
this.resolvedProperty.toArray( buffer, offset );
|
||
|
||
}
|
||
|
||
],
|
||
|
||
SetterByBindingTypeAndVersioning: [
|
||
|
||
[
|
||
// Direct
|
||
|
||
function setValue_direct( buffer, offset ) {
|
||
|
||
this.node[ this.propertyName ] = buffer[ offset ];
|
||
|
||
},
|
||
|
||
function setValue_direct_setNeedsUpdate( buffer, offset ) {
|
||
|
||
this.node[ this.propertyName ] = buffer[ offset ];
|
||
this.targetObject.needsUpdate = true;
|
||
|
||
},
|
||
|
||
function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
||
|
||
this.node[ this.propertyName ] = buffer[ offset ];
|
||
this.targetObject.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
], [
|
||
|
||
// EntireArray
|
||
|
||
function setValue_array( buffer, offset ) {
|
||
|
||
var dest = this.resolvedProperty;
|
||
|
||
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
||
|
||
dest[ i ] = buffer[ offset ++ ];
|
||
|
||
}
|
||
|
||
},
|
||
|
||
function setValue_array_setNeedsUpdate( buffer, offset ) {
|
||
|
||
var dest = this.resolvedProperty;
|
||
|
||
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
||
|
||
dest[ i ] = buffer[ offset ++ ];
|
||
|
||
}
|
||
|
||
this.targetObject.needsUpdate = true;
|
||
|
||
},
|
||
|
||
function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
||
|
||
var dest = this.resolvedProperty;
|
||
|
||
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
|
||
|
||
dest[ i ] = buffer[ offset ++ ];
|
||
|
||
}
|
||
|
||
this.targetObject.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
], [
|
||
|
||
// ArrayElement
|
||
|
||
function setValue_arrayElement( buffer, offset ) {
|
||
|
||
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
||
|
||
},
|
||
|
||
function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
|
||
|
||
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
||
this.targetObject.needsUpdate = true;
|
||
|
||
},
|
||
|
||
function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
||
|
||
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
|
||
this.targetObject.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
], [
|
||
|
||
// HasToFromArray
|
||
|
||
function setValue_fromArray( buffer, offset ) {
|
||
|
||
this.resolvedProperty.fromArray( buffer, offset );
|
||
|
||
},
|
||
|
||
function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
|
||
|
||
this.resolvedProperty.fromArray( buffer, offset );
|
||
this.targetObject.needsUpdate = true;
|
||
|
||
},
|
||
|
||
function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
|
||
|
||
this.resolvedProperty.fromArray( buffer, offset );
|
||
this.targetObject.matrixWorldNeedsUpdate = true;
|
||
|
||
}
|
||
|
||
]
|
||
|
||
],
|
||
|
||
getValue: function getValue_unbound( targetArray, offset ) {
|
||
|
||
this.bind();
|
||
this.getValue( targetArray, offset );
|
||
|
||
// Note: This class uses a State pattern on a per-method basis:
|
||
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
|
||
// prototype version of these methods with one that represents
|
||
// the bound state. When the property is not found, the methods
|
||
// become no-ops.
|
||
|
||
},
|
||
|
||
setValue: function getValue_unbound( sourceArray, offset ) {
|
||
|
||
this.bind();
|
||
this.setValue( sourceArray, offset );
|
||
|
||
},
|
||
|
||
// create getter / setter pair for a property in the scene graph
|
||
bind: function () {
|
||
|
||
var targetObject = this.node,
|
||
parsedPath = this.parsedPath,
|
||
|
||
objectName = parsedPath.objectName,
|
||
propertyName = parsedPath.propertyName,
|
||
propertyIndex = parsedPath.propertyIndex;
|
||
|
||
if ( ! targetObject ) {
|
||
|
||
targetObject = PropertyBinding.findNode(
|
||
this.rootNode, parsedPath.nodeName ) || this.rootNode;
|
||
|
||
this.node = targetObject;
|
||
|
||
}
|
||
|
||
// set fail state so we can just 'return' on error
|
||
this.getValue = this._getValue_unavailable;
|
||
this.setValue = this._setValue_unavailable;
|
||
|
||
// ensure there is a value node
|
||
if ( ! targetObject ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( objectName ) {
|
||
|
||
var objectIndex = parsedPath.objectIndex;
|
||
|
||
// special cases were we need to reach deeper into the hierarchy to get the face materials....
|
||
switch ( objectName ) {
|
||
|
||
case 'materials':
|
||
|
||
if ( ! targetObject.material ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( ! targetObject.material.materials ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
targetObject = targetObject.material.materials;
|
||
|
||
break;
|
||
|
||
case 'bones':
|
||
|
||
if ( ! targetObject.skeleton ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
// potential future optimization: skip this if propertyIndex is already an integer
|
||
// and convert the integer string to a true integer.
|
||
|
||
targetObject = targetObject.skeleton.bones;
|
||
|
||
// support resolving morphTarget names into indices.
|
||
for ( var i = 0; i < targetObject.length; i ++ ) {
|
||
|
||
if ( targetObject[ i ].name === objectIndex ) {
|
||
|
||
objectIndex = i;
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
if ( targetObject[ objectName ] === undefined ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
targetObject = targetObject[ objectName ];
|
||
|
||
}
|
||
|
||
|
||
if ( objectIndex !== undefined ) {
|
||
|
||
if ( targetObject[ objectIndex ] === undefined ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
|
||
return;
|
||
|
||
}
|
||
|
||
targetObject = targetObject[ objectIndex ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// resolve property
|
||
var nodeProperty = targetObject[ propertyName ];
|
||
|
||
if ( nodeProperty === undefined ) {
|
||
|
||
var nodeName = parsedPath.nodeName;
|
||
|
||
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
|
||
'.' + propertyName + ' but it wasn\'t found.', targetObject );
|
||
return;
|
||
|
||
}
|
||
|
||
// determine versioning scheme
|
||
var versioning = this.Versioning.None;
|
||
|
||
if ( targetObject.needsUpdate !== undefined ) { // material
|
||
|
||
versioning = this.Versioning.NeedsUpdate;
|
||
this.targetObject = targetObject;
|
||
|
||
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
|
||
|
||
versioning = this.Versioning.MatrixWorldNeedsUpdate;
|
||
this.targetObject = targetObject;
|
||
|
||
}
|
||
|
||
// determine how the property gets bound
|
||
var bindingType = this.BindingType.Direct;
|
||
|
||
if ( propertyIndex !== undefined ) {
|
||
|
||
// access a sub element of the property array (only primitives are supported right now)
|
||
|
||
if ( propertyName === "morphTargetInfluences" ) {
|
||
|
||
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
|
||
|
||
// support resolving morphTarget names into indices.
|
||
if ( ! targetObject.geometry ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
if ( targetObject.geometry.isBufferGeometry ) {
|
||
|
||
if ( ! targetObject.geometry.morphAttributes ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
|
||
|
||
if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
|
||
|
||
propertyIndex = i;
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
} else {
|
||
|
||
if ( ! targetObject.geometry.morphTargets ) {
|
||
|
||
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
|
||
return;
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
|
||
|
||
if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
|
||
|
||
propertyIndex = i;
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
bindingType = this.BindingType.ArrayElement;
|
||
|
||
this.resolvedProperty = nodeProperty;
|
||
this.propertyIndex = propertyIndex;
|
||
|
||
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
|
||
|
||
// must use copy for Object3D.Euler/Quaternion
|
||
|
||
bindingType = this.BindingType.HasFromToArray;
|
||
|
||
this.resolvedProperty = nodeProperty;
|
||
|
||
} else if ( Array.isArray( nodeProperty ) ) {
|
||
|
||
bindingType = this.BindingType.EntireArray;
|
||
|
||
this.resolvedProperty = nodeProperty;
|
||
|
||
} else {
|
||
|
||
this.propertyName = propertyName;
|
||
|
||
}
|
||
|
||
// select getter / setter
|
||
this.getValue = this.GetterByBindingType[ bindingType ];
|
||
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
|
||
|
||
},
|
||
|
||
unbind: function () {
|
||
|
||
this.node = null;
|
||
|
||
// back to the prototype version of getValue / setValue
|
||
// note: avoiding to mutate the shape of 'this' via 'delete'
|
||
this.getValue = this._getValue_unbound;
|
||
this.setValue = this._setValue_unbound;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
//!\ DECLARE ALIAS AFTER assign prototype !
|
||
Object.assign( PropertyBinding.prototype, {
|
||
|
||
// initial state of these methods that calls 'bind'
|
||
_getValue_unbound: PropertyBinding.prototype.getValue,
|
||
_setValue_unbound: PropertyBinding.prototype.setValue,
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* A group of objects that receives a shared animation state.
|
||
*
|
||
* Usage:
|
||
*
|
||
* - Add objects you would otherwise pass as 'root' to the
|
||
* constructor or the .clipAction method of AnimationMixer.
|
||
*
|
||
* - Instead pass this object as 'root'.
|
||
*
|
||
* - You can also add and remove objects later when the mixer
|
||
* is running.
|
||
*
|
||
* Note:
|
||
*
|
||
* Objects of this class appear as one object to the mixer,
|
||
* so cache control of the individual objects must be done
|
||
* on the group.
|
||
*
|
||
* Limitation:
|
||
*
|
||
* - The animated properties must be compatible among the
|
||
* all objects in the group.
|
||
*
|
||
* - A single property can either be controlled through a
|
||
* target group or directly, but not both.
|
||
*
|
||
* @author tschw
|
||
*/
|
||
|
||
function AnimationObjectGroup( var_args ) {
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
// cached objects followed by the active ones
|
||
this._objects = Array.prototype.slice.call( arguments );
|
||
|
||
this.nCachedObjects_ = 0; // threshold
|
||
// note: read by PropertyBinding.Composite
|
||
|
||
var indices = {};
|
||
this._indicesByUUID = indices; // for bookkeeping
|
||
|
||
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
||
|
||
indices[ arguments[ i ].uuid ] = i;
|
||
|
||
}
|
||
|
||
this._paths = []; // inside: string
|
||
this._parsedPaths = []; // inside: { we don't care, here }
|
||
this._bindings = []; // inside: Array< PropertyBinding >
|
||
this._bindingsIndicesByPath = {}; // inside: indices in these arrays
|
||
|
||
var scope = this;
|
||
|
||
this.stats = {
|
||
|
||
objects: {
|
||
get total() { return scope._objects.length; },
|
||
get inUse() { return this.total - scope.nCachedObjects_; }
|
||
},
|
||
|
||
get bindingsPerObject() { return scope._bindings.length; }
|
||
|
||
};
|
||
|
||
}
|
||
|
||
Object.assign( AnimationObjectGroup.prototype, {
|
||
|
||
isAnimationObjectGroup: true,
|
||
|
||
add: function( var_args ) {
|
||
|
||
var objects = this._objects,
|
||
nObjects = objects.length,
|
||
nCachedObjects = this.nCachedObjects_,
|
||
indicesByUUID = this._indicesByUUID,
|
||
paths = this._paths,
|
||
parsedPaths = this._parsedPaths,
|
||
bindings = this._bindings,
|
||
nBindings = bindings.length;
|
||
|
||
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
||
|
||
var object = arguments[ i ],
|
||
uuid = object.uuid,
|
||
index = indicesByUUID[ uuid ],
|
||
knownObject = undefined;
|
||
|
||
if ( index === undefined ) {
|
||
|
||
// unknown object -> add it to the ACTIVE region
|
||
|
||
index = nObjects ++;
|
||
indicesByUUID[ uuid ] = index;
|
||
objects.push( object );
|
||
|
||
// accounting is done, now do the same for all bindings
|
||
|
||
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
||
|
||
bindings[ j ].push(
|
||
new PropertyBinding(
|
||
object, paths[ j ], parsedPaths[ j ] ) );
|
||
|
||
}
|
||
|
||
} else if ( index < nCachedObjects ) {
|
||
|
||
knownObject = objects[ index ];
|
||
|
||
// move existing object to the ACTIVE region
|
||
|
||
var firstActiveIndex = -- nCachedObjects,
|
||
lastCachedObject = objects[ firstActiveIndex ];
|
||
|
||
indicesByUUID[ lastCachedObject.uuid ] = index;
|
||
objects[ index ] = lastCachedObject;
|
||
|
||
indicesByUUID[ uuid ] = firstActiveIndex;
|
||
objects[ firstActiveIndex ] = object;
|
||
|
||
// accounting is done, now do the same for all bindings
|
||
|
||
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
||
|
||
var bindingsForPath = bindings[ j ],
|
||
lastCached = bindingsForPath[ firstActiveIndex ],
|
||
binding = bindingsForPath[ index ];
|
||
|
||
bindingsForPath[ index ] = lastCached;
|
||
|
||
if ( binding === undefined ) {
|
||
|
||
// since we do not bother to create new bindings
|
||
// for objects that are cached, the binding may
|
||
// or may not exist
|
||
|
||
binding = new PropertyBinding(
|
||
object, paths[ j ], parsedPaths[ j ] );
|
||
|
||
}
|
||
|
||
bindingsForPath[ firstActiveIndex ] = binding;
|
||
|
||
}
|
||
|
||
} else if ( objects[ index ] !== knownObject ) {
|
||
|
||
console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
|
||
'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
|
||
|
||
} // else the object is already where we want it to be
|
||
|
||
} // for arguments
|
||
|
||
this.nCachedObjects_ = nCachedObjects;
|
||
|
||
},
|
||
|
||
remove: function( var_args ) {
|
||
|
||
var objects = this._objects,
|
||
nCachedObjects = this.nCachedObjects_,
|
||
indicesByUUID = this._indicesByUUID,
|
||
bindings = this._bindings,
|
||
nBindings = bindings.length;
|
||
|
||
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
||
|
||
var object = arguments[ i ],
|
||
uuid = object.uuid,
|
||
index = indicesByUUID[ uuid ];
|
||
|
||
if ( index !== undefined && index >= nCachedObjects ) {
|
||
|
||
// move existing object into the CACHED region
|
||
|
||
var lastCachedIndex = nCachedObjects ++,
|
||
firstActiveObject = objects[ lastCachedIndex ];
|
||
|
||
indicesByUUID[ firstActiveObject.uuid ] = index;
|
||
objects[ index ] = firstActiveObject;
|
||
|
||
indicesByUUID[ uuid ] = lastCachedIndex;
|
||
objects[ lastCachedIndex ] = object;
|
||
|
||
// accounting is done, now do the same for all bindings
|
||
|
||
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
||
|
||
var bindingsForPath = bindings[ j ],
|
||
firstActive = bindingsForPath[ lastCachedIndex ],
|
||
binding = bindingsForPath[ index ];
|
||
|
||
bindingsForPath[ index ] = firstActive;
|
||
bindingsForPath[ lastCachedIndex ] = binding;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} // for arguments
|
||
|
||
this.nCachedObjects_ = nCachedObjects;
|
||
|
||
},
|
||
|
||
// remove & forget
|
||
uncache: function( var_args ) {
|
||
|
||
var objects = this._objects,
|
||
nObjects = objects.length,
|
||
nCachedObjects = this.nCachedObjects_,
|
||
indicesByUUID = this._indicesByUUID,
|
||
bindings = this._bindings,
|
||
nBindings = bindings.length;
|
||
|
||
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
|
||
|
||
var object = arguments[ i ],
|
||
uuid = object.uuid,
|
||
index = indicesByUUID[ uuid ];
|
||
|
||
if ( index !== undefined ) {
|
||
|
||
delete indicesByUUID[ uuid ];
|
||
|
||
if ( index < nCachedObjects ) {
|
||
|
||
// object is cached, shrink the CACHED region
|
||
|
||
var firstActiveIndex = -- nCachedObjects,
|
||
lastCachedObject = objects[ firstActiveIndex ],
|
||
lastIndex = -- nObjects,
|
||
lastObject = objects[ lastIndex ];
|
||
|
||
// last cached object takes this object's place
|
||
indicesByUUID[ lastCachedObject.uuid ] = index;
|
||
objects[ index ] = lastCachedObject;
|
||
|
||
// last object goes to the activated slot and pop
|
||
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
|
||
objects[ firstActiveIndex ] = lastObject;
|
||
objects.pop();
|
||
|
||
// accounting is done, now do the same for all bindings
|
||
|
||
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
||
|
||
var bindingsForPath = bindings[ j ],
|
||
lastCached = bindingsForPath[ firstActiveIndex ],
|
||
last = bindingsForPath[ lastIndex ];
|
||
|
||
bindingsForPath[ index ] = lastCached;
|
||
bindingsForPath[ firstActiveIndex ] = last;
|
||
bindingsForPath.pop();
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// object is active, just swap with the last and pop
|
||
|
||
var lastIndex = -- nObjects,
|
||
lastObject = objects[ lastIndex ];
|
||
|
||
indicesByUUID[ lastObject.uuid ] = index;
|
||
objects[ index ] = lastObject;
|
||
objects.pop();
|
||
|
||
// accounting is done, now do the same for all bindings
|
||
|
||
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
|
||
|
||
var bindingsForPath = bindings[ j ];
|
||
|
||
bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
|
||
bindingsForPath.pop();
|
||
|
||
}
|
||
|
||
} // cached or active
|
||
|
||
} // if object is known
|
||
|
||
} // for arguments
|
||
|
||
this.nCachedObjects_ = nCachedObjects;
|
||
|
||
},
|
||
|
||
// Internal interface used by befriended PropertyBinding.Composite:
|
||
|
||
subscribe_: function ( path, parsedPath ) {
|
||
|
||
// returns an array of bindings for the given path that is changed
|
||
// according to the contained objects in the group
|
||
|
||
var indicesByPath = this._bindingsIndicesByPath,
|
||
index = indicesByPath[ path ],
|
||
bindings = this._bindings;
|
||
|
||
if ( index !== undefined ) return bindings[ index ];
|
||
|
||
var paths = this._paths,
|
||
parsedPaths = this._parsedPaths,
|
||
objects = this._objects,
|
||
nObjects = objects.length,
|
||
nCachedObjects = this.nCachedObjects_,
|
||
bindingsForPath = new Array( nObjects );
|
||
|
||
index = bindings.length;
|
||
|
||
indicesByPath[ path ] = index;
|
||
|
||
paths.push( path );
|
||
parsedPaths.push( parsedPath );
|
||
bindings.push( bindingsForPath );
|
||
|
||
for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
|
||
|
||
var object = objects[ i ];
|
||
bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
|
||
|
||
}
|
||
|
||
return bindingsForPath;
|
||
|
||
},
|
||
|
||
unsubscribe_: function ( path ) {
|
||
|
||
// tells the group to forget about a property path and no longer
|
||
// update the array previously obtained with 'subscribe_'
|
||
|
||
var indicesByPath = this._bindingsIndicesByPath,
|
||
index = indicesByPath[ path ];
|
||
|
||
if ( index !== undefined ) {
|
||
|
||
var paths = this._paths,
|
||
parsedPaths = this._parsedPaths,
|
||
bindings = this._bindings,
|
||
lastBindingsIndex = bindings.length - 1,
|
||
lastBindings = bindings[ lastBindingsIndex ],
|
||
lastBindingsPath = path[ lastBindingsIndex ];
|
||
|
||
indicesByPath[ lastBindingsPath ] = index;
|
||
|
||
bindings[ index ] = lastBindings;
|
||
bindings.pop();
|
||
|
||
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
|
||
parsedPaths.pop();
|
||
|
||
paths[ index ] = paths[ lastBindingsIndex ];
|
||
paths.pop();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* Action provided by AnimationMixer for scheduling clip playback on specific
|
||
* objects.
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*
|
||
*/
|
||
|
||
function AnimationAction( mixer, clip, localRoot ) {
|
||
|
||
this._mixer = mixer;
|
||
this._clip = clip;
|
||
this._localRoot = localRoot || null;
|
||
|
||
var tracks = clip.tracks,
|
||
nTracks = tracks.length,
|
||
interpolants = new Array( nTracks );
|
||
|
||
var interpolantSettings = {
|
||
endingStart: ZeroCurvatureEnding,
|
||
endingEnd: ZeroCurvatureEnding
|
||
};
|
||
|
||
for ( var i = 0; i !== nTracks; ++ i ) {
|
||
|
||
var interpolant = tracks[ i ].createInterpolant( null );
|
||
interpolants[ i ] = interpolant;
|
||
interpolant.settings = interpolantSettings;
|
||
|
||
}
|
||
|
||
this._interpolantSettings = interpolantSettings;
|
||
|
||
this._interpolants = interpolants; // bound by the mixer
|
||
|
||
// inside: PropertyMixer (managed by the mixer)
|
||
this._propertyBindings = new Array( nTracks );
|
||
|
||
this._cacheIndex = null; // for the memory manager
|
||
this._byClipCacheIndex = null; // for the memory manager
|
||
|
||
this._timeScaleInterpolant = null;
|
||
this._weightInterpolant = null;
|
||
|
||
this.loop = LoopRepeat;
|
||
this._loopCount = -1;
|
||
|
||
// global mixer time when the action is to be started
|
||
// it's set back to 'null' upon start of the action
|
||
this._startTime = null;
|
||
|
||
// scaled local time of the action
|
||
// gets clamped or wrapped to 0..clip.duration according to loop
|
||
this.time = 0;
|
||
|
||
this.timeScale = 1;
|
||
this._effectiveTimeScale = 1;
|
||
|
||
this.weight = 1;
|
||
this._effectiveWeight = 1;
|
||
|
||
this.repetitions = Infinity; // no. of repetitions when looping
|
||
|
||
this.paused = false; // true -> zero effective time scale
|
||
this.enabled = true; // false -> zero effective weight
|
||
|
||
this.clampWhenFinished = false; // keep feeding the last frame?
|
||
|
||
this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
|
||
this.zeroSlopeAtEnd = true; // clips for start, loop and end
|
||
|
||
}
|
||
|
||
Object.assign( AnimationAction.prototype, {
|
||
|
||
// State & Scheduling
|
||
|
||
play: function() {
|
||
|
||
this._mixer._activateAction( this );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
stop: function() {
|
||
|
||
this._mixer._deactivateAction( this );
|
||
|
||
return this.reset();
|
||
|
||
},
|
||
|
||
reset: function() {
|
||
|
||
this.paused = false;
|
||
this.enabled = true;
|
||
|
||
this.time = 0; // restart clip
|
||
this._loopCount = -1; // forget previous loops
|
||
this._startTime = null; // forget scheduling
|
||
|
||
return this.stopFading().stopWarping();
|
||
|
||
},
|
||
|
||
isRunning: function() {
|
||
|
||
return this.enabled && ! this.paused && this.timeScale !== 0 &&
|
||
this._startTime === null && this._mixer._isActiveAction( this );
|
||
|
||
},
|
||
|
||
// return true when play has been called
|
||
isScheduled: function() {
|
||
|
||
return this._mixer._isActiveAction( this );
|
||
|
||
},
|
||
|
||
startAt: function( time ) {
|
||
|
||
this._startTime = time;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setLoop: function( mode, repetitions ) {
|
||
|
||
this.loop = mode;
|
||
this.repetitions = repetitions;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// Weight
|
||
|
||
// set the weight stopping any scheduled fading
|
||
// although .enabled = false yields an effective weight of zero, this
|
||
// method does *not* change .enabled, because it would be confusing
|
||
setEffectiveWeight: function( weight ) {
|
||
|
||
this.weight = weight;
|
||
|
||
// note: same logic as when updated at runtime
|
||
this._effectiveWeight = this.enabled ? weight : 0;
|
||
|
||
return this.stopFading();
|
||
|
||
},
|
||
|
||
// return the weight considering fading and .enabled
|
||
getEffectiveWeight: function() {
|
||
|
||
return this._effectiveWeight;
|
||
|
||
},
|
||
|
||
fadeIn: function( duration ) {
|
||
|
||
return this._scheduleFading( duration, 0, 1 );
|
||
|
||
},
|
||
|
||
fadeOut: function( duration ) {
|
||
|
||
return this._scheduleFading( duration, 1, 0 );
|
||
|
||
},
|
||
|
||
crossFadeFrom: function( fadeOutAction, duration, warp ) {
|
||
|
||
fadeOutAction.fadeOut( duration );
|
||
this.fadeIn( duration );
|
||
|
||
if( warp ) {
|
||
|
||
var fadeInDuration = this._clip.duration,
|
||
fadeOutDuration = fadeOutAction._clip.duration,
|
||
|
||
startEndRatio = fadeOutDuration / fadeInDuration,
|
||
endStartRatio = fadeInDuration / fadeOutDuration;
|
||
|
||
fadeOutAction.warp( 1.0, startEndRatio, duration );
|
||
this.warp( endStartRatio, 1.0, duration );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
crossFadeTo: function( fadeInAction, duration, warp ) {
|
||
|
||
return fadeInAction.crossFadeFrom( this, duration, warp );
|
||
|
||
},
|
||
|
||
stopFading: function() {
|
||
|
||
var weightInterpolant = this._weightInterpolant;
|
||
|
||
if ( weightInterpolant !== null ) {
|
||
|
||
this._weightInterpolant = null;
|
||
this._mixer._takeBackControlInterpolant( weightInterpolant );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// Time Scale Control
|
||
|
||
// set the time scale stopping any scheduled warping
|
||
// although .paused = true yields an effective time scale of zero, this
|
||
// method does *not* change .paused, because it would be confusing
|
||
setEffectiveTimeScale: function( timeScale ) {
|
||
|
||
this.timeScale = timeScale;
|
||
this._effectiveTimeScale = this.paused ? 0 :timeScale;
|
||
|
||
return this.stopWarping();
|
||
|
||
},
|
||
|
||
// return the time scale considering warping and .paused
|
||
getEffectiveTimeScale: function() {
|
||
|
||
return this._effectiveTimeScale;
|
||
|
||
},
|
||
|
||
setDuration: function( duration ) {
|
||
|
||
this.timeScale = this._clip.duration / duration;
|
||
|
||
return this.stopWarping();
|
||
|
||
},
|
||
|
||
syncWith: function( action ) {
|
||
|
||
this.time = action.time;
|
||
this.timeScale = action.timeScale;
|
||
|
||
return this.stopWarping();
|
||
|
||
},
|
||
|
||
halt: function( duration ) {
|
||
|
||
return this.warp( this._effectiveTimeScale, 0, duration );
|
||
|
||
},
|
||
|
||
warp: function( startTimeScale, endTimeScale, duration ) {
|
||
|
||
var mixer = this._mixer, now = mixer.time,
|
||
interpolant = this._timeScaleInterpolant,
|
||
|
||
timeScale = this.timeScale;
|
||
|
||
if ( interpolant === null ) {
|
||
|
||
interpolant = mixer._lendControlInterpolant();
|
||
this._timeScaleInterpolant = interpolant;
|
||
|
||
}
|
||
|
||
var times = interpolant.parameterPositions,
|
||
values = interpolant.sampleValues;
|
||
|
||
times[ 0 ] = now;
|
||
times[ 1 ] = now + duration;
|
||
|
||
values[ 0 ] = startTimeScale / timeScale;
|
||
values[ 1 ] = endTimeScale / timeScale;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
stopWarping: function() {
|
||
|
||
var timeScaleInterpolant = this._timeScaleInterpolant;
|
||
|
||
if ( timeScaleInterpolant !== null ) {
|
||
|
||
this._timeScaleInterpolant = null;
|
||
this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// Object Accessors
|
||
|
||
getMixer: function() {
|
||
|
||
return this._mixer;
|
||
|
||
},
|
||
|
||
getClip: function() {
|
||
|
||
return this._clip;
|
||
|
||
},
|
||
|
||
getRoot: function() {
|
||
|
||
return this._localRoot || this._mixer._root;
|
||
|
||
},
|
||
|
||
// Interna
|
||
|
||
_update: function( time, deltaTime, timeDirection, accuIndex ) {
|
||
|
||
// called by the mixer
|
||
|
||
if ( ! this.enabled ) {
|
||
|
||
// call ._updateWeight() to update ._effectiveWeight
|
||
|
||
this._updateWeight( time );
|
||
return;
|
||
|
||
}
|
||
|
||
var startTime = this._startTime;
|
||
|
||
if ( startTime !== null ) {
|
||
|
||
// check for scheduled start of action
|
||
|
||
var timeRunning = ( time - startTime ) * timeDirection;
|
||
if ( timeRunning < 0 || timeDirection === 0 ) {
|
||
|
||
return; // yet to come / don't decide when delta = 0
|
||
|
||
}
|
||
|
||
// start
|
||
|
||
this._startTime = null; // unschedule
|
||
deltaTime = timeDirection * timeRunning;
|
||
|
||
}
|
||
|
||
// apply time scale and advance time
|
||
|
||
deltaTime *= this._updateTimeScale( time );
|
||
var clipTime = this._updateTime( deltaTime );
|
||
|
||
// note: _updateTime may disable the action resulting in
|
||
// an effective weight of 0
|
||
|
||
var weight = this._updateWeight( time );
|
||
|
||
if ( weight > 0 ) {
|
||
|
||
var interpolants = this._interpolants;
|
||
var propertyMixers = this._propertyBindings;
|
||
|
||
for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
|
||
|
||
interpolants[ j ].evaluate( clipTime );
|
||
propertyMixers[ j ].accumulate( accuIndex, weight );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_updateWeight: function( time ) {
|
||
|
||
var weight = 0;
|
||
|
||
if ( this.enabled ) {
|
||
|
||
weight = this.weight;
|
||
var interpolant = this._weightInterpolant;
|
||
|
||
if ( interpolant !== null ) {
|
||
|
||
var interpolantValue = interpolant.evaluate( time )[ 0 ];
|
||
|
||
weight *= interpolantValue;
|
||
|
||
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
||
|
||
this.stopFading();
|
||
|
||
if ( interpolantValue === 0 ) {
|
||
|
||
// faded out, disable
|
||
this.enabled = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this._effectiveWeight = weight;
|
||
return weight;
|
||
|
||
},
|
||
|
||
_updateTimeScale: function( time ) {
|
||
|
||
var timeScale = 0;
|
||
|
||
if ( ! this.paused ) {
|
||
|
||
timeScale = this.timeScale;
|
||
|
||
var interpolant = this._timeScaleInterpolant;
|
||
|
||
if ( interpolant !== null ) {
|
||
|
||
var interpolantValue = interpolant.evaluate( time )[ 0 ];
|
||
|
||
timeScale *= interpolantValue;
|
||
|
||
if ( time > interpolant.parameterPositions[ 1 ] ) {
|
||
|
||
this.stopWarping();
|
||
|
||
if ( timeScale === 0 ) {
|
||
|
||
// motion has halted, pause
|
||
this.paused = true;
|
||
|
||
} else {
|
||
|
||
// warp done - apply final time scale
|
||
this.timeScale = timeScale;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this._effectiveTimeScale = timeScale;
|
||
return timeScale;
|
||
|
||
},
|
||
|
||
_updateTime: function( deltaTime ) {
|
||
|
||
var time = this.time + deltaTime;
|
||
|
||
if ( deltaTime === 0 ) return time;
|
||
|
||
var duration = this._clip.duration,
|
||
|
||
loop = this.loop,
|
||
loopCount = this._loopCount;
|
||
|
||
if ( loop === LoopOnce ) {
|
||
|
||
if ( loopCount === -1 ) {
|
||
// just started
|
||
|
||
this._loopCount = 0;
|
||
this._setEndings( true, true, false );
|
||
|
||
}
|
||
|
||
handle_stop: {
|
||
|
||
if ( time >= duration ) {
|
||
|
||
time = duration;
|
||
|
||
} else if ( time < 0 ) {
|
||
|
||
time = 0;
|
||
|
||
} else break handle_stop;
|
||
|
||
if ( this.clampWhenFinished ) this.paused = true;
|
||
else this.enabled = false;
|
||
|
||
this._mixer.dispatchEvent( {
|
||
type: 'finished', action: this,
|
||
direction: deltaTime < 0 ? -1 : 1
|
||
} );
|
||
|
||
}
|
||
|
||
} else { // repetitive Repeat or PingPong
|
||
|
||
var pingPong = ( loop === LoopPingPong );
|
||
|
||
if ( loopCount === -1 ) {
|
||
// just started
|
||
|
||
if ( deltaTime >= 0 ) {
|
||
|
||
loopCount = 0;
|
||
|
||
this._setEndings(
|
||
true, this.repetitions === 0, pingPong );
|
||
|
||
} else {
|
||
|
||
// when looping in reverse direction, the initial
|
||
// transition through zero counts as a repetition,
|
||
// so leave loopCount at -1
|
||
|
||
this._setEndings(
|
||
this.repetitions === 0, true, pingPong );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( time >= duration || time < 0 ) {
|
||
// wrap around
|
||
|
||
var loopDelta = Math.floor( time / duration ); // signed
|
||
time -= duration * loopDelta;
|
||
|
||
loopCount += Math.abs( loopDelta );
|
||
|
||
var pending = this.repetitions - loopCount;
|
||
|
||
if ( pending < 0 ) {
|
||
// have to stop (switch state, clamp time, fire event)
|
||
|
||
if ( this.clampWhenFinished ) this.paused = true;
|
||
else this.enabled = false;
|
||
|
||
time = deltaTime > 0 ? duration : 0;
|
||
|
||
this._mixer.dispatchEvent( {
|
||
type: 'finished', action: this,
|
||
direction: deltaTime > 0 ? 1 : -1
|
||
} );
|
||
|
||
} else {
|
||
// keep running
|
||
|
||
if ( pending === 0 ) {
|
||
// entering the last round
|
||
|
||
var atStart = deltaTime < 0;
|
||
this._setEndings( atStart, ! atStart, pingPong );
|
||
|
||
} else {
|
||
|
||
this._setEndings( false, false, pingPong );
|
||
|
||
}
|
||
|
||
this._loopCount = loopCount;
|
||
|
||
this._mixer.dispatchEvent( {
|
||
type: 'loop', action: this, loopDelta: loopDelta
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( pingPong && ( loopCount & 1 ) === 1 ) {
|
||
// invert time for the "pong round"
|
||
|
||
this.time = time;
|
||
return duration - time;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.time = time;
|
||
return time;
|
||
|
||
},
|
||
|
||
_setEndings: function( atStart, atEnd, pingPong ) {
|
||
|
||
var settings = this._interpolantSettings;
|
||
|
||
if ( pingPong ) {
|
||
|
||
settings.endingStart = ZeroSlopeEnding;
|
||
settings.endingEnd = ZeroSlopeEnding;
|
||
|
||
} else {
|
||
|
||
// assuming for LoopOnce atStart == atEnd == true
|
||
|
||
if ( atStart ) {
|
||
|
||
settings.endingStart = this.zeroSlopeAtStart ?
|
||
ZeroSlopeEnding : ZeroCurvatureEnding;
|
||
|
||
} else {
|
||
|
||
settings.endingStart = WrapAroundEnding;
|
||
|
||
}
|
||
|
||
if ( atEnd ) {
|
||
|
||
settings.endingEnd = this.zeroSlopeAtEnd ?
|
||
ZeroSlopeEnding : ZeroCurvatureEnding;
|
||
|
||
} else {
|
||
|
||
settings.endingEnd = WrapAroundEnding;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_scheduleFading: function( duration, weightNow, weightThen ) {
|
||
|
||
var mixer = this._mixer, now = mixer.time,
|
||
interpolant = this._weightInterpolant;
|
||
|
||
if ( interpolant === null ) {
|
||
|
||
interpolant = mixer._lendControlInterpolant();
|
||
this._weightInterpolant = interpolant;
|
||
|
||
}
|
||
|
||
var times = interpolant.parameterPositions,
|
||
values = interpolant.sampleValues;
|
||
|
||
times[ 0 ] = now; values[ 0 ] = weightNow;
|
||
times[ 1 ] = now + duration; values[ 1 ] = weightThen;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
*
|
||
* Player for AnimationClips.
|
||
*
|
||
*
|
||
* @author Ben Houston / http://clara.io/
|
||
* @author David Sarno / http://lighthaus.us/
|
||
* @author tschw
|
||
*/
|
||
|
||
function AnimationMixer( root ) {
|
||
|
||
this._root = root;
|
||
this._initMemoryManager();
|
||
this._accuIndex = 0;
|
||
|
||
this.time = 0;
|
||
|
||
this.timeScale = 1.0;
|
||
|
||
}
|
||
|
||
Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, {
|
||
|
||
_bindAction: function ( action, prototypeAction ) {
|
||
|
||
var root = action._localRoot || this._root,
|
||
tracks = action._clip.tracks,
|
||
nTracks = tracks.length,
|
||
bindings = action._propertyBindings,
|
||
interpolants = action._interpolants,
|
||
rootUuid = root.uuid,
|
||
bindingsByRoot = this._bindingsByRootAndName,
|
||
bindingsByName = bindingsByRoot[ rootUuid ];
|
||
|
||
if ( bindingsByName === undefined ) {
|
||
|
||
bindingsByName = {};
|
||
bindingsByRoot[ rootUuid ] = bindingsByName;
|
||
|
||
}
|
||
|
||
for ( var i = 0; i !== nTracks; ++ i ) {
|
||
|
||
var track = tracks[ i ],
|
||
trackName = track.name,
|
||
binding = bindingsByName[ trackName ];
|
||
|
||
if ( binding !== undefined ) {
|
||
|
||
bindings[ i ] = binding;
|
||
|
||
} else {
|
||
|
||
binding = bindings[ i ];
|
||
|
||
if ( binding !== undefined ) {
|
||
|
||
// existing binding, make sure the cache knows
|
||
|
||
if ( binding._cacheIndex === null ) {
|
||
|
||
++ binding.referenceCount;
|
||
this._addInactiveBinding( binding, rootUuid, trackName );
|
||
|
||
}
|
||
|
||
continue;
|
||
|
||
}
|
||
|
||
var path = prototypeAction && prototypeAction.
|
||
_propertyBindings[ i ].binding.parsedPath;
|
||
|
||
binding = new PropertyMixer(
|
||
PropertyBinding.create( root, trackName, path ),
|
||
track.ValueTypeName, track.getValueSize() );
|
||
|
||
++ binding.referenceCount;
|
||
this._addInactiveBinding( binding, rootUuid, trackName );
|
||
|
||
bindings[ i ] = binding;
|
||
|
||
}
|
||
|
||
interpolants[ i ].resultBuffer = binding.buffer;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_activateAction: function ( action ) {
|
||
|
||
if ( ! this._isActiveAction( action ) ) {
|
||
|
||
if ( action._cacheIndex === null ) {
|
||
|
||
// this action has been forgotten by the cache, but the user
|
||
// appears to be still using it -> rebind
|
||
|
||
var rootUuid = ( action._localRoot || this._root ).uuid,
|
||
clipUuid = action._clip.uuid,
|
||
actionsForClip = this._actionsByClip[ clipUuid ];
|
||
|
||
this._bindAction( action,
|
||
actionsForClip && actionsForClip.knownActions[ 0 ] );
|
||
|
||
this._addInactiveAction( action, clipUuid, rootUuid );
|
||
|
||
}
|
||
|
||
var bindings = action._propertyBindings;
|
||
|
||
// increment reference counts / sort out state
|
||
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
||
|
||
var binding = bindings[ i ];
|
||
|
||
if ( binding.useCount ++ === 0 ) {
|
||
|
||
this._lendBinding( binding );
|
||
binding.saveOriginalState();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this._lendAction( action );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_deactivateAction: function ( action ) {
|
||
|
||
if ( this._isActiveAction( action ) ) {
|
||
|
||
var bindings = action._propertyBindings;
|
||
|
||
// decrement reference counts / sort out state
|
||
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
||
|
||
var binding = bindings[ i ];
|
||
|
||
if ( -- binding.useCount === 0 ) {
|
||
|
||
binding.restoreOriginalState();
|
||
this._takeBackBinding( binding );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this._takeBackAction( action );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
// Memory manager
|
||
|
||
_initMemoryManager: function () {
|
||
|
||
this._actions = []; // 'nActiveActions' followed by inactive ones
|
||
this._nActiveActions = 0;
|
||
|
||
this._actionsByClip = {};
|
||
// inside:
|
||
// {
|
||
// knownActions: Array< AnimationAction > - used as prototypes
|
||
// actionByRoot: AnimationAction - lookup
|
||
// }
|
||
|
||
|
||
this._bindings = []; // 'nActiveBindings' followed by inactive ones
|
||
this._nActiveBindings = 0;
|
||
|
||
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
|
||
|
||
|
||
this._controlInterpolants = []; // same game as above
|
||
this._nActiveControlInterpolants = 0;
|
||
|
||
var scope = this;
|
||
|
||
this.stats = {
|
||
|
||
actions: {
|
||
get total() { return scope._actions.length; },
|
||
get inUse() { return scope._nActiveActions; }
|
||
},
|
||
bindings: {
|
||
get total() { return scope._bindings.length; },
|
||
get inUse() { return scope._nActiveBindings; }
|
||
},
|
||
controlInterpolants: {
|
||
get total() { return scope._controlInterpolants.length; },
|
||
get inUse() { return scope._nActiveControlInterpolants; }
|
||
}
|
||
|
||
};
|
||
|
||
},
|
||
|
||
// Memory management for AnimationAction objects
|
||
|
||
_isActiveAction: function ( action ) {
|
||
|
||
var index = action._cacheIndex;
|
||
return index !== null && index < this._nActiveActions;
|
||
|
||
},
|
||
|
||
_addInactiveAction: function ( action, clipUuid, rootUuid ) {
|
||
|
||
var actions = this._actions,
|
||
actionsByClip = this._actionsByClip,
|
||
actionsForClip = actionsByClip[ clipUuid ];
|
||
|
||
if ( actionsForClip === undefined ) {
|
||
|
||
actionsForClip = {
|
||
|
||
knownActions: [ action ],
|
||
actionByRoot: {}
|
||
|
||
};
|
||
|
||
action._byClipCacheIndex = 0;
|
||
|
||
actionsByClip[ clipUuid ] = actionsForClip;
|
||
|
||
} else {
|
||
|
||
var knownActions = actionsForClip.knownActions;
|
||
|
||
action._byClipCacheIndex = knownActions.length;
|
||
knownActions.push( action );
|
||
|
||
}
|
||
|
||
action._cacheIndex = actions.length;
|
||
actions.push( action );
|
||
|
||
actionsForClip.actionByRoot[ rootUuid ] = action;
|
||
|
||
},
|
||
|
||
_removeInactiveAction: function ( action ) {
|
||
|
||
var actions = this._actions,
|
||
lastInactiveAction = actions[ actions.length - 1 ],
|
||
cacheIndex = action._cacheIndex;
|
||
|
||
lastInactiveAction._cacheIndex = cacheIndex;
|
||
actions[ cacheIndex ] = lastInactiveAction;
|
||
actions.pop();
|
||
|
||
action._cacheIndex = null;
|
||
|
||
|
||
var clipUuid = action._clip.uuid,
|
||
actionsByClip = this._actionsByClip,
|
||
actionsForClip = actionsByClip[ clipUuid ],
|
||
knownActionsForClip = actionsForClip.knownActions,
|
||
|
||
lastKnownAction =
|
||
knownActionsForClip[ knownActionsForClip.length - 1 ],
|
||
|
||
byClipCacheIndex = action._byClipCacheIndex;
|
||
|
||
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
|
||
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
|
||
knownActionsForClip.pop();
|
||
|
||
action._byClipCacheIndex = null;
|
||
|
||
|
||
var actionByRoot = actionsForClip.actionByRoot,
|
||
rootUuid = ( action._localRoot || this._root ).uuid;
|
||
|
||
delete actionByRoot[ rootUuid ];
|
||
|
||
if ( knownActionsForClip.length === 0 ) {
|
||
|
||
delete actionsByClip[ clipUuid ];
|
||
|
||
}
|
||
|
||
this._removeInactiveBindingsForAction( action );
|
||
|
||
},
|
||
|
||
_removeInactiveBindingsForAction: function ( action ) {
|
||
|
||
var bindings = action._propertyBindings;
|
||
for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
|
||
|
||
var binding = bindings[ i ];
|
||
|
||
if ( -- binding.referenceCount === 0 ) {
|
||
|
||
this._removeInactiveBinding( binding );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_lendAction: function ( action ) {
|
||
|
||
// [ active actions | inactive actions ]
|
||
// [ active actions >| inactive actions ]
|
||
// s a
|
||
// <-swap->
|
||
// a s
|
||
|
||
var actions = this._actions,
|
||
prevIndex = action._cacheIndex,
|
||
|
||
lastActiveIndex = this._nActiveActions ++,
|
||
|
||
firstInactiveAction = actions[ lastActiveIndex ];
|
||
|
||
action._cacheIndex = lastActiveIndex;
|
||
actions[ lastActiveIndex ] = action;
|
||
|
||
firstInactiveAction._cacheIndex = prevIndex;
|
||
actions[ prevIndex ] = firstInactiveAction;
|
||
|
||
},
|
||
|
||
_takeBackAction: function ( action ) {
|
||
|
||
// [ active actions | inactive actions ]
|
||
// [ active actions |< inactive actions ]
|
||
// a s
|
||
// <-swap->
|
||
// s a
|
||
|
||
var actions = this._actions,
|
||
prevIndex = action._cacheIndex,
|
||
|
||
firstInactiveIndex = -- this._nActiveActions,
|
||
|
||
lastActiveAction = actions[ firstInactiveIndex ];
|
||
|
||
action._cacheIndex = firstInactiveIndex;
|
||
actions[ firstInactiveIndex ] = action;
|
||
|
||
lastActiveAction._cacheIndex = prevIndex;
|
||
actions[ prevIndex ] = lastActiveAction;
|
||
|
||
},
|
||
|
||
// Memory management for PropertyMixer objects
|
||
|
||
_addInactiveBinding: function ( binding, rootUuid, trackName ) {
|
||
|
||
var bindingsByRoot = this._bindingsByRootAndName,
|
||
bindingByName = bindingsByRoot[ rootUuid ],
|
||
|
||
bindings = this._bindings;
|
||
|
||
if ( bindingByName === undefined ) {
|
||
|
||
bindingByName = {};
|
||
bindingsByRoot[ rootUuid ] = bindingByName;
|
||
|
||
}
|
||
|
||
bindingByName[ trackName ] = binding;
|
||
|
||
binding._cacheIndex = bindings.length;
|
||
bindings.push( binding );
|
||
|
||
},
|
||
|
||
_removeInactiveBinding: function ( binding ) {
|
||
|
||
var bindings = this._bindings,
|
||
propBinding = binding.binding,
|
||
rootUuid = propBinding.rootNode.uuid,
|
||
trackName = propBinding.path,
|
||
bindingsByRoot = this._bindingsByRootAndName,
|
||
bindingByName = bindingsByRoot[ rootUuid ],
|
||
|
||
lastInactiveBinding = bindings[ bindings.length - 1 ],
|
||
cacheIndex = binding._cacheIndex;
|
||
|
||
lastInactiveBinding._cacheIndex = cacheIndex;
|
||
bindings[ cacheIndex ] = lastInactiveBinding;
|
||
bindings.pop();
|
||
|
||
delete bindingByName[ trackName ];
|
||
|
||
remove_empty_map: {
|
||
|
||
for ( var _ in bindingByName ) break remove_empty_map;
|
||
|
||
delete bindingsByRoot[ rootUuid ];
|
||
|
||
}
|
||
|
||
},
|
||
|
||
_lendBinding: function ( binding ) {
|
||
|
||
var bindings = this._bindings,
|
||
prevIndex = binding._cacheIndex,
|
||
|
||
lastActiveIndex = this._nActiveBindings ++,
|
||
|
||
firstInactiveBinding = bindings[ lastActiveIndex ];
|
||
|
||
binding._cacheIndex = lastActiveIndex;
|
||
bindings[ lastActiveIndex ] = binding;
|
||
|
||
firstInactiveBinding._cacheIndex = prevIndex;
|
||
bindings[ prevIndex ] = firstInactiveBinding;
|
||
|
||
},
|
||
|
||
_takeBackBinding: function ( binding ) {
|
||
|
||
var bindings = this._bindings,
|
||
prevIndex = binding._cacheIndex,
|
||
|
||
firstInactiveIndex = -- this._nActiveBindings,
|
||
|
||
lastActiveBinding = bindings[ firstInactiveIndex ];
|
||
|
||
binding._cacheIndex = firstInactiveIndex;
|
||
bindings[ firstInactiveIndex ] = binding;
|
||
|
||
lastActiveBinding._cacheIndex = prevIndex;
|
||
bindings[ prevIndex ] = lastActiveBinding;
|
||
|
||
},
|
||
|
||
|
||
// Memory management of Interpolants for weight and time scale
|
||
|
||
_lendControlInterpolant: function () {
|
||
|
||
var interpolants = this._controlInterpolants,
|
||
lastActiveIndex = this._nActiveControlInterpolants ++,
|
||
interpolant = interpolants[ lastActiveIndex ];
|
||
|
||
if ( interpolant === undefined ) {
|
||
|
||
interpolant = new LinearInterpolant(
|
||
new Float32Array( 2 ), new Float32Array( 2 ),
|
||
1, this._controlInterpolantsResultBuffer );
|
||
|
||
interpolant.__cacheIndex = lastActiveIndex;
|
||
interpolants[ lastActiveIndex ] = interpolant;
|
||
|
||
}
|
||
|
||
return interpolant;
|
||
|
||
},
|
||
|
||
_takeBackControlInterpolant: function ( interpolant ) {
|
||
|
||
var interpolants = this._controlInterpolants,
|
||
prevIndex = interpolant.__cacheIndex,
|
||
|
||
firstInactiveIndex = -- this._nActiveControlInterpolants,
|
||
|
||
lastActiveInterpolant = interpolants[ firstInactiveIndex ];
|
||
|
||
interpolant.__cacheIndex = firstInactiveIndex;
|
||
interpolants[ firstInactiveIndex ] = interpolant;
|
||
|
||
lastActiveInterpolant.__cacheIndex = prevIndex;
|
||
interpolants[ prevIndex ] = lastActiveInterpolant;
|
||
|
||
},
|
||
|
||
_controlInterpolantsResultBuffer: new Float32Array( 1 ),
|
||
|
||
// return an action for a clip optionally using a custom root target
|
||
// object (this method allocates a lot of dynamic memory in case a
|
||
// previously unknown clip/root combination is specified)
|
||
clipAction: function ( clip, optionalRoot ) {
|
||
|
||
var root = optionalRoot || this._root,
|
||
rootUuid = root.uuid,
|
||
|
||
clipObject = typeof clip === 'string' ?
|
||
AnimationClip.findByName( root, clip ) : clip,
|
||
|
||
clipUuid = clipObject !== null ? clipObject.uuid : clip,
|
||
|
||
actionsForClip = this._actionsByClip[ clipUuid ],
|
||
prototypeAction = null;
|
||
|
||
if ( actionsForClip !== undefined ) {
|
||
|
||
var existingAction =
|
||
actionsForClip.actionByRoot[ rootUuid ];
|
||
|
||
if ( existingAction !== undefined ) {
|
||
|
||
return existingAction;
|
||
|
||
}
|
||
|
||
// we know the clip, so we don't have to parse all
|
||
// the bindings again but can just copy
|
||
prototypeAction = actionsForClip.knownActions[ 0 ];
|
||
|
||
// also, take the clip from the prototype action
|
||
if ( clipObject === null )
|
||
clipObject = prototypeAction._clip;
|
||
|
||
}
|
||
|
||
// clip must be known when specified via string
|
||
if ( clipObject === null ) return null;
|
||
|
||
// allocate all resources required to run it
|
||
var newAction = new AnimationAction( this, clipObject, optionalRoot );
|
||
|
||
this._bindAction( newAction, prototypeAction );
|
||
|
||
// and make the action known to the memory manager
|
||
this._addInactiveAction( newAction, clipUuid, rootUuid );
|
||
|
||
return newAction;
|
||
|
||
},
|
||
|
||
// get an existing action
|
||
existingAction: function ( clip, optionalRoot ) {
|
||
|
||
var root = optionalRoot || this._root,
|
||
rootUuid = root.uuid,
|
||
|
||
clipObject = typeof clip === 'string' ?
|
||
AnimationClip.findByName( root, clip ) : clip,
|
||
|
||
clipUuid = clipObject ? clipObject.uuid : clip,
|
||
|
||
actionsForClip = this._actionsByClip[ clipUuid ];
|
||
|
||
if ( actionsForClip !== undefined ) {
|
||
|
||
return actionsForClip.actionByRoot[ rootUuid ] || null;
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
},
|
||
|
||
// deactivates all previously scheduled actions
|
||
stopAllAction: function () {
|
||
|
||
var actions = this._actions,
|
||
nActions = this._nActiveActions,
|
||
bindings = this._bindings,
|
||
nBindings = this._nActiveBindings;
|
||
|
||
this._nActiveActions = 0;
|
||
this._nActiveBindings = 0;
|
||
|
||
for ( var i = 0; i !== nActions; ++ i ) {
|
||
|
||
actions[ i ].reset();
|
||
|
||
}
|
||
|
||
for ( var i = 0; i !== nBindings; ++ i ) {
|
||
|
||
bindings[ i ].useCount = 0;
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// advance the time and update apply the animation
|
||
update: function ( deltaTime ) {
|
||
|
||
deltaTime *= this.timeScale;
|
||
|
||
var actions = this._actions,
|
||
nActions = this._nActiveActions,
|
||
|
||
time = this.time += deltaTime,
|
||
timeDirection = Math.sign( deltaTime ),
|
||
|
||
accuIndex = this._accuIndex ^= 1;
|
||
|
||
// run active actions
|
||
|
||
for ( var i = 0; i !== nActions; ++ i ) {
|
||
|
||
var action = actions[ i ];
|
||
|
||
action._update( time, deltaTime, timeDirection, accuIndex );
|
||
|
||
}
|
||
|
||
// update scene graph
|
||
|
||
var bindings = this._bindings,
|
||
nBindings = this._nActiveBindings;
|
||
|
||
for ( var i = 0; i !== nBindings; ++ i ) {
|
||
|
||
bindings[ i ].apply( accuIndex );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// return this mixer's root target object
|
||
getRoot: function () {
|
||
|
||
return this._root;
|
||
|
||
},
|
||
|
||
// free all resources specific to a particular clip
|
||
uncacheClip: function ( clip ) {
|
||
|
||
var actions = this._actions,
|
||
clipUuid = clip.uuid,
|
||
actionsByClip = this._actionsByClip,
|
||
actionsForClip = actionsByClip[ clipUuid ];
|
||
|
||
if ( actionsForClip !== undefined ) {
|
||
|
||
// note: just calling _removeInactiveAction would mess up the
|
||
// iteration state and also require updating the state we can
|
||
// just throw away
|
||
|
||
var actionsToRemove = actionsForClip.knownActions;
|
||
|
||
for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
|
||
|
||
var action = actionsToRemove[ i ];
|
||
|
||
this._deactivateAction( action );
|
||
|
||
var cacheIndex = action._cacheIndex,
|
||
lastInactiveAction = actions[ actions.length - 1 ];
|
||
|
||
action._cacheIndex = null;
|
||
action._byClipCacheIndex = null;
|
||
|
||
lastInactiveAction._cacheIndex = cacheIndex;
|
||
actions[ cacheIndex ] = lastInactiveAction;
|
||
actions.pop();
|
||
|
||
this._removeInactiveBindingsForAction( action );
|
||
|
||
}
|
||
|
||
delete actionsByClip[ clipUuid ];
|
||
|
||
}
|
||
|
||
},
|
||
|
||
// free all resources specific to a particular root target object
|
||
uncacheRoot: function ( root ) {
|
||
|
||
var rootUuid = root.uuid,
|
||
actionsByClip = this._actionsByClip;
|
||
|
||
for ( var clipUuid in actionsByClip ) {
|
||
|
||
var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
|
||
action = actionByRoot[ rootUuid ];
|
||
|
||
if ( action !== undefined ) {
|
||
|
||
this._deactivateAction( action );
|
||
this._removeInactiveAction( action );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var bindingsByRoot = this._bindingsByRootAndName,
|
||
bindingByName = bindingsByRoot[ rootUuid ];
|
||
|
||
if ( bindingByName !== undefined ) {
|
||
|
||
for ( var trackName in bindingByName ) {
|
||
|
||
var binding = bindingByName[ trackName ];
|
||
binding.restoreOriginalState();
|
||
this._removeInactiveBinding( binding );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
},
|
||
|
||
// remove a targeted clip from the cache
|
||
uncacheAction: function ( clip, optionalRoot ) {
|
||
|
||
var action = this.existingAction( clip, optionalRoot );
|
||
|
||
if ( action !== null ) {
|
||
|
||
this._deactivateAction( action );
|
||
this._removeInactiveAction( action );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
function Uniform( value ) {
|
||
|
||
if ( typeof value === 'string' ) {
|
||
|
||
console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
|
||
value = arguments[ 1 ];
|
||
|
||
}
|
||
|
||
this.value = value;
|
||
|
||
}
|
||
|
||
Uniform.prototype.clone = function () {
|
||
|
||
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
|
||
|
||
};
|
||
|
||
/**
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
*/
|
||
|
||
function InstancedBufferGeometry() {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'InstancedBufferGeometry';
|
||
this.maxInstancedCount = undefined;
|
||
|
||
}
|
||
|
||
InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
|
||
|
||
constructor: InstancedBufferGeometry,
|
||
|
||
isInstancedBufferGeometry: true,
|
||
|
||
addGroup: function ( start, count, materialIndex ) {
|
||
|
||
this.groups.push( {
|
||
|
||
start: start,
|
||
count: count,
|
||
materialIndex: materialIndex
|
||
|
||
} );
|
||
|
||
},
|
||
|
||
copy: function ( source ) {
|
||
|
||
var index = source.index;
|
||
|
||
if ( index !== null ) {
|
||
|
||
this.setIndex( index.clone() );
|
||
|
||
}
|
||
|
||
var attributes = source.attributes;
|
||
|
||
for ( var name in attributes ) {
|
||
|
||
var attribute = attributes[ name ];
|
||
this.addAttribute( name, attribute.clone() );
|
||
|
||
}
|
||
|
||
var groups = source.groups;
|
||
|
||
for ( var i = 0, l = groups.length; i < l; i ++ ) {
|
||
|
||
var group = groups[ i ];
|
||
this.addGroup( group.start, group.count, group.materialIndex );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
*/
|
||
|
||
function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
this.data = interleavedBuffer;
|
||
this.itemSize = itemSize;
|
||
this.offset = offset;
|
||
|
||
this.normalized = normalized === true;
|
||
|
||
}
|
||
|
||
Object.defineProperties( InterleavedBufferAttribute.prototype, {
|
||
|
||
count: {
|
||
|
||
get: function () {
|
||
|
||
return this.data.count;
|
||
|
||
}
|
||
|
||
},
|
||
|
||
array: {
|
||
|
||
get: function () {
|
||
|
||
return this.data.array;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( InterleavedBufferAttribute.prototype, {
|
||
|
||
isInterleavedBufferAttribute: true,
|
||
|
||
setX: function ( index, x ) {
|
||
|
||
this.data.array[ index * this.data.stride + this.offset ] = x;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setY: function ( index, y ) {
|
||
|
||
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setZ: function ( index, z ) {
|
||
|
||
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setW: function ( index, w ) {
|
||
|
||
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
getX: function ( index ) {
|
||
|
||
return this.data.array[ index * this.data.stride + this.offset ];
|
||
|
||
},
|
||
|
||
getY: function ( index ) {
|
||
|
||
return this.data.array[ index * this.data.stride + this.offset + 1 ];
|
||
|
||
},
|
||
|
||
getZ: function ( index ) {
|
||
|
||
return this.data.array[ index * this.data.stride + this.offset + 2 ];
|
||
|
||
},
|
||
|
||
getW: function ( index ) {
|
||
|
||
return this.data.array[ index * this.data.stride + this.offset + 3 ];
|
||
|
||
},
|
||
|
||
setXY: function ( index, x, y ) {
|
||
|
||
index = index * this.data.stride + this.offset;
|
||
|
||
this.data.array[ index + 0 ] = x;
|
||
this.data.array[ index + 1 ] = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setXYZ: function ( index, x, y, z ) {
|
||
|
||
index = index * this.data.stride + this.offset;
|
||
|
||
this.data.array[ index + 0 ] = x;
|
||
this.data.array[ index + 1 ] = y;
|
||
this.data.array[ index + 2 ] = z;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setXYZW: function ( index, x, y, z, w ) {
|
||
|
||
index = index * this.data.stride + this.offset;
|
||
|
||
this.data.array[ index + 0 ] = x;
|
||
this.data.array[ index + 1 ] = y;
|
||
this.data.array[ index + 2 ] = z;
|
||
this.data.array[ index + 3 ] = w;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
*/
|
||
|
||
function InterleavedBuffer( array, stride ) {
|
||
|
||
this.uuid = _Math.generateUUID();
|
||
|
||
this.array = array;
|
||
this.stride = stride;
|
||
this.count = array !== undefined ? array.length / stride : 0;
|
||
|
||
this.dynamic = false;
|
||
this.updateRange = { offset: 0, count: - 1 };
|
||
|
||
this.onUploadCallback = function () {};
|
||
|
||
this.version = 0;
|
||
|
||
}
|
||
|
||
Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
|
||
|
||
set: function ( value ) {
|
||
|
||
if ( value === true ) this.version ++;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( InterleavedBuffer.prototype, {
|
||
|
||
isInterleavedBuffer: 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.stride : 0;
|
||
this.array = array;
|
||
|
||
},
|
||
|
||
setDynamic: function ( value ) {
|
||
|
||
this.dynamic = value;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copy: function ( source ) {
|
||
|
||
this.array = new source.array.constructor( source.array );
|
||
this.count = source.count;
|
||
this.stride = source.stride;
|
||
this.dynamic = source.dynamic;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
copyAt: function ( index1, attribute, index2 ) {
|
||
|
||
index1 *= this.stride;
|
||
index2 *= attribute.stride;
|
||
|
||
for ( var i = 0, l = this.stride; i < l; i ++ ) {
|
||
|
||
this.array[ index1 + i ] = attribute.array[ index2 + i ];
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
set: function ( value, offset ) {
|
||
|
||
if ( offset === undefined ) offset = 0;
|
||
|
||
this.array.set( value, offset );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
onUpload: function ( callback ) {
|
||
|
||
this.onUploadCallback = callback;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
*/
|
||
|
||
function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
|
||
|
||
InterleavedBuffer.call( this, array, stride );
|
||
|
||
this.meshPerAttribute = meshPerAttribute || 1;
|
||
|
||
}
|
||
|
||
InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
|
||
|
||
constructor: InstancedInterleavedBuffer,
|
||
|
||
isInstancedInterleavedBuffer: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
InterleavedBuffer.prototype.copy.call( this, source );
|
||
|
||
this.meshPerAttribute = source.meshPerAttribute;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author benaadams / https://twitter.com/ben_a_adams
|
||
*/
|
||
|
||
function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {
|
||
|
||
BufferAttribute.call( this, array, itemSize );
|
||
|
||
this.meshPerAttribute = meshPerAttribute || 1;
|
||
|
||
}
|
||
|
||
InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
|
||
|
||
constructor: InstancedBufferAttribute,
|
||
|
||
isInstancedBufferAttribute: true,
|
||
|
||
copy: function ( source ) {
|
||
|
||
BufferAttribute.prototype.copy.call( this, source );
|
||
|
||
this.meshPerAttribute = source.meshPerAttribute;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author bhouston / http://clara.io/
|
||
* @author stephomi / http://stephaneginier.com/
|
||
*/
|
||
|
||
function Raycaster( origin, direction, near, far ) {
|
||
|
||
this.ray = new Ray( origin, direction );
|
||
// direction is assumed to be normalized (for accurate distance calculations)
|
||
|
||
this.near = near || 0;
|
||
this.far = far || Infinity;
|
||
|
||
this.params = {
|
||
Mesh: {},
|
||
Line: {},
|
||
LOD: {},
|
||
Points: { threshold: 1 },
|
||
Sprite: {}
|
||
};
|
||
|
||
Object.defineProperties( this.params, {
|
||
PointCloud: {
|
||
get: function () {
|
||
console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
|
||
return this.Points;
|
||
}
|
||
}
|
||
} );
|
||
|
||
}
|
||
|
||
function ascSort( a, b ) {
|
||
|
||
return a.distance - b.distance;
|
||
|
||
}
|
||
|
||
function intersectObject( object, raycaster, intersects, recursive ) {
|
||
|
||
if ( object.visible === false ) return;
|
||
|
||
object.raycast( raycaster, intersects );
|
||
|
||
if ( recursive === true ) {
|
||
|
||
var children = object.children;
|
||
|
||
for ( var i = 0, l = children.length; i < l; i ++ ) {
|
||
|
||
intersectObject( children[ i ], raycaster, intersects, true );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Object.assign( Raycaster.prototype, {
|
||
|
||
linePrecision: 1,
|
||
|
||
set: function ( origin, direction ) {
|
||
|
||
// direction is assumed to be normalized (for accurate distance calculations)
|
||
|
||
this.ray.set( origin, direction );
|
||
|
||
},
|
||
|
||
setFromCamera: function ( coords, camera ) {
|
||
|
||
if ( ( camera && camera.isPerspectiveCamera ) ) {
|
||
|
||
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
|
||
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
|
||
|
||
} else if ( ( camera && camera.isOrthographicCamera ) ) {
|
||
|
||
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
|
||
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
|
||
|
||
} else {
|
||
|
||
console.error( 'THREE.Raycaster: Unsupported camera type.' );
|
||
|
||
}
|
||
|
||
},
|
||
|
||
intersectObject: function ( object, recursive ) {
|
||
|
||
var intersects = [];
|
||
|
||
intersectObject( object, this, intersects, recursive );
|
||
|
||
intersects.sort( ascSort );
|
||
|
||
return intersects;
|
||
|
||
},
|
||
|
||
intersectObjects: function ( objects, recursive ) {
|
||
|
||
var intersects = [];
|
||
|
||
if ( Array.isArray( objects ) === false ) {
|
||
|
||
console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
|
||
return intersects;
|
||
|
||
}
|
||
|
||
for ( var i = 0, l = objects.length; i < l; i ++ ) {
|
||
|
||
intersectObject( objects[ i ], this, intersects, recursive );
|
||
|
||
}
|
||
|
||
intersects.sort( ascSort );
|
||
|
||
return intersects;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
*/
|
||
|
||
function Clock( autoStart ) {
|
||
|
||
this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
|
||
|
||
this.startTime = 0;
|
||
this.oldTime = 0;
|
||
this.elapsedTime = 0;
|
||
|
||
this.running = false;
|
||
|
||
}
|
||
|
||
Object.assign( Clock.prototype, {
|
||
|
||
start: function () {
|
||
|
||
this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
|
||
|
||
this.oldTime = this.startTime;
|
||
this.elapsedTime = 0;
|
||
this.running = true;
|
||
|
||
},
|
||
|
||
stop: function () {
|
||
|
||
this.getElapsedTime();
|
||
this.running = false;
|
||
this.autoStart = false;
|
||
|
||
},
|
||
|
||
getElapsedTime: function () {
|
||
|
||
this.getDelta();
|
||
return this.elapsedTime;
|
||
|
||
},
|
||
|
||
getDelta: function () {
|
||
|
||
var diff = 0;
|
||
|
||
if ( this.autoStart && ! this.running ) {
|
||
|
||
this.start();
|
||
return 0;
|
||
|
||
}
|
||
|
||
if ( this.running ) {
|
||
|
||
var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
|
||
|
||
diff = ( newTime - this.oldTime ) / 1000;
|
||
this.oldTime = newTime;
|
||
|
||
this.elapsedTime += diff;
|
||
|
||
}
|
||
|
||
return diff;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author bhouston / http://clara.io
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*
|
||
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
||
*
|
||
* The poles (phi) are at the positive and negative y axis.
|
||
* The equator starts at positive z.
|
||
*/
|
||
|
||
function Spherical( radius, phi, theta ) {
|
||
|
||
this.radius = ( radius !== undefined ) ? radius : 1.0;
|
||
this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
|
||
this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
Object.assign( Spherical.prototype, {
|
||
|
||
set: function ( radius, phi, theta ) {
|
||
|
||
this.radius = radius;
|
||
this.phi = phi;
|
||
this.theta = theta;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( other ) {
|
||
|
||
this.radius = other.radius;
|
||
this.phi = other.phi;
|
||
this.theta = other.theta;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
// restrict phi to be betwee EPS and PI-EPS
|
||
makeSafe: function() {
|
||
|
||
var EPS = 0.000001;
|
||
this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromVector3: function( vec3 ) {
|
||
|
||
this.radius = vec3.length();
|
||
|
||
if ( this.radius === 0 ) {
|
||
|
||
this.theta = 0;
|
||
this.phi = 0;
|
||
|
||
} else {
|
||
|
||
this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
|
||
this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*
|
||
* Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
|
||
*
|
||
*/
|
||
|
||
function Cylindrical( radius, theta, y ) {
|
||
|
||
this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
|
||
this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
|
||
this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
Object.assign( Cylindrical.prototype, {
|
||
|
||
set: function ( radius, theta, y ) {
|
||
|
||
this.radius = radius;
|
||
this.theta = theta;
|
||
this.y = y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
clone: function () {
|
||
|
||
return new this.constructor().copy( this );
|
||
|
||
},
|
||
|
||
copy: function ( other ) {
|
||
|
||
this.radius = other.radius;
|
||
this.theta = other.theta;
|
||
this.y = other.y;
|
||
|
||
return this;
|
||
|
||
},
|
||
|
||
setFromVector3: function( vec3 ) {
|
||
|
||
this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
|
||
this.theta = Math.atan2( vec3.x, vec3.z );
|
||
this.y = vec3.y;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
function VertexNormalsHelper( object, size, hex, linewidth ) {
|
||
|
||
this.object = object;
|
||
|
||
this.size = ( size !== undefined ) ? size : 1;
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0xff0000;
|
||
|
||
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
||
|
||
//
|
||
|
||
var nNormals = 0;
|
||
|
||
var objGeometry = this.object.geometry;
|
||
|
||
if ( objGeometry && objGeometry.isGeometry ) {
|
||
|
||
nNormals = objGeometry.faces.length * 3;
|
||
|
||
} else if ( objGeometry && objGeometry.isBufferGeometry ) {
|
||
|
||
nNormals = objGeometry.attributes.normal.count;
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
|
||
|
||
geometry.addAttribute( 'position', positions );
|
||
|
||
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
|
||
|
||
//
|
||
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.update();
|
||
|
||
}
|
||
|
||
VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
|
||
VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
|
||
|
||
VertexNormalsHelper.prototype.update = ( function () {
|
||
|
||
var v1 = new Vector3();
|
||
var v2 = new Vector3();
|
||
var normalMatrix = new Matrix3();
|
||
|
||
return function update() {
|
||
|
||
var keys = [ 'a', 'b', 'c' ];
|
||
|
||
this.object.updateMatrixWorld( true );
|
||
|
||
normalMatrix.getNormalMatrix( this.object.matrixWorld );
|
||
|
||
var matrixWorld = this.object.matrixWorld;
|
||
|
||
var position = this.geometry.attributes.position;
|
||
|
||
//
|
||
|
||
var objGeometry = this.object.geometry;
|
||
|
||
if ( objGeometry && objGeometry.isGeometry ) {
|
||
|
||
var vertices = objGeometry.vertices;
|
||
|
||
var faces = objGeometry.faces;
|
||
|
||
var idx = 0;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
||
|
||
var vertex = vertices[ face[ keys[ j ] ] ];
|
||
|
||
var normal = face.vertexNormals[ j ];
|
||
|
||
v1.copy( vertex ).applyMatrix4( matrixWorld );
|
||
|
||
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
|
||
|
||
position.setXYZ( idx, v1.x, v1.y, v1.z );
|
||
|
||
idx = idx + 1;
|
||
|
||
position.setXYZ( idx, v2.x, v2.y, v2.z );
|
||
|
||
idx = idx + 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else if ( objGeometry && objGeometry.isBufferGeometry ) {
|
||
|
||
var objPos = objGeometry.attributes.position;
|
||
|
||
var objNorm = objGeometry.attributes.normal;
|
||
|
||
var idx = 0;
|
||
|
||
// for simplicity, ignore index and drawcalls, and render every normal
|
||
|
||
for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
|
||
|
||
v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
|
||
|
||
v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
|
||
|
||
v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
|
||
|
||
position.setXYZ( idx, v1.x, v1.y, v1.z );
|
||
|
||
idx = idx + 1;
|
||
|
||
position.setXYZ( idx, v2.x, v2.y, v2.z );
|
||
|
||
idx = idx + 1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
position.needsUpdate = true;
|
||
|
||
};
|
||
|
||
}() );
|
||
|
||
/**
|
||
* @author Sean Griffin / http://twitter.com/sgrif
|
||
* @author Michael Guerrero / http://realitymeltdown.com
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author ikerr / http://verold.com
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
function getBoneList( object ) {
|
||
|
||
var boneList = [];
|
||
|
||
if ( object && object.isBone ) {
|
||
|
||
boneList.push( object );
|
||
|
||
}
|
||
|
||
for ( var i = 0; i < object.children.length; i ++ ) {
|
||
|
||
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
|
||
|
||
}
|
||
|
||
return boneList;
|
||
|
||
}
|
||
|
||
function SkeletonHelper( object ) {
|
||
|
||
var bones = getBoneList( object );
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
var vertices = [];
|
||
var colors = [];
|
||
|
||
var color1 = new Color( 0, 0, 1 );
|
||
var color2 = new Color( 0, 1, 0 );
|
||
|
||
for ( var i = 0; i < bones.length; i ++ ) {
|
||
|
||
var bone = bones[ i ];
|
||
|
||
if ( bone.parent && bone.parent.isBone ) {
|
||
|
||
vertices.push( 0, 0, 0 );
|
||
vertices.push( 0, 0, 0 );
|
||
colors.push( color1.r, color1.g, color1.b );
|
||
colors.push( color2.r, color2.g, color2.b );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
||
|
||
var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
|
||
|
||
LineSegments.call( this, geometry, material );
|
||
|
||
this.root = object;
|
||
this.bones = bones;
|
||
|
||
this.matrix = object.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.onBeforeRender();
|
||
|
||
}
|
||
|
||
SkeletonHelper.prototype = Object.create( LineSegments.prototype );
|
||
SkeletonHelper.prototype.constructor = SkeletonHelper;
|
||
|
||
SkeletonHelper.prototype.onBeforeRender = function () {
|
||
|
||
var vector = new Vector3();
|
||
|
||
var boneMatrix = new Matrix4();
|
||
var matrixWorldInv = new Matrix4();
|
||
|
||
return function onBeforeRender() {
|
||
|
||
var bones = this.bones;
|
||
|
||
var geometry = this.geometry;
|
||
var position = geometry.getAttribute( 'position' );
|
||
|
||
matrixWorldInv.getInverse( this.root.matrixWorld );
|
||
|
||
for ( var i = 0, j = 0; i < bones.length; i ++ ) {
|
||
|
||
var bone = bones[ i ];
|
||
|
||
if ( bone.parent && bone.parent.isBone ) {
|
||
|
||
boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
|
||
vector.setFromMatrixPosition( boneMatrix );
|
||
position.setXYZ( j, vector.x, vector.y, vector.z );
|
||
|
||
boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
|
||
vector.setFromMatrixPosition( boneMatrix );
|
||
position.setXYZ( j + 1, vector.x, vector.y, vector.z );
|
||
|
||
j += 2;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.getAttribute( 'position' ).needsUpdate = true;
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
/**
|
||
* @author abelnation / http://github.com/abelnation
|
||
* @author Mugen87 / http://github.com/Mugen87
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*/
|
||
|
||
function HemisphereLightHelper( light, size ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
this.light = light;
|
||
this.light.updateMatrixWorld();
|
||
|
||
this.matrix = light.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
var geometry = new OctahedronBufferGeometry( size );
|
||
geometry.rotateY( Math.PI * 0.5 );
|
||
|
||
var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );
|
||
|
||
var position = geometry.getAttribute( 'position' );
|
||
var colors = new Float32Array( position.count * 3 );
|
||
|
||
geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
|
||
|
||
this.add( new Mesh( geometry, material ) );
|
||
|
||
this.update();
|
||
|
||
}
|
||
|
||
HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
|
||
HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
|
||
|
||
HemisphereLightHelper.prototype.dispose = function () {
|
||
|
||
this.children[ 0 ].geometry.dispose();
|
||
this.children[ 0 ].material.dispose();
|
||
|
||
};
|
||
|
||
HemisphereLightHelper.prototype.update = function () {
|
||
|
||
var vector = new Vector3();
|
||
|
||
var color1 = new Color();
|
||
var color2 = new Color();
|
||
|
||
return function update() {
|
||
|
||
var mesh = this.children[ 0 ];
|
||
|
||
var colors = mesh.geometry.getAttribute( 'color' );
|
||
|
||
color1.copy( this.light.color );
|
||
color2.copy( this.light.groundColor );
|
||
|
||
for ( var i = 0, l = colors.count; i < l; i ++ ) {
|
||
|
||
var color = ( i < ( l / 2 ) ) ? color1 : color2;
|
||
|
||
colors.setXYZ( i, color.r, color.g, color.b );
|
||
|
||
}
|
||
|
||
mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
|
||
|
||
colors.needsUpdate = true;
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
*/
|
||
|
||
function FaceNormalsHelper( object, size, hex, linewidth ) {
|
||
|
||
// FaceNormalsHelper only supports THREE.Geometry
|
||
|
||
this.object = object;
|
||
|
||
this.size = ( size !== undefined ) ? size : 1;
|
||
|
||
var color = ( hex !== undefined ) ? hex : 0xffff00;
|
||
|
||
var width = ( linewidth !== undefined ) ? linewidth : 1;
|
||
|
||
//
|
||
|
||
var nNormals = 0;
|
||
|
||
var objGeometry = this.object.geometry;
|
||
|
||
if ( objGeometry && objGeometry.isGeometry ) {
|
||
|
||
nNormals = objGeometry.faces.length;
|
||
|
||
} else {
|
||
|
||
console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
|
||
|
||
geometry.addAttribute( 'position', positions );
|
||
|
||
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
|
||
|
||
//
|
||
|
||
this.matrixAutoUpdate = false;
|
||
this.update();
|
||
|
||
}
|
||
|
||
FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
|
||
FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
|
||
|
||
FaceNormalsHelper.prototype.update = ( function () {
|
||
|
||
var v1 = new Vector3();
|
||
var v2 = new Vector3();
|
||
var normalMatrix = new Matrix3();
|
||
|
||
return function update() {
|
||
|
||
this.object.updateMatrixWorld( true );
|
||
|
||
normalMatrix.getNormalMatrix( this.object.matrixWorld );
|
||
|
||
var matrixWorld = this.object.matrixWorld;
|
||
|
||
var position = this.geometry.attributes.position;
|
||
|
||
//
|
||
|
||
var objGeometry = this.object.geometry;
|
||
|
||
var vertices = objGeometry.vertices;
|
||
|
||
var faces = objGeometry.faces;
|
||
|
||
var idx = 0;
|
||
|
||
for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
||
|
||
var face = faces[ i ];
|
||
|
||
var normal = face.normal;
|
||
|
||
v1.copy( vertices[ face.a ] )
|
||
.add( vertices[ face.b ] )
|
||
.add( vertices[ face.c ] )
|
||
.divideScalar( 3 )
|
||
.applyMatrix4( matrixWorld );
|
||
|
||
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
|
||
|
||
position.setXYZ( idx, v1.x, v1.y, v1.z );
|
||
|
||
idx = idx + 1;
|
||
|
||
position.setXYZ( idx, v2.x, v2.y, v2.z );
|
||
|
||
idx = idx + 1;
|
||
|
||
}
|
||
|
||
position.needsUpdate = true;
|
||
|
||
};
|
||
|
||
}() );
|
||
|
||
/**
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author Mugen87 / https://github.com/Mugen87
|
||
*
|
||
* - shows frustum, line of sight and up of the camera
|
||
* - suitable for fast updates
|
||
* - based on frustum visualization in lightgl.js shadowmap example
|
||
* http://evanw.github.com/lightgl.js/tests/shadowmap.html
|
||
*/
|
||
|
||
function CameraHelper( camera ) {
|
||
|
||
var geometry = new BufferGeometry();
|
||
var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
|
||
|
||
var vertices = [];
|
||
var colors = [];
|
||
|
||
var pointMap = {};
|
||
|
||
// colors
|
||
|
||
var colorFrustum = new Color( 0xffaa00 );
|
||
var colorCone = new Color( 0xff0000 );
|
||
var colorUp = new Color( 0x00aaff );
|
||
var colorTarget = new Color( 0xffffff );
|
||
var colorCross = new Color( 0x333333 );
|
||
|
||
// near
|
||
|
||
addLine( "n1", "n2", colorFrustum );
|
||
addLine( "n2", "n4", colorFrustum );
|
||
addLine( "n4", "n3", colorFrustum );
|
||
addLine( "n3", "n1", colorFrustum );
|
||
|
||
// far
|
||
|
||
addLine( "f1", "f2", colorFrustum );
|
||
addLine( "f2", "f4", colorFrustum );
|
||
addLine( "f4", "f3", colorFrustum );
|
||
addLine( "f3", "f1", colorFrustum );
|
||
|
||
// sides
|
||
|
||
addLine( "n1", "f1", colorFrustum );
|
||
addLine( "n2", "f2", colorFrustum );
|
||
addLine( "n3", "f3", colorFrustum );
|
||
addLine( "n4", "f4", colorFrustum );
|
||
|
||
// cone
|
||
|
||
addLine( "p", "n1", colorCone );
|
||
addLine( "p", "n2", colorCone );
|
||
addLine( "p", "n3", colorCone );
|
||
addLine( "p", "n4", colorCone );
|
||
|
||
// up
|
||
|
||
addLine( "u1", "u2", colorUp );
|
||
addLine( "u2", "u3", colorUp );
|
||
addLine( "u3", "u1", colorUp );
|
||
|
||
// target
|
||
|
||
addLine( "c", "t", colorTarget );
|
||
addLine( "p", "c", colorCross );
|
||
|
||
// cross
|
||
|
||
addLine( "cn1", "cn2", colorCross );
|
||
addLine( "cn3", "cn4", colorCross );
|
||
|
||
addLine( "cf1", "cf2", colorCross );
|
||
addLine( "cf3", "cf4", colorCross );
|
||
|
||
function addLine( a, b, color ) {
|
||
|
||
addPoint( a, color );
|
||
addPoint( b, color );
|
||
|
||
}
|
||
|
||
function addPoint( id, color ) {
|
||
|
||
vertices.push( 0, 0, 0 );
|
||
colors.push( color.r, color.g, color.b );
|
||
|
||
if ( pointMap[ id ] === undefined ) {
|
||
|
||
pointMap[ id ] = [];
|
||
|
||
}
|
||
|
||
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
|
||
|
||
}
|
||
|
||
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
|
||
|
||
LineSegments.call( this, geometry, material );
|
||
|
||
this.camera = camera;
|
||
if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
|
||
|
||
this.matrix = camera.matrixWorld;
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.pointMap = pointMap;
|
||
|
||
this.update();
|
||
|
||
}
|
||
|
||
CameraHelper.prototype = Object.create( LineSegments.prototype );
|
||
CameraHelper.prototype.constructor = CameraHelper;
|
||
|
||
CameraHelper.prototype.update = function () {
|
||
|
||
var geometry, pointMap;
|
||
|
||
var vector = new Vector3();
|
||
var camera = new Camera();
|
||
|
||
function setPoint( point, x, y, z ) {
|
||
|
||
vector.set( x, y, z ).unproject( camera );
|
||
|
||
var points = pointMap[ point ];
|
||
|
||
if ( points !== undefined ) {
|
||
|
||
var position = geometry.getAttribute( 'position' );
|
||
|
||
for ( var i = 0, l = points.length; i < l; i ++ ) {
|
||
|
||
position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return function update() {
|
||
|
||
geometry = this.geometry;
|
||
pointMap = this.pointMap;
|
||
|
||
var w = 1, h = 1;
|
||
|
||
// we need just camera projection matrix
|
||
// world matrix must be identity
|
||
|
||
camera.projectionMatrix.copy( this.camera.projectionMatrix );
|
||
|
||
// center / target
|
||
|
||
setPoint( "c", 0, 0, - 1 );
|
||
setPoint( "t", 0, 0, 1 );
|
||
|
||
// near
|
||
|
||
setPoint( "n1", - w, - h, - 1 );
|
||
setPoint( "n2", w, - h, - 1 );
|
||
setPoint( "n3", - w, h, - 1 );
|
||
setPoint( "n4", w, h, - 1 );
|
||
|
||
// far
|
||
|
||
setPoint( "f1", - w, - h, 1 );
|
||
setPoint( "f2", w, - h, 1 );
|
||
setPoint( "f3", - w, h, 1 );
|
||
setPoint( "f4", w, h, 1 );
|
||
|
||
// up
|
||
|
||
setPoint( "u1", w * 0.7, h * 1.1, - 1 );
|
||
setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
|
||
setPoint( "u3", 0, h * 2, - 1 );
|
||
|
||
// cross
|
||
|
||
setPoint( "cf1", - w, 0, 1 );
|
||
setPoint( "cf2", w, 0, 1 );
|
||
setPoint( "cf3", 0, - h, 1 );
|
||
setPoint( "cf4", 0, h, 1 );
|
||
|
||
setPoint( "cn1", - w, 0, - 1 );
|
||
setPoint( "cn2", w, 0, - 1 );
|
||
setPoint( "cn3", 0, - h, - 1 );
|
||
setPoint( "cn4", 0, h, - 1 );
|
||
|
||
geometry.getAttribute( 'position' ).needsUpdate = true;
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
/**
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author zz85 / http://github.com/zz85
|
||
* @author bhouston / http://clara.io
|
||
*
|
||
* Creates an arrow for visualizing directions
|
||
*
|
||
* Parameters:
|
||
* dir - Vector3
|
||
* origin - Vector3
|
||
* length - Number
|
||
* color - color in hex value
|
||
* headLength - Number
|
||
* headWidth - Number
|
||
*/
|
||
|
||
/**
|
||
* @author zz85 https://github.com/zz85
|
||
*
|
||
* Centripetal CatmullRom Curve - which is useful for avoiding
|
||
* cusps and self-intersections in non-uniform catmull rom curves.
|
||
* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
|
||
*
|
||
* curve.type accepts centripetal(default), chordal and catmullrom
|
||
* curve.tension is used for catmullrom which defaults to 0.5
|
||
*/
|
||
|
||
|
||
/*
|
||
Based on an optimized c++ solution in
|
||
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
|
||
- http://ideone.com/NoEbVM
|
||
|
||
This CubicPoly class could be used for reusing some variables and calculations,
|
||
but for three.js curve use, it could be possible inlined and flatten into a single function call
|
||
which can be placed in CurveUtils.
|
||
*/
|
||
|
||
function CubicPoly() {
|
||
|
||
var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
|
||
|
||
/*
|
||
* Compute coefficients for a cubic polynomial
|
||
* p(s) = c0 + c1*s + c2*s^2 + c3*s^3
|
||
* such that
|
||
* p(0) = x0, p(1) = x1
|
||
* and
|
||
* p'(0) = t0, p'(1) = t1.
|
||
*/
|
||
function init( x0, x1, t0, t1 ) {
|
||
|
||
c0 = x0;
|
||
c1 = t0;
|
||
c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
|
||
c3 = 2 * x0 - 2 * x1 + t0 + t1;
|
||
|
||
}
|
||
|
||
return {
|
||
|
||
initCatmullRom: function ( x0, x1, x2, x3, tension ) {
|
||
|
||
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
|
||
|
||
},
|
||
|
||
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
|
||
|
||
// compute tangents when parameterized in [t1,t2]
|
||
var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
|
||
var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
|
||
|
||
// rescale tangents for parametrization in [0,1]
|
||
t1 *= dt1;
|
||
t2 *= dt1;
|
||
|
||
init( x1, x2, t1, t2 );
|
||
|
||
},
|
||
|
||
calc: function ( t ) {
|
||
|
||
var t2 = t * t;
|
||
var t3 = t2 * t;
|
||
return c0 + c1 * t + c2 * t2 + c3 * t3;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}
|
||
|
||
//
|
||
|
||
var tmp = new Vector3();
|
||
var px = new CubicPoly();
|
||
var py = new CubicPoly();
|
||
var pz = new CubicPoly();
|
||
|
||
function CatmullRomCurve3( points ) {
|
||
|
||
Curve.call( this );
|
||
|
||
if ( points.length < 2 ) console.warn( 'THREE.CatmullRomCurve3: Points array needs at least two entries.' );
|
||
|
||
this.points = points || [];
|
||
this.closed = false;
|
||
|
||
}
|
||
|
||
CatmullRomCurve3.prototype = Object.create( Curve.prototype );
|
||
CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
|
||
|
||
CatmullRomCurve3.prototype.getPoint = function ( t ) {
|
||
|
||
var points = this.points;
|
||
var l = points.length;
|
||
|
||
var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
|
||
var intPoint = Math.floor( point );
|
||
var weight = point - intPoint;
|
||
|
||
if ( this.closed ) {
|
||
|
||
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
|
||
|
||
} else if ( weight === 0 && intPoint === l - 1 ) {
|
||
|
||
intPoint = l - 2;
|
||
weight = 1;
|
||
|
||
}
|
||
|
||
var p0, p1, p2, p3; // 4 points
|
||
|
||
if ( this.closed || intPoint > 0 ) {
|
||
|
||
p0 = points[ ( intPoint - 1 ) % l ];
|
||
|
||
} else {
|
||
|
||
// extrapolate first point
|
||
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
|
||
p0 = tmp;
|
||
|
||
}
|
||
|
||
p1 = points[ intPoint % l ];
|
||
p2 = points[ ( intPoint + 1 ) % l ];
|
||
|
||
if ( this.closed || intPoint + 2 < l ) {
|
||
|
||
p3 = points[ ( intPoint + 2 ) % l ];
|
||
|
||
} else {
|
||
|
||
// extrapolate last point
|
||
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
|
||
p3 = tmp;
|
||
|
||
}
|
||
|
||
if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
|
||
|
||
// init Centripetal / Chordal Catmull-Rom
|
||
var pow = this.type === 'chordal' ? 0.5 : 0.25;
|
||
var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
|
||
var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
|
||
var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
|
||
|
||
// safety check for repeated points
|
||
if ( dt1 < 1e-4 ) dt1 = 1.0;
|
||
if ( dt0 < 1e-4 ) dt0 = dt1;
|
||
if ( dt2 < 1e-4 ) dt2 = dt1;
|
||
|
||
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
|
||
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
|
||
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
|
||
|
||
} else if ( this.type === 'catmullrom' ) {
|
||
|
||
var tension = this.tension !== undefined ? this.tension : 0.5;
|
||
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
|
||
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
|
||
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );
|
||
|
||
}
|
||
|
||
return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
|
||
|
||
};
|
||
|
||
function CubicBezierCurve3( v0, v1, v2, v3 ) {
|
||
|
||
Curve.call( this );
|
||
|
||
this.v0 = v0;
|
||
this.v1 = v1;
|
||
this.v2 = v2;
|
||
this.v3 = v3;
|
||
|
||
}
|
||
|
||
CubicBezierCurve3.prototype = Object.create( Curve.prototype );
|
||
CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
|
||
|
||
CubicBezierCurve3.prototype.getPoint = function ( t ) {
|
||
|
||
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
|
||
|
||
return new Vector3(
|
||
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
|
||
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
|
||
CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
|
||
);
|
||
|
||
};
|
||
|
||
/**
|
||
* @author mrdoob / http://mrdoob.com/
|
||
*/
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
//
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
//
|
||
|
||
Curve.create = function ( construct, getPoint ) {
|
||
|
||
console.log( 'THREE.Curve.create() has been deprecated' );
|
||
|
||
construct.prototype = Object.create( Curve.prototype );
|
||
construct.prototype.constructor = construct;
|
||
construct.prototype.getPoint = getPoint;
|
||
|
||
return construct;
|
||
|
||
};
|
||
|
||
//
|
||
|
||
|
||
|
||
//
|
||
|
||
|
||
|
||
//
|
||
|
||
function Spline( points ) {
|
||
|
||
console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
|
||
|
||
CatmullRomCurve3.call( this, points );
|
||
this.type = 'catmullrom';
|
||
|
||
}
|
||
|
||
Spline.prototype = Object.create( CatmullRomCurve3.prototype );
|
||
|
||
Object.assign( Spline.prototype, {
|
||
|
||
initFromArray: function ( a ) {
|
||
|
||
console.error( 'THREE.Spline: .initFromArray() has been removed.' );
|
||
|
||
},
|
||
getControlPointsArray: function ( optionalTarget ) {
|
||
|
||
console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
|
||
|
||
},
|
||
reparametrizeByArcLength: function ( samplingCoef ) {
|
||
|
||
console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
|
||
|
||
|
||
SkeletonHelper.prototype.update = function () {
|
||
|
||
console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
|
||
|
||
};
|
||
|
||
|
||
|
||
//
|
||
|
||
|
||
|
||
|
||
|
||
//
|
||
|
||
Object.assign( Box2.prototype, {
|
||
|
||
center: function ( optionalTarget ) {
|
||
|
||
console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
|
||
return this.getCenter( optionalTarget );
|
||
|
||
},
|
||
empty: function () {
|
||
|
||
console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
|
||
return this.isEmpty();
|
||
|
||
},
|
||
isIntersectionBox: function ( box ) {
|
||
|
||
console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
||
return this.intersectsBox( box );
|
||
|
||
},
|
||
size: function ( optionalTarget ) {
|
||
|
||
console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
|
||
return this.getSize( optionalTarget );
|
||
|
||
}
|
||
} );
|
||
|
||
Object.assign( Box3.prototype, {
|
||
|
||
center: function ( optionalTarget ) {
|
||
|
||
console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
|
||
return this.getCenter( optionalTarget );
|
||
|
||
},
|
||
empty: function () {
|
||
|
||
console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
|
||
return this.isEmpty();
|
||
|
||
},
|
||
isIntersectionBox: function ( box ) {
|
||
|
||
console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
||
return this.intersectsBox( box );
|
||
|
||
},
|
||
isIntersectionSphere: function ( sphere ) {
|
||
|
||
console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
|
||
return this.intersectsSphere( sphere );
|
||
|
||
},
|
||
size: function ( optionalTarget ) {
|
||
|
||
console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
|
||
return this.getSize( optionalTarget );
|
||
|
||
}
|
||
} );
|
||
|
||
Line3.prototype.center = function ( optionalTarget ) {
|
||
|
||
console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
|
||
return this.getCenter( optionalTarget );
|
||
|
||
};
|
||
|
||
_Math.random16 = function () {
|
||
|
||
console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
|
||
return Math.random();
|
||
|
||
};
|
||
|
||
Object.assign( Matrix3.prototype, {
|
||
|
||
flattenToArrayOffset: function ( array, offset ) {
|
||
|
||
console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
|
||
return this.toArray( array, offset );
|
||
|
||
},
|
||
multiplyVector3: function ( vector ) {
|
||
|
||
console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
||
return vector.applyMatrix3( this );
|
||
|
||
},
|
||
multiplyVector3Array: function ( a ) {
|
||
|
||
console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
|
||
|
||
},
|
||
applyToBuffer: function( buffer, offset, length ) {
|
||
|
||
console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
|
||
return this.applyToBufferAttribute( buffer );
|
||
|
||
},
|
||
applyToVector3Array: function( array, offset, length ) {
|
||
|
||
console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( Matrix4.prototype, {
|
||
|
||
extractPosition: function ( m ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
|
||
return this.copyPosition( m );
|
||
|
||
},
|
||
flattenToArrayOffset: function ( array, offset ) {
|
||
|
||
console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
|
||
return this.toArray( array, offset );
|
||
|
||
},
|
||
getPosition: function () {
|
||
|
||
var v1;
|
||
|
||
return function getPosition() {
|
||
|
||
if ( v1 === undefined ) v1 = new Vector3();
|
||
console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
|
||
return v1.setFromMatrixColumn( this, 3 );
|
||
|
||
};
|
||
|
||
}(),
|
||
setRotationFromQuaternion: function ( q ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
|
||
return this.makeRotationFromQuaternion( q );
|
||
|
||
},
|
||
multiplyToArray: function () {
|
||
|
||
console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
|
||
|
||
},
|
||
multiplyVector3: function ( vector ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
||
return vector.applyMatrix4( this );
|
||
|
||
},
|
||
multiplyVector4: function ( vector ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
||
return vector.applyMatrix4( this );
|
||
|
||
},
|
||
multiplyVector3Array: function ( a ) {
|
||
|
||
console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
|
||
|
||
},
|
||
rotateAxis: function ( v ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
||
v.transformDirection( this );
|
||
|
||
},
|
||
crossVector: function ( vector ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
||
return vector.applyMatrix4( this );
|
||
|
||
},
|
||
translate: function () {
|
||
|
||
console.error( 'THREE.Matrix4: .translate() has been removed.' );
|
||
|
||
},
|
||
rotateX: function () {
|
||
|
||
console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
|
||
|
||
},
|
||
rotateY: function () {
|
||
|
||
console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
|
||
|
||
},
|
||
rotateZ: function () {
|
||
|
||
console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
|
||
|
||
},
|
||
rotateByAxis: function () {
|
||
|
||
console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
|
||
|
||
},
|
||
applyToBuffer: function( buffer, offset, length ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
|
||
return this.applyToBufferAttribute( buffer );
|
||
|
||
},
|
||
applyToVector3Array: function( array, offset, length ) {
|
||
|
||
console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
|
||
|
||
},
|
||
makeFrustum: function( left, right, bottom, top, near, far ) {
|
||
|
||
console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
|
||
return this.makePerspective( left, right, top, bottom, near, far );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Plane.prototype.isIntersectionLine = function ( line ) {
|
||
|
||
console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
|
||
return this.intersectsLine( line );
|
||
|
||
};
|
||
|
||
Quaternion.prototype.multiplyVector3 = function ( vector ) {
|
||
|
||
console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
|
||
return vector.applyQuaternion( this );
|
||
|
||
};
|
||
|
||
Object.assign( Ray.prototype, {
|
||
|
||
isIntersectionBox: function ( box ) {
|
||
|
||
console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
|
||
return this.intersectsBox( box );
|
||
|
||
},
|
||
isIntersectionPlane: function ( plane ) {
|
||
|
||
console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
|
||
return this.intersectsPlane( plane );
|
||
|
||
},
|
||
isIntersectionSphere: function ( sphere ) {
|
||
|
||
console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
|
||
return this.intersectsSphere( sphere );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( Shape.prototype, {
|
||
|
||
extrude: function ( options ) {
|
||
|
||
console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
|
||
return new ExtrudeGeometry( this, options );
|
||
|
||
},
|
||
makeGeometry: function ( options ) {
|
||
|
||
console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
|
||
return new ShapeGeometry( this, options );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( Vector2.prototype, {
|
||
|
||
fromAttribute: function ( attribute, index, offset ) {
|
||
|
||
console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
||
return this.fromBufferAttribute( attribute, index, offset );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( Vector3.prototype, {
|
||
|
||
setEulerFromRotationMatrix: function () {
|
||
|
||
console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
|
||
|
||
},
|
||
setEulerFromQuaternion: function () {
|
||
|
||
console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
|
||
|
||
},
|
||
getPositionFromMatrix: function ( m ) {
|
||
|
||
console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
|
||
return this.setFromMatrixPosition( m );
|
||
|
||
},
|
||
getScaleFromMatrix: function ( m ) {
|
||
|
||
console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
|
||
return this.setFromMatrixScale( m );
|
||
|
||
},
|
||
getColumnFromMatrix: function ( index, matrix ) {
|
||
|
||
console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
|
||
return this.setFromMatrixColumn( matrix, index );
|
||
|
||
},
|
||
applyProjection: function ( m ) {
|
||
|
||
console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
|
||
return this.applyMatrix4( m );
|
||
|
||
},
|
||
fromAttribute: function ( attribute, index, offset ) {
|
||
|
||
console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
||
return this.fromBufferAttribute( attribute, index, offset );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( Vector4.prototype, {
|
||
|
||
fromAttribute: function ( attribute, index, offset ) {
|
||
|
||
console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
|
||
return this.fromBufferAttribute( attribute, index, offset );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
Geometry.prototype.computeTangents = function () {
|
||
|
||
console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
|
||
|
||
};
|
||
|
||
Object.assign( Object3D.prototype, {
|
||
|
||
getChildByName: function ( name ) {
|
||
|
||
console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
|
||
return this.getObjectByName( name );
|
||
|
||
},
|
||
renderDepth: function () {
|
||
|
||
console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
|
||
|
||
},
|
||
translate: function ( distance, axis ) {
|
||
|
||
console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
|
||
return this.translateOnAxis( axis, distance );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperties( Object3D.prototype, {
|
||
|
||
eulerOrder: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
|
||
return this.rotation.order;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
|
||
this.rotation.order = value;
|
||
|
||
}
|
||
},
|
||
useQuaternion: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
|
||
|
||
},
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperties( LOD.prototype, {
|
||
|
||
objects: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
|
||
return this.levels;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
|
||
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
|
||
|
||
},
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
|
||
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
|
||
return this.arcLengthDivisions;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
|
||
this.arcLengthDivisions = value;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
|
||
|
||
console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
|
||
"Use .setFocalLength and .filmGauge for a photographic setup." );
|
||
|
||
if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
|
||
this.setFocalLength( focalLength );
|
||
|
||
};
|
||
|
||
//
|
||
|
||
Object.defineProperties( Light.prototype, {
|
||
onlyShadow: {
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Light: .onlyShadow has been removed.' );
|
||
|
||
}
|
||
},
|
||
shadowCameraFov: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
|
||
this.shadow.camera.fov = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraLeft: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
|
||
this.shadow.camera.left = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraRight: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
|
||
this.shadow.camera.right = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraTop: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
|
||
this.shadow.camera.top = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraBottom: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
|
||
this.shadow.camera.bottom = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraNear: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
|
||
this.shadow.camera.near = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraFar: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
|
||
this.shadow.camera.far = value;
|
||
|
||
}
|
||
},
|
||
shadowCameraVisible: {
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
|
||
|
||
}
|
||
},
|
||
shadowBias: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
|
||
this.shadow.bias = value;
|
||
|
||
}
|
||
},
|
||
shadowDarkness: {
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
|
||
|
||
}
|
||
},
|
||
shadowMapWidth: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
|
||
this.shadow.mapSize.width = value;
|
||
|
||
}
|
||
},
|
||
shadowMapHeight: {
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
|
||
this.shadow.mapSize.height = value;
|
||
|
||
}
|
||
}
|
||
} );
|
||
|
||
//
|
||
|
||
Object.defineProperties( BufferAttribute.prototype, {
|
||
|
||
length: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
|
||
return this.array.length;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
Object.assign( BufferGeometry.prototype, {
|
||
|
||
addIndex: function ( index ) {
|
||
|
||
console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
|
||
this.setIndex( index );
|
||
|
||
},
|
||
addDrawCall: function ( start, count, indexOffset ) {
|
||
|
||
if ( indexOffset !== undefined ) {
|
||
|
||
console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
|
||
|
||
}
|
||
console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
|
||
this.addGroup( start, count );
|
||
|
||
},
|
||
clearDrawCalls: function () {
|
||
|
||
console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
|
||
this.clearGroups();
|
||
|
||
},
|
||
computeTangents: function () {
|
||
|
||
console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
|
||
|
||
},
|
||
computeOffsets: function () {
|
||
|
||
console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperties( BufferGeometry.prototype, {
|
||
|
||
drawcalls: {
|
||
get: function () {
|
||
|
||
console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
|
||
return this.groups;
|
||
|
||
}
|
||
},
|
||
offsets: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
|
||
return this.groups;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
Object.defineProperties( Uniform.prototype, {
|
||
|
||
dynamic: {
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
|
||
|
||
}
|
||
},
|
||
onUpdate: {
|
||
value: function () {
|
||
|
||
console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
|
||
return this;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
Object.defineProperties( Material.prototype, {
|
||
|
||
wrapAround: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.Material: .wrapAround has been removed.' );
|
||
|
||
},
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.Material: .wrapAround has been removed.' );
|
||
|
||
}
|
||
},
|
||
wrapRGB: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.Material: .wrapRGB has been removed.' );
|
||
return new Color();
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperties( MeshPhongMaterial.prototype, {
|
||
|
||
metal: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
|
||
return false;
|
||
|
||
},
|
||
set: function () {
|
||
|
||
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperties( ShaderMaterial.prototype, {
|
||
|
||
derivatives: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
|
||
return this.extensions.derivatives;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
|
||
this.extensions.derivatives = value;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
Object.assign( WebGLRenderer.prototype, {
|
||
|
||
getCurrentRenderTarget: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
|
||
return this.getRenderTarget();
|
||
|
||
},
|
||
|
||
supportsFloatTextures: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
|
||
return this.extensions.get( 'OES_texture_float' );
|
||
|
||
},
|
||
supportsHalfFloatTextures: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
|
||
return this.extensions.get( 'OES_texture_half_float' );
|
||
|
||
},
|
||
supportsStandardDerivatives: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
|
||
return this.extensions.get( 'OES_standard_derivatives' );
|
||
|
||
},
|
||
supportsCompressedTextureS3TC: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
|
||
return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
|
||
|
||
},
|
||
supportsCompressedTexturePVRTC: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
|
||
return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
|
||
|
||
},
|
||
supportsBlendMinMax: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
|
||
return this.extensions.get( 'EXT_blend_minmax' );
|
||
|
||
},
|
||
supportsVertexTextures: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
|
||
return this.capabilities.vertexTextures;
|
||
|
||
},
|
||
supportsInstancedArrays: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
|
||
return this.extensions.get( 'ANGLE_instanced_arrays' );
|
||
|
||
},
|
||
enableScissorTest: function ( boolean ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
|
||
this.setScissorTest( boolean );
|
||
|
||
},
|
||
initMaterial: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
|
||
|
||
},
|
||
addPrePlugin: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
|
||
|
||
},
|
||
addPostPlugin: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
|
||
|
||
},
|
||
updateShadowMap: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
Object.defineProperties( WebGLRenderer.prototype, {
|
||
|
||
shadowMapEnabled: {
|
||
get: function () {
|
||
|
||
return this.shadowMap.enabled;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
|
||
this.shadowMap.enabled = value;
|
||
|
||
}
|
||
},
|
||
shadowMapType: {
|
||
get: function () {
|
||
|
||
return this.shadowMap.type;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
|
||
this.shadowMap.type = value;
|
||
|
||
}
|
||
},
|
||
shadowMapCullFace: {
|
||
get: function () {
|
||
|
||
return this.shadowMap.cullFace;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
|
||
this.shadowMap.cullFace = value;
|
||
|
||
}
|
||
}
|
||
} );
|
||
|
||
Object.defineProperties( WebGLShadowMap.prototype, {
|
||
|
||
cullFace: {
|
||
get: function () {
|
||
|
||
return this.renderReverseSided ? CullFaceFront : CullFaceBack;
|
||
|
||
},
|
||
set: function ( cullFace ) {
|
||
|
||
var value = ( cullFace !== CullFaceBack );
|
||
console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
|
||
this.renderReverseSided = value;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
Object.defineProperties( WebGLRenderTarget.prototype, {
|
||
|
||
wrapS: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
|
||
return this.texture.wrapS;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
|
||
this.texture.wrapS = value;
|
||
|
||
}
|
||
},
|
||
wrapT: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
|
||
return this.texture.wrapT;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
|
||
this.texture.wrapT = value;
|
||
|
||
}
|
||
},
|
||
magFilter: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
|
||
return this.texture.magFilter;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
|
||
this.texture.magFilter = value;
|
||
|
||
}
|
||
},
|
||
minFilter: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
|
||
return this.texture.minFilter;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
|
||
this.texture.minFilter = value;
|
||
|
||
}
|
||
},
|
||
anisotropy: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
|
||
return this.texture.anisotropy;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
|
||
this.texture.anisotropy = value;
|
||
|
||
}
|
||
},
|
||
offset: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
|
||
return this.texture.offset;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
|
||
this.texture.offset = value;
|
||
|
||
}
|
||
},
|
||
repeat: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
|
||
return this.texture.repeat;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
|
||
this.texture.repeat = value;
|
||
|
||
}
|
||
},
|
||
format: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
|
||
return this.texture.format;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
|
||
this.texture.format = value;
|
||
|
||
}
|
||
},
|
||
type: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
|
||
return this.texture.type;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
|
||
this.texture.type = value;
|
||
|
||
}
|
||
},
|
||
generateMipmaps: {
|
||
get: function () {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
|
||
return this.texture.generateMipmaps;
|
||
|
||
},
|
||
set: function ( value ) {
|
||
|
||
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
|
||
this.texture.generateMipmaps = value;
|
||
|
||
}
|
||
}
|
||
|
||
} );
|
||
|
||
//
|
||
|
||
Audio.prototype.load = function ( file ) {
|
||
|
||
console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
|
||
var scope = this;
|
||
var audioLoader = new AudioLoader();
|
||
audioLoader.load( file, function ( buffer ) {
|
||
|
||
scope.setBuffer( buffer );
|
||
|
||
} );
|
||
return this;
|
||
|
||
};
|
||
|
||
AudioAnalyser.prototype.getData = function () {
|
||
|
||
console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
|
||
return this.getFrequencyData();
|
||
|
||
};
|
||
|
||
//
|
||
|
||
|
||
|
||
|
||
|
||
//
|
||
|
||
|
||
|
||
//
|
||
|
||
function AHI ( container ) {
|
||
|
||
var stdWidth = HudObject.stdWidth;
|
||
var stdMargin = HudObject.stdMargin;
|
||
|
||
Group.call( this );
|
||
|
||
this.name = 'CV.AHI';
|
||
this.domObjects = [];
|
||
|
||
this.lastPitch = 0;
|
||
|
||
// artificial horizon instrument
|
||
var globe = new Group();
|
||
|
||
var ring = new CylinderBufferGeometry( stdWidth * 0.90, stdWidth, 3, 32, 1, true );
|
||
ring.rotateX( Math.PI / 2 );
|
||
|
||
var sphere = new SphereBufferGeometry( stdWidth - 10, 31, 31 );
|
||
var bar = new Geometry();
|
||
var marks = new Geometry();
|
||
|
||
var sv = sphere.getAttribute( 'position' ).count;
|
||
|
||
var sphereColors = new BufferAttribute( new Float32Array( sv * 3 ), 3 );
|
||
|
||
var colours = [];
|
||
|
||
var c1 = ColourCache.hudBlue;
|
||
var c2 = ColourCache.hudRed;
|
||
|
||
var i;
|
||
|
||
for ( i = 0; i < sv; i++ ) {
|
||
|
||
colours.push( ( i < sv / 2 ) ? c1 : c2 );
|
||
|
||
}
|
||
|
||
sphere.addAttribute( 'color', sphereColors.copyColorsArray( colours ) );
|
||
|
||
// view orinetation line
|
||
bar.vertices.push( new Vector3( 4 - stdWidth, 0, stdWidth ) );
|
||
bar.vertices.push( new Vector3( stdWidth - 4, 0, stdWidth ) );
|
||
|
||
// pitch interval marks
|
||
var m1 = new Vector3( 4, 0, stdWidth - 10 );
|
||
var m2 = new Vector3( -4, 0, stdWidth - 10 );
|
||
|
||
var xAxis = new Vector3( 1, 0, 0 );
|
||
|
||
for ( i = 0; i < 12; i++ ) {
|
||
|
||
var mn1 = m1.clone();
|
||
var mn2 = m2.clone();
|
||
|
||
if ( i % 3 === 0 ) {
|
||
|
||
mn1.x = 7;
|
||
mn2.x = -7;
|
||
|
||
}
|
||
|
||
mn1.applyAxisAngle( xAxis, i * Math.PI / 6 );
|
||
mn2.applyAxisAngle( xAxis, i * Math.PI / 6 );
|
||
|
||
marks.vertices.push( mn1 );
|
||
marks.vertices.push( mn2 );
|
||
|
||
}
|
||
|
||
var mRing = new Mesh( ring, new MeshPhongMaterial( { color: 0x888888, specular: 0x888888 } ) );
|
||
var mSphere = new Mesh( sphere, new MeshPhongMaterial( { vertexColors: VertexColors, specular: 0x666666, shininess: 20 } ) );
|
||
var mBar = new LineSegments( bar, new LineBasicMaterial( { color: 0xcccc00 } ) );
|
||
var mMarks = new LineSegments( marks, new LineBasicMaterial( { color: 0xffffff } ) );
|
||
|
||
mSphere.rotateOnAxis( new Vector3( 0, 1, 0 ), Math.PI / 2 );
|
||
mMarks.rotateOnAxis( new Vector3( 1, 0, 0 ), Math.PI / 2 );
|
||
mRing.rotateOnAxis( new Vector3( 0, 0, 1 ), Math.PI / 8 );
|
||
|
||
globe.add( mSphere );
|
||
globe.add( mMarks );
|
||
|
||
this.add( mRing );
|
||
this.add( globe );
|
||
this.add( mBar );
|
||
|
||
var offset = stdWidth + stdMargin;
|
||
|
||
this.translateX( -3 * offset );
|
||
this.translateY( offset );
|
||
|
||
var panel = document.createElement( 'div' );
|
||
|
||
panel.classList.add( 'cv-ahi' );
|
||
panel.textContent = '';
|
||
|
||
container.appendChild( panel );
|
||
|
||
this.globe = globe;
|
||
this.txt = panel;
|
||
|
||
this.domObjects.push( panel );
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
this.txt.textContent = '-90\u00B0';
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
AHI.prototype = Object.create( Group.prototype );
|
||
|
||
Object.assign( AHI.prototype, HudObject.prototype );
|
||
|
||
AHI.prototype.constructor = AHI;
|
||
|
||
AHI.prototype.set = function () {
|
||
|
||
var direction = new Vector3();
|
||
var xAxis = new Vector3( 1, 0, 0 );
|
||
|
||
return function set ( vCamera ) {
|
||
|
||
vCamera.getWorldDirection( direction );
|
||
|
||
var pitch = Math.PI / 2 - direction.angleTo( upAxis );
|
||
|
||
if ( pitch === this.lastPitch ) return;
|
||
|
||
this.globe.rotateOnAxis( xAxis, pitch - this.lastPitch );
|
||
this.lastPitch = pitch;
|
||
|
||
this.txt.textContent = Math.round( _Math.radToDeg( pitch ) ) + '\u00B0';
|
||
|
||
};
|
||
|
||
} ();
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function AngleScale ( container ) {
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
var stdWidth = HudObject.stdWidth;
|
||
var stdMargin = HudObject.stdMargin;
|
||
|
||
var i, l;
|
||
|
||
var geometry = new RingGeometry( 1, 40, 36, 1, Math.PI, Math.PI );
|
||
var c = [];
|
||
|
||
var pNormal = new Vector3( 1, 0, 0 );
|
||
var hues = ColourCache.getColors( 'inclination' );
|
||
|
||
var vertices = geometry.vertices;
|
||
var legNormal = new Vector3();
|
||
|
||
for ( i = 0, l = vertices.length; i < l; i++ ) {
|
||
|
||
legNormal.copy( vertices[ i ] ).normalize();
|
||
|
||
var dotProduct = legNormal.dot( pNormal );
|
||
var hueIndex = Math.floor( 127 * 2 * Math.asin( Math.abs( dotProduct ) ) / Math.PI );
|
||
|
||
c[ i ] = hues[ hueIndex ];
|
||
|
||
}
|
||
|
||
var faces = geometry.faces, f;
|
||
|
||
for ( i = 0, l = faces.length; i < l; i++ ) {
|
||
|
||
f = faces[ i ];
|
||
|
||
f.vertexColors = [ c[ f.a ], c[ f.b ], c[ f.c ] ];
|
||
|
||
}
|
||
|
||
geometry.colorsNeedUpdate = true;
|
||
|
||
Mesh.call( this, geometry, new MeshBasicMaterial( { color: 0xffffff, vertexColors: VertexColors, side: FrontSide } ) );
|
||
|
||
this.translateY( -height / 2 + 3 * ( stdWidth + stdMargin ) + stdMargin + 30 );
|
||
this.translateX( width / 2 - 40 - 5 );
|
||
|
||
this.name = 'CV.AngleScale';
|
||
this.domObjects = [];
|
||
|
||
var legend = document.createElement( 'div' );
|
||
|
||
legend.id = 'angle-legend';
|
||
legend.textContent = 'Inclination';
|
||
|
||
container.appendChild( legend );
|
||
|
||
this.txt = legend;
|
||
this.domObjects.push( legend );
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
AngleScale.prototype = Object.create( Mesh.prototype );
|
||
|
||
Object.assign( AngleScale.prototype, HudObject.prototype );
|
||
|
||
AngleScale.prototype.constructor = AngleScale;
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function Compass ( container ) {
|
||
|
||
var stdWidth = HudObject.stdWidth;
|
||
var stdMargin = HudObject.stdMargin;
|
||
|
||
Group.call( this );
|
||
|
||
this.name = 'CV.Compass';
|
||
this.domObjects = [];
|
||
|
||
var cg1 = new CylinderBufferGeometry( stdWidth * 0.90, stdWidth, 3, 32, 1, true );
|
||
cg1.rotateX( Math.PI / 2 );
|
||
|
||
var c1 = new Mesh( cg1, new MeshPhongMaterial( { color: 0x888888, specular: 0x888888 } ) );
|
||
|
||
var cg2 = new RingGeometry( stdWidth * 0.9, stdWidth, 4, 1, -Math.PI / 32 + Math.PI / 2, Math.PI / 16 );
|
||
cg2.translate( 0, 0, 5 );
|
||
|
||
var c2 = new Mesh( cg2, new MeshBasicMaterial( { color: 0xb03a14 } ) );
|
||
|
||
var r1 = _makeRose( stdWidth * 0.8, 0.141, 0x581d0a, 0x0c536a );
|
||
var r2 = _makeRose( stdWidth * 0.9, 0.141, 0xb03a14, 0x1ab4e5 );
|
||
|
||
r1.rotateZ( Math.PI / 4 );
|
||
r1.merge( r2 );
|
||
|
||
var rMesh = new Mesh( r1, new MeshLambertMaterial( { vertexColors: VertexColors, side: FrontSide, shading: FlatShading } ) );
|
||
|
||
this.add( c1 );
|
||
this.add( c2 );
|
||
this.add( rMesh );
|
||
|
||
var offset = stdWidth + stdMargin;
|
||
|
||
this.translateX( -offset );
|
||
this.translateY( offset );
|
||
|
||
this.lastRotation = 0;
|
||
|
||
var panel = document.createElement( 'div' );
|
||
|
||
panel.classList.add( 'cv-compass' );
|
||
panel.textContent = '';
|
||
|
||
container.appendChild( panel );
|
||
|
||
this.txt = panel;
|
||
this.domObjects.push( panel );
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
this.txt.textContent = '000\u00B0';
|
||
|
||
return this;
|
||
|
||
// make 'petal' for compass rose
|
||
function _makePetal ( radius, scale, color1, color2 ) {
|
||
|
||
var innerR = radius * scale;
|
||
var g = new Geometry();
|
||
|
||
g.vertices.push( new Vector3( 0, radius, 0 ) );
|
||
g.vertices.push( new Vector3( innerR ,innerR, 0 ) );
|
||
g.vertices.push( new Vector3( 0, 0, 14 * scale ) );
|
||
g.vertices.push( new Vector3( -innerR, innerR, 0 ) );
|
||
|
||
var f1 = new Face3( 0, 2, 1, new Vector3( 0, 0, 1 ), color1, 0 );
|
||
var f2 = new Face3( 0, 3, 2, new Vector3( 0, 0, 1 ), color2, 0 );
|
||
|
||
g.faces.push( f1 );
|
||
g.faces.push( f2 );
|
||
|
||
return g;
|
||
|
||
}
|
||
|
||
function _makeRose ( radius, scale, color1, color2 ) {
|
||
|
||
var p1 = _makePetal( radius, scale, new Color( color1 ), new Color( color2 ) );
|
||
var p2 = p1.clone();
|
||
var p3 = p1.clone();
|
||
var p4 = p1.clone();
|
||
|
||
p2.rotateZ( Math.PI / 2 );
|
||
p3.rotateZ( Math.PI );
|
||
p4.rotateZ( Math.PI / 2 * 3 );
|
||
|
||
p1.merge( p2 );
|
||
p1.merge( p3 );
|
||
p1.merge( p4 );
|
||
|
||
p1.computeFaceNormals();
|
||
|
||
return p1;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Compass.prototype = Object.create( Group.prototype );
|
||
|
||
Object.assign( Compass.prototype, HudObject.prototype );
|
||
|
||
Compass.prototype.constructor = Compass;
|
||
|
||
Compass.prototype.set = function () {
|
||
|
||
var direction = new Vector3();
|
||
var yAxis = new Vector3( 0, 1, 0 );
|
||
var negativeZAxis = new Vector3( 0, 0, -1 );
|
||
|
||
return function set ( vCamera ) {
|
||
|
||
vCamera.getWorldDirection( direction );
|
||
|
||
if ( direction.x === 0 && direction.y === 0 ) {
|
||
|
||
// FIXME get camera rotation....
|
||
return;
|
||
|
||
}
|
||
|
||
// we are only interested in angle to horizontal plane.
|
||
direction.z = 0;
|
||
|
||
var a = direction.angleTo( yAxis );
|
||
|
||
if ( direction.x >= 0 ) a = 2 * Math.PI - a;
|
||
|
||
if ( a === this.lastRotation ) return;
|
||
|
||
var degrees = 360 - Math.round( _Math.radToDeg( a ) );
|
||
|
||
this.txt.textContent = degrees.toString().padStart( 3, '0' ) + '\u00B0'; // unicode degree symbol
|
||
|
||
this.rotateOnAxis( negativeZAxis, a - this.lastRotation );
|
||
|
||
this.lastRotation = a;
|
||
|
||
};
|
||
|
||
} ();
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
var cursorVertexShader = "\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\t\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float height;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\theight = position.z;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n";
|
||
|
||
var cursorFragmentShader = "\r\nuniform float cursor;\r\nuniform float cursorWidth;\r\n\r\nuniform vec3 baseColor;\r\nuniform vec3 cursorColor;\r\n\r\nvarying float height;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tfloat light;\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n#else\r\n\r\n\tfloat light = 1.0;\r\n\r\n#endif\r\n\r\n\tfloat delta = abs( height - cursor );\r\n\tfloat ss = smoothstep( 0.0, cursorWidth, cursorWidth - delta );\r\n\r\n\r\n#ifdef SURFACE\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light;\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 );\r\n\r\n\t}\r\n\r\n#else\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light * vec4( vColor, 1.0 );\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 ) * vec4( vColor, 1.0 );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n}\r\n";
|
||
|
||
var depthMapVertexShader = "\r\nuniform float minZ;\r\nuniform float scaleZ;\r\n\r\nvarying float vHeight;\r\n\r\nvoid main() {\r\n\r\n\tvHeight = ( position.z - minZ ) * scaleZ;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n";
|
||
|
||
var depthMapFragmentShader = "\r\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\n\r\nconst float ShiftRight8 = 1. / 256.;\r\n\r\nvec4 packFloatToRGBA( const in float v ) {\r\n\r\n\tvec4 r = vec4( fract( v * PackFactors ), v );\r\n\r\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\r\n\r\n\treturn r * PackUpscale;\r\n\r\n}\r\n\r\nvarying float vHeight;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = packFloatToRGBA( vHeight );\r\n\r\n}\r\n";
|
||
|
||
var depthVertexShader = "const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nfloat unpackRGBAToFloat( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\nuniform float minX;\r\nuniform float minY;\r\nuniform float minZ;\r\n\r\nuniform float scaleX;\r\nuniform float scaleY;\r\nuniform float rangeZ;\r\n\r\nuniform float depthScale;\r\n\r\nuniform sampler2D depthMap;\r\nuniform float datumShift;\r\n\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float vDepth;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\t// get terrain height in model space\r\n\r\n\tvec2 terrainCoords = vec2( ( position.x - minX ) * scaleX, ( position.y - minY ) * scaleY );\r\n\tfloat terrainHeight = unpackRGBAToFloat( texture2D( depthMap, terrainCoords ) );\r\n\r\n\tterrainHeight = terrainHeight * rangeZ + minZ + datumShift;\r\n\r\n\t// depth below terrain for this vertex, scaled in 0.0 - 1.0 range\r\n\r\n\tvDepth = ( terrainHeight - position.z ) * depthScale;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n";
|
||
|
||
var depthFragmentShader = "\r\nuniform sampler2D cmap;\r\nvarying float vDepth;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tfloat light;\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( vDepth, 1.0 ) ) * light;\r\n\r\n#else\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( vDepth, 1.0 ) ) * vec4( vColor, 1.0 );\r\n\r\n#endif\r\n\r\n}\r\n";
|
||
|
||
var depthCursorVertexShader = "\r\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nfloat unpackRGBAToFloat( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\nuniform float minX;\r\nuniform float minY;\r\nuniform float minZ;\r\n\r\nuniform float scaleX;\r\nuniform float scaleY;\r\nuniform float rangeZ;\r\n\r\nuniform sampler2D depthMap;\r\nuniform float datumShift;\r\n\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\t\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float vDepth;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\tvec2 terrainCoords = vec2( ( position.x - minX ) * scaleX, ( position.y - minY ) * scaleY );\r\n\tfloat terrainHeight = unpackRGBAToFloat( texture2D( depthMap, terrainCoords ) );\r\n\r\n\tvDepth = terrainHeight * rangeZ + datumShift + minZ - position.z;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n\r\n\r\n\r\n\r\n\r\n";
|
||
|
||
var depthCursorFragmentShader = "\r\nuniform float cursor;\r\nuniform float cursorWidth;\r\n\r\nuniform vec3 baseColor;\r\nuniform vec3 cursorColor;\r\n\r\nvarying float vDepth;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n\tfloat light;\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n#else\r\n\r\n\tlight = 1.0;\r\n\r\n#endif\r\n\r\n\tfloat delta = abs( vDepth - cursor );\r\n\tfloat ss = smoothstep( 0.0, cursorWidth, cursorWidth - delta );\r\n\r\n#ifdef SURFACE\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light;\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 );\r\n\r\n\t}\r\n\r\n#else\r\n\r\n\tif ( delta < cursorWidth * 0.05 ) {\r\n\r\n\t\tgl_FragColor = vec4( 1.0, 1.0, 1.0, 1.0 ) * light * vec4( vColor, 1.0 );\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4( mix( baseColor, cursorColor, ss ) * light, 1.0 ) * vec4( vColor, 1.0 );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n}";
|
||
|
||
var extendedPointsVertexShader = "uniform float size;\r\nuniform float scale;\r\nuniform float pScale;\r\n\r\nattribute float pSize;\r\n\r\n#include <common>\r\n#include <color_pars_vertex>\r\n#include <shadowmap_pars_vertex>\r\n#include <logdepthbuf_pars_vertex>\r\n#include <clipping_planes_pars_vertex>\r\n\r\nvoid main() {\r\n\r\n\t#include <color_vertex>\r\n\t#include <begin_vertex>\r\n\t#include <project_vertex>\r\n\r\n\t#ifdef USE_SIZEATTENUATION\r\n\t\tgl_PointSize = pScale * pSize * ( scale / - mvPosition.z );\r\n\t#else\r\n\t\tgl_PointSize = pScale * pSize;\r\n\t#endif\r\n\r\n\t#include <logdepthbuf_vertex>\r\n\t#include <clipping_planes_vertex>\r\n\t#include <worldpos_vertex>\r\n\t#include <shadowmap_vertex>\r\n\r\n}\r\n";
|
||
|
||
var extendedPointsFragmentShader = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#include <common>\r\n#include <packing>\r\n#include <color_pars_fragment>\r\n#include <map_particle_pars_fragment>\r\n#include <fog_pars_fragment>\r\n#include <shadowmap_pars_fragment>\r\n#include <logdepthbuf_pars_fragment>\r\n#include <clipping_planes_pars_fragment>\r\n\r\nvoid main() {\r\n\r\n\t#include <clipping_planes_fragment>\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include <logdepthbuf_fragment>\r\n\t#include <map_particle_fragment>\r\n\t#include <color_fragment>\r\n\t#include <alphatest_fragment>\r\n\r\n\toutgoingLight = diffuseColor.rgb;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include <premultiplied_alpha_fragment>\r\n\t#include <tonemapping_fragment>\r\n\t#include <encodings_fragment>\r\n\t#include <fog_fragment>\r\n\r\n}\r\n";
|
||
|
||
var glyphVertexShader = "\r\n\r\n// glyph shader, each instance represents one glyph.\r\n\r\nuniform float cellScale;\r\nuniform mat2 rotate;\r\nuniform float scale;\r\n\r\nattribute vec2 instanceUvs;\r\nattribute float instanceOffsets;\r\nattribute float instanceWidths;\r\n\r\nvarying vec2 vUv;\r\nvarying vec3 vColor;\r\n\r\nvoid main() {\r\n\r\n\tvColor = color;\r\n\r\n\t// select glyph from atlas ( with proportional spacing ).\r\n\r\n\tvUv = instanceUvs + vec2( position.x * cellScale * instanceWidths, position.y * cellScale );\r\n\r\n\t// scale by glyph width ( vertices form unit square with (0,0) origin )\r\n\r\n\tvec2 newPosition = vec2( position.x * instanceWidths, position.y );\r\n\r\n\t// move to correct offset in string\r\n\r\n\tnewPosition.x += instanceOffsets;\r\n\r\n\t// rotate as required\r\n\r\n\tnewPosition = rotate * newPosition;\r\n\r\n\t// position of GlyphString object on screeno\r\n\r\n\tvec4 offset = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\r\n\r\n\t// scale glyphs\r\n\r\n\tnewPosition.xy *= 0.0625;\r\n\r\n\t// correct for aspect ratio\r\n\r\n\tnewPosition.x *= scale;\r\n\r\n\t// move to clip space\r\n\r\n\tnewPosition.xy *= offset.w;\r\n\r\n\tgl_Position = vec4( newPosition, 0.0, 0.0 ) + offset;\r\n\r\n}\r\n";
|
||
|
||
var glyphFragmentShader = "\r\nuniform sampler2D atlas;\r\n\r\nvarying vec2 vUv;\r\nvarying vec3 vColor;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = texture2D( atlas, vUv ) * vec4( vColor, 1.0 );\r\n\r\n}";
|
||
|
||
var heightVertexShader = "\r\nuniform sampler2D cmap;\r\n\r\nuniform float minZ;\r\nuniform float scaleZ;\r\n\r\n#ifdef SURFACE\r\n\r\nuniform vec3 uLight;\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvarying float zMap;\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tvNormal = normalMatrix * normal;\r\n\tlNormal = uLight;\r\n\r\n#else\r\n\r\n\tvColor = color;\r\n\r\n#endif\r\n\r\n\tzMap = ( position.z - minZ ) * scaleZ;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n";
|
||
|
||
var heightFragmentShader = "\r\nuniform sampler2D cmap;\r\n\r\nvarying float zMap;\r\n\r\n#ifdef SURFACE\r\n\r\nvarying vec3 vNormal;\r\nvarying vec3 lNormal;\r\n\r\n#else\r\n\r\nvarying vec3 vColor;\r\n\r\n#endif\r\n\r\nvoid main() {\r\n\r\n#ifdef SURFACE\r\n\r\n\tfloat nDot = dot( normalize( vNormal ), normalize( lNormal ) );\r\n\tfloat light;\r\n\tlight = 0.5 * ( nDot + 1.0 );\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( 1.0 - zMap, 1.0 ) ) * vec4( light, light, light, 1.0 );\r\n\r\n#else\r\n\r\n\tgl_FragColor = texture2D( cmap, vec2( 1.0 - zMap, 1.0 ) ) * vec4( vColor, 1.0 );\r\n\r\n#endif\r\n\r\n}\r\n";
|
||
|
||
var waterVertexShader = "\r\nattribute vec3 sinks;\r\n\r\nvarying vec3 vPosition;\r\nvarying vec3 vSink;\r\n\r\nvoid main() {\r\n\r\n\tvPosition = position;\r\n\tvSink = sinks;\r\n\r\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\r\n\r\n}\r\n";
|
||
|
||
var waterFragmentShader = "\r\nuniform float offset;\r\n\r\nvarying vec3 vPosition;\r\nvarying vec3 vSink;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = vec4( 0.1, 0.1, sin( offset + distance( vPosition, vSink ) ) * 0.4 + 0.6, 0.0 );\r\n\r\n}\r\n";
|
||
|
||
var Shaders = {
|
||
cursorVertexShader: cursorVertexShader,
|
||
cursorFragmentShader: cursorFragmentShader,
|
||
depthMapVertexShader: depthMapVertexShader,
|
||
depthMapFragmentShader: depthMapFragmentShader,
|
||
depthVertexShader: depthVertexShader,
|
||
depthFragmentShader: depthFragmentShader,
|
||
depthCursorVertexShader: depthCursorVertexShader,
|
||
depthCursorFragmentShader: depthCursorFragmentShader,
|
||
extendedPointsVertexShader: extendedPointsVertexShader,
|
||
extendedPointsFragmentShader: extendedPointsFragmentShader,
|
||
glyphVertexShader: glyphVertexShader,
|
||
glyphFragmentShader: glyphFragmentShader,
|
||
heightVertexShader: heightVertexShader,
|
||
heightFragmentShader: heightFragmentShader,
|
||
waterVertexShader: waterVertexShader,
|
||
waterFragmentShader: waterFragmentShader
|
||
};
|
||
|
||
|
||
// EOF
|
||
|
||
function CursorMaterial ( type, limits ) {
|
||
|
||
ShaderMaterial.call( this );
|
||
|
||
this.halfRange = ( limits.max.z - limits.min.z ) / 2;
|
||
|
||
this.defines = ( type === MATERIAL_LINE ) ? { USE_COLOR: true } : { SURFACE: true };
|
||
|
||
this.uniforms = {
|
||
uLight: { value: new Vector3( -1, -1, 2 ) },
|
||
cursor: { value: 0 },
|
||
cursorWidth: { value: 5.0 },
|
||
baseColor: { value: ColourCache.lightGrey },
|
||
cursorColor: { value: ColourCache.green }
|
||
};
|
||
|
||
this.vertexShader = Shaders.cursorVertexShader;
|
||
this.fragmentShader = Shaders.cursorFragmentShader;
|
||
|
||
this.type = 'CV.CursorMaterial';
|
||
|
||
this.addEventListener( 'update', _update );
|
||
|
||
return this;
|
||
|
||
function _update() {
|
||
|
||
this.uniforms.surfaceOpacity.value = this.opacity;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
CursorMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
CursorMaterial.prototype.constructor = CursorMaterial;
|
||
|
||
CursorMaterial.prototype.setCursor = function ( value ) {
|
||
|
||
var newValue = Math.max( Math.min( value, this.halfRange ), -this.halfRange );
|
||
|
||
this.uniforms.cursor.value = newValue;
|
||
|
||
return newValue; // return value clamped to material range
|
||
|
||
};
|
||
|
||
CursorMaterial.prototype.getCursor = function () {
|
||
|
||
return this.uniforms.cursor.value;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function DepthMaterial ( type, surveyLimits, terrain ) {
|
||
|
||
var limits = terrain.boundingBox;
|
||
var range = limits.getSize();
|
||
|
||
var defines = ( type === MATERIAL_LINE ) ? { USE_COLOR: true } : { SURFACE: true };
|
||
|
||
ShaderMaterial.call( this, {
|
||
|
||
uniforms: {
|
||
// pseudo light source somewhere over viewer's left shoulder.
|
||
uLight: { value: new Vector3( -1, -1, 2 ) },
|
||
minX: { value: limits.min.x },
|
||
minY: { value: limits.min.y },
|
||
minZ: { value: limits.min.z },
|
||
scaleX: { value: 1 / range.x },
|
||
scaleY: { value: 1 / range.y },
|
||
rangeZ: { value: range.z },
|
||
depthScale: { value: 1 / ( surveyLimits.max.z - surveyLimits.min.z ) },
|
||
cmap: { value: ColourCache.getTexture( 'gradient' ) },
|
||
depthMap: { value: terrain.depthTexture },
|
||
datumShift: { value: 0.0 }
|
||
},
|
||
|
||
defines: defines,
|
||
vertexShader: Shaders.depthVertexShader,
|
||
fragmentShader: Shaders.depthFragmentShader
|
||
} );
|
||
|
||
this.type = 'CV.DepthMaterial';
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
DepthMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
DepthMaterial.prototype.constructor = DepthMaterial;
|
||
|
||
DepthMaterial.prototype.setDatumShift = function ( shift ) {
|
||
|
||
this.uniforms.datumShift.value = shift;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function DepthCursorMaterial ( type, surveyLimits, terrain ) {
|
||
|
||
var limits = terrain.boundingBox;
|
||
var range = limits.getSize();
|
||
|
||
// max range of depth values
|
||
this.max = surveyLimits.max.z - surveyLimits.min.z;
|
||
|
||
ShaderMaterial.call( this, {
|
||
|
||
uniforms: {
|
||
uLight: { value: new Vector3( -1, -1, 2 ) },
|
||
minX: { value: limits.min.x },
|
||
minY: { value: limits.min.y },
|
||
minZ: { value: limits.min.z },
|
||
scaleX: { value: 1 / range.x },
|
||
scaleY: { value: 1 / range.y },
|
||
rangeZ: { value: range.z },
|
||
depthMap: { value: terrain.depthTexture },
|
||
datumShift: { value: 0.0 },
|
||
cursor: { value: this.max / 2 },
|
||
cursorWidth: { value: 5.0 },
|
||
baseColor: { value: ColourCache.lightGrey },
|
||
cursorColor: { value: ColourCache.green }
|
||
},
|
||
vertexShader: Shaders.depthCursorVertexShader,
|
||
fragmentShader: Shaders.depthCursorFragmentShader
|
||
} );
|
||
|
||
this.defines = {};
|
||
|
||
if ( type === MATERIAL_LINE ) {
|
||
|
||
this.defines.USE_COLOR = true;
|
||
|
||
} else {
|
||
|
||
this.defines.SURFACE = true;
|
||
|
||
}
|
||
|
||
this.type = 'CV.DepthCursorMaterial';
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
DepthCursorMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
DepthCursorMaterial.prototype.constructor = DepthCursorMaterial;
|
||
|
||
DepthCursorMaterial.prototype.setCursor = function ( value ) {
|
||
|
||
var newValue = Math.max( Math.min( value, this.max ), 0 );
|
||
|
||
this.uniforms.cursor.value = newValue;
|
||
|
||
return newValue; // return value clamped to material range
|
||
|
||
};
|
||
|
||
DepthCursorMaterial.prototype.getCursor = function () {
|
||
|
||
return this.uniforms.cursor.value;
|
||
|
||
};
|
||
|
||
DepthCursorMaterial.prototype.setDatumShift = function ( shift ) {
|
||
|
||
this.uniforms.datumShift.value = shift;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function DepthMapMaterial ( terrain ) {
|
||
|
||
if ( terrain.boundingBox === undefined ) terrain.computeBoundingBox();
|
||
|
||
var boundingBox = terrain.boundingBox;
|
||
|
||
var minHeight = boundingBox.min.z;
|
||
var maxHeight = boundingBox.max.z;
|
||
|
||
ShaderMaterial.call( this, {
|
||
|
||
uniforms: {
|
||
|
||
minZ: { value: minHeight },
|
||
scaleZ: { value: 1 / ( maxHeight - minHeight ) }
|
||
|
||
},
|
||
|
||
vertexShader: Shaders.depthMapVertexShader,
|
||
fragmentShader: Shaders.depthMapFragmentShader,
|
||
depthWrite: false,
|
||
type: 'CV.DepthMapMaterial'
|
||
|
||
} );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
DepthMapMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
DepthMapMaterial.prototype.constructor = DepthMapMaterial;
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function HeightMaterial ( type, limits ) {
|
||
|
||
ShaderMaterial.call( this );
|
||
|
||
this.defines = ( type === MATERIAL_LINE ) ? { USE_COLOR: true } : { SURFACE: true };
|
||
|
||
this.uniforms = {
|
||
uLight: { value: new Vector3( -1, -1, 2 ) }, // pseudo light source somewhere over viewer's left shoulder.
|
||
minZ: { value: limits.min.z },
|
||
scaleZ: { value: 1 / ( limits.max.z - limits.min.z ) },
|
||
cmap: { value: ColourCache.getTexture( 'gradient' ) },
|
||
};
|
||
|
||
this.vertexShader = Shaders.heightVertexShader;
|
||
this.fragmentShader = Shaders.heightFragmentShader;
|
||
|
||
this.type = 'CV.HeightMaterial';
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
HeightMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
HeightMaterial.prototype.constructor = HeightMaterial;
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function GlyphAtlas ( glyphAtlasSpec ) {
|
||
|
||
var atlasSize = 512;
|
||
var cellSize = 32;
|
||
|
||
var canvas = document.createElement( 'canvas' );
|
||
var map = {};
|
||
|
||
if ( ! canvas ) console.error( 'creating canvas for glyph atlas failed' );
|
||
|
||
canvas.width = atlasSize;
|
||
canvas.height = atlasSize;
|
||
|
||
var ctx = canvas.getContext( '2d' );
|
||
|
||
if ( ! ctx ) console.error( 'cannot obtain 2D canvas' );
|
||
|
||
// set background
|
||
|
||
ctx.fillStyle = 'rgba( 0, 0, 0, 1 )';
|
||
ctx.fillRect( 0, 0, atlasSize, atlasSize );
|
||
|
||
// populate with glyphs
|
||
|
||
var glyphs = '\u2610 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.-_';
|
||
|
||
var divisions = atlasSize / cellSize;
|
||
|
||
var glyphCount = glyphs.length;
|
||
|
||
if ( glyphCount > divisions * divisions ) {
|
||
|
||
console.error( 'too many glyphs for atlas' );
|
||
return;
|
||
|
||
}
|
||
|
||
var glyph;
|
||
var fontSize = 20;
|
||
|
||
ctx.textAlign = 'left';
|
||
ctx.font = fontSize + 'px ' + glyphAtlasSpec;
|
||
ctx.fillStyle = '#ffffff';
|
||
|
||
var row, column;
|
||
|
||
for ( var i = 0; i < glyphCount; i++ ) {
|
||
|
||
glyph = glyphs.charAt( i );
|
||
|
||
var glyphWidth = ctx.measureText( glyph ).width / cellSize;
|
||
|
||
row = Math.floor( i / divisions ) + 1;
|
||
column = i % divisions;
|
||
|
||
map[ glyph ] = { row: ( divisions - row ) / divisions, column: column / divisions, width: glyphWidth };
|
||
|
||
ctx.fillText( glyph, cellSize * column, cellSize * row - 6 );
|
||
|
||
}
|
||
|
||
this.texture = new CanvasTexture( canvas );
|
||
this.map = map;
|
||
this.cellScale = cellSize / atlasSize;
|
||
|
||
}
|
||
|
||
GlyphAtlas.prototype.constructor = GlyphAtlas;
|
||
|
||
GlyphAtlas.prototype.getTexture = function () {
|
||
|
||
return this.texture;
|
||
|
||
};
|
||
|
||
GlyphAtlas.prototype.getCellScale = function () {
|
||
|
||
return this.cellScale;
|
||
|
||
};
|
||
|
||
GlyphAtlas.prototype.getGlyph = function ( glyph ) {
|
||
|
||
var glyphData = this.map[ glyph ];
|
||
|
||
if ( glyphData === undefined ) {
|
||
|
||
console.warn( 'unavailable glyph [' + glyph + ']', glyph.codePointAt() );
|
||
glyphData = this.map[ '\u2610' ]; // substitute empty box
|
||
|
||
}
|
||
|
||
return glyphData;
|
||
|
||
};
|
||
|
||
|
||
var atlasCache = {};
|
||
var AtlasFactory = {};
|
||
|
||
AtlasFactory.getAtlas = function ( glyphAtlasSpec ) {
|
||
|
||
var atlas = atlasCache[ glyphAtlasSpec ];
|
||
|
||
if ( atlas === undefined ) {
|
||
|
||
atlas = new GlyphAtlas( glyphAtlasSpec );
|
||
atlasCache[ glyphAtlasSpec ] = atlas;
|
||
|
||
}
|
||
|
||
return atlas;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function GlyphMaterial ( glyphAtlasSpec, container, rotation, colour ) {
|
||
|
||
var glyphAtlas = AtlasFactory.getAtlas( glyphAtlasSpec );
|
||
|
||
var cellScale = glyphAtlas.getCellScale();
|
||
|
||
var cos = Math.cos( rotation );
|
||
var sin = Math.sin( rotation );
|
||
|
||
var rotationMatrix = new Float32Array( [ cos, sin, -sin, cos ] );
|
||
|
||
colour = colour || [ 1, 1, 1 ];
|
||
|
||
ShaderMaterial.call( this, {
|
||
uniforms: {
|
||
cellScale: { value: cellScale },
|
||
atlas: { value: glyphAtlas.getTexture() },
|
||
rotate: { value: rotationMatrix },
|
||
scale: { value: container.clientHeight / container.clientWidth }
|
||
},
|
||
vertexShader: Shaders.glyphVertexShader,
|
||
fragmentShader: Shaders.glyphFragmentShader,
|
||
} );
|
||
|
||
this.opacity = 1.0;
|
||
this.alphaTest = 0.8;
|
||
this.depthTest = false;
|
||
this.transparent = true;
|
||
this.defines = { USE_COLOR: true };
|
||
|
||
this.defaultAttributeValues.color = colour;
|
||
this.type = 'CV.GlyphMaterial';
|
||
this.atlas = glyphAtlas;
|
||
|
||
|
||
// event handler
|
||
window.addEventListener( 'resize', _resize );
|
||
|
||
var self = this;
|
||
|
||
return this;
|
||
|
||
function _resize() {
|
||
|
||
self.uniforms.scale.value = container.clientHeight / container.clientWidth;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
GlyphMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
GlyphMaterial.prototype.constructor = GlyphMaterial;
|
||
|
||
GlyphMaterial.prototype.getAtlas = function () {
|
||
|
||
return this.atlas;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
var cache = new Map();
|
||
var viewer;
|
||
|
||
var cursorMaterials = [];
|
||
var depthMaterials = [];
|
||
var perSurveyMaterials = {};
|
||
|
||
function updateMaterialCursor ( material ) {
|
||
|
||
viewer.initCursorHeight = material.setCursor( viewer.cursorHeight );
|
||
|
||
}
|
||
|
||
function updateCursors( /* event */ ) {
|
||
|
||
cursorMaterials.forEach( updateMaterialCursor );
|
||
|
||
}
|
||
|
||
function updateDatumShifts( event ) {
|
||
|
||
var datumShift = event.value;
|
||
|
||
depthMaterials.forEach( _updateMaterialDepth );
|
||
|
||
function _updateMaterialDepth ( material ) {
|
||
|
||
material.setDatumShift( datumShift );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
function getHeightMaterial ( type, limits ) {
|
||
|
||
var name = 'height' + type;
|
||
|
||
if ( cache.has( name ) ) return cache.get( name );
|
||
|
||
var material = new HeightMaterial( type, limits );
|
||
|
||
cache.set( name, material );
|
||
|
||
perSurveyMaterials[ name ] = material;
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function getDepthMapMaterial ( terrain ) {
|
||
|
||
return new DepthMapMaterial( terrain );
|
||
|
||
}
|
||
|
||
function getDepthMaterial ( type, limits, terrain ) {
|
||
|
||
var name = 'depth' + type;
|
||
var material = cache.get( name );
|
||
|
||
if ( material === undefined ) {
|
||
|
||
material = new DepthMaterial( type, limits, terrain );
|
||
|
||
cache.set( name, material );
|
||
|
||
perSurveyMaterials[ name ] = material;
|
||
depthMaterials.push( material );
|
||
|
||
}
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function getCursorMaterial ( type, limits ) {
|
||
|
||
var name = 'cursor' + type;
|
||
|
||
var material = cache.get( name );
|
||
|
||
if ( material === undefined ) {
|
||
|
||
material = new CursorMaterial( type, limits );
|
||
|
||
perSurveyMaterials[ name ] = material;
|
||
|
||
cache.set( name, material );
|
||
|
||
}
|
||
|
||
// restore current cursor
|
||
|
||
viewer.initCursorHeight = material.getCursor();
|
||
|
||
// set active cursor material for updating
|
||
|
||
cursorMaterials[ type ] = material;
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function getDepthCursorMaterial( type, limits, terrain ) {
|
||
|
||
var name = 'depthCursor' + type;
|
||
|
||
var material = cache.get( name );
|
||
|
||
if ( material === undefined ) {
|
||
|
||
material = new DepthCursorMaterial( type, limits, terrain );
|
||
|
||
perSurveyMaterials[ name ] = material;
|
||
depthMaterials.push( material );
|
||
|
||
cache.set( name, material );
|
||
|
||
}
|
||
|
||
// restore current cursor
|
||
|
||
viewer.initCursorHeight = material.getCursor();
|
||
|
||
// set active cursor material for updating
|
||
|
||
cursorMaterials[ type ] = material;
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function getSurfaceMaterial () {
|
||
|
||
if ( cache.has( 'surface' ) ) return cache.get( 'surface' );
|
||
|
||
var material = new MeshLambertMaterial( { color: 0xFFFFFF, vertexColors: NoColors } );
|
||
|
||
cache.set( 'surface', material );
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function getLineMaterial () {
|
||
|
||
if ( cache.has( 'line' ) ) return cache.get( 'line' );
|
||
|
||
var material = new LineBasicMaterial( { color: 0xFFFFFF, vertexColors: VertexColors } );
|
||
|
||
cache.set( 'line', material );
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function getGlyphMaterial ( glyphAtlasSpec, rotation, colour ) {
|
||
|
||
var name = glyphAtlasSpec + ':' + rotation.toString() + ':' + ( colour ? colour.toString() : 'default' );
|
||
|
||
if ( cache.has( name ) ) return cache.get( name );
|
||
|
||
var material = new GlyphMaterial( glyphAtlasSpec, viewer.container, rotation, colour );
|
||
|
||
cache.set( name, material );
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function setTerrain( terrain ) {
|
||
|
||
|
||
terrain.addEventListener( 'datumShiftChange', updateDatumShifts );
|
||
|
||
}
|
||
|
||
function initCache ( Viewer ) {
|
||
|
||
cache.clear();
|
||
|
||
viewer = Viewer;
|
||
|
||
viewer.addEventListener( 'cursorChange', updateCursors );
|
||
|
||
}
|
||
|
||
function flushCache() {
|
||
|
||
var name;
|
||
|
||
for ( name in perSurveyMaterials ) {
|
||
|
||
var material = perSurveyMaterials[ name ];
|
||
|
||
material.dispose();
|
||
cache.delete( name );
|
||
|
||
}
|
||
|
||
depthMaterials = [];
|
||
perSurveyMaterials = {};
|
||
|
||
}
|
||
|
||
var Materials$1 = {
|
||
getHeightMaterial: getHeightMaterial,
|
||
getDepthMapMaterial: getDepthMapMaterial,
|
||
getDepthMaterial: getDepthMaterial,
|
||
getDepthCursorMaterial: getDepthCursorMaterial,
|
||
getCursorMaterial: getCursorMaterial,
|
||
getSurfaceMaterial: getSurfaceMaterial,
|
||
getLineMaterial: getLineMaterial,
|
||
getGlyphMaterial: getGlyphMaterial,
|
||
setTerrain: setTerrain,
|
||
initCache: initCache,
|
||
flushCache: flushCache
|
||
};
|
||
|
||
// EOF
|
||
|
||
function LinearScale ( container, Viewer ) {
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
var stdWidth = HudObject.stdWidth;
|
||
var stdMargin = HudObject.stdMargin;
|
||
|
||
this.name = 'CV.LinearScale';
|
||
this.domObjects = [];
|
||
|
||
var barOffset = 3 * ( stdWidth + stdMargin );
|
||
var barHeight = ( height - barOffset ) / 2;
|
||
var barWidth = stdWidth / 2;
|
||
|
||
var range = Viewer.maxHeight - Viewer.minHeight;
|
||
|
||
var geometry = new PlaneBufferGeometry( barWidth, range );
|
||
|
||
// rotate the model to put the plane in the xz plane, covering the range of view height values - the gradient shader works on z values.
|
||
|
||
geometry.rotateX( Math.PI / 2 );
|
||
geometry.translate( -barWidth / 2, 0, 0 );
|
||
|
||
Mesh.call( this, geometry, Materials$1.getHeightMaterial( MATERIAL_LINE ) );
|
||
|
||
var ms = new Matrix4().makeScale( 1, 1, barHeight / range );
|
||
|
||
ms.multiply( new Matrix4().makeTranslation( width / 2 - stdMargin, -height / 2 + barOffset + barHeight / 2, 0 ) );
|
||
|
||
this.applyMatrix( ms );
|
||
|
||
// rotate the model in the world view.
|
||
this.rotateOnAxis( new Vector3( 1, 0, 0 ), -Math.PI / 2 );
|
||
|
||
// add labels
|
||
var maxdiv = document.createElement( 'div' );
|
||
var mindiv = document.createElement( 'div' );
|
||
|
||
var caption = document.createElement( 'div' );
|
||
|
||
maxdiv.classList.add( 'linear-scale' );
|
||
mindiv.classList.add( 'linear-scale' );
|
||
|
||
caption.classList.add( 'linear-scale-caption' );
|
||
|
||
maxdiv.id = 'max-div';
|
||
mindiv.id = 'min-div';
|
||
|
||
caption.id = 'linear-caption';
|
||
|
||
maxdiv.style.top = barHeight + 'px';
|
||
mindiv.style.bottom = barOffset + 'px';
|
||
|
||
caption.style.bottom = height - barHeight + 'px';
|
||
|
||
container.appendChild( maxdiv );
|
||
container.appendChild( mindiv );
|
||
|
||
container.appendChild( caption );
|
||
|
||
maxdiv.textContent = '---';
|
||
mindiv.textContent = '---';
|
||
|
||
caption.textContent = 'xxxx';
|
||
|
||
this.maxDiv = maxdiv;
|
||
this.minDiv = mindiv;
|
||
|
||
this.caption = caption;
|
||
|
||
this.domObjects.push( mindiv );
|
||
this.domObjects.push( maxdiv );
|
||
|
||
this.domObjects.push( caption );
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
LinearScale.prototype = Object.create( Mesh.prototype );
|
||
|
||
Object.assign( LinearScale.prototype, HudObject.prototype );
|
||
|
||
LinearScale.prototype.constructor = LinearScale;
|
||
|
||
LinearScale.prototype.setRange = function ( min, max, caption ) {
|
||
|
||
this.maxDiv.textContent = Math.round( max ) + 'm';
|
||
this.minDiv.textContent = Math.round( min ) + 'm';
|
||
|
||
this.setCaption( caption );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
|
||
LinearScale.prototype.setCaption = function ( caption ) {
|
||
|
||
this.caption.textContent = caption;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
LinearScale.prototype.setMaterial = function ( material ) {
|
||
|
||
this.material = material;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function CursorScale ( container ) {
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
var stdWidth = HudObject.stdWidth;
|
||
var stdMargin = HudObject.stdMargin;
|
||
|
||
this.name = 'CV.CursorScale';
|
||
this.domObjects = [];
|
||
|
||
var barOffset = 3 * ( stdWidth + stdMargin );
|
||
var barHeight = ( height - barOffset ) / 2;
|
||
var barWidth = stdWidth / 2;
|
||
|
||
var geometry = new PlaneBufferGeometry( barWidth, barHeight );
|
||
|
||
Mesh.call( this, geometry, new MeshBasicMaterial( { color: 0x777777 } ) );
|
||
|
||
this.translateX( width / 2 - barWidth / 2 - stdMargin );
|
||
this.translateY( -height / 2 + barHeight / 2 + barOffset );
|
||
|
||
this.barHeight = barHeight;
|
||
|
||
// make cursor line
|
||
|
||
var cursorGeometry = new Geometry();
|
||
|
||
cursorGeometry.vertices.push( new Vector3( barWidth / 2, -barHeight / 2, 0 ) );
|
||
cursorGeometry.vertices.push( new Vector3( -barWidth / 2, -barHeight / 2, 0 ) );
|
||
|
||
var cursor = new Line( cursorGeometry, new LineBasicMaterial( { color: 0xffffff } ) );
|
||
|
||
this.add( cursor );
|
||
|
||
this.cursor = cursor;
|
||
|
||
// add labels
|
||
var maxdiv = document.createElement( 'div' );
|
||
var mindiv = document.createElement( 'div' );
|
||
|
||
var caption = document.createElement( 'div' );
|
||
|
||
maxdiv.classList.add( 'linear-scale' );
|
||
mindiv.classList.add( 'linear-scale' );
|
||
|
||
caption.classList.add( 'linear-scale-caption' );
|
||
|
||
maxdiv.id = 'max-div';
|
||
mindiv.id = 'min-div';
|
||
|
||
caption.id = 'linear-caption';
|
||
|
||
maxdiv.style.top = barHeight + 'px';
|
||
mindiv.style.bottom = barOffset + 'px';
|
||
|
||
caption.style.bottom = height - barHeight + 'px';
|
||
|
||
container.appendChild( maxdiv );
|
||
container.appendChild( mindiv );
|
||
|
||
container.appendChild( caption );
|
||
|
||
maxdiv.textContent = '---';
|
||
mindiv.textContent = '---';
|
||
|
||
caption.textContent = 'xxxx';
|
||
|
||
this.maxDiv = maxdiv;
|
||
this.minDiv = mindiv;
|
||
|
||
this.caption = caption;
|
||
|
||
this.domObjects.push( mindiv );
|
||
this.domObjects.push( maxdiv );
|
||
|
||
this.domObjects.push( caption );
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
CursorScale.prototype = Object.create( Mesh.prototype );
|
||
|
||
Object.assign( CursorScale.prototype, HudObject.prototype );
|
||
|
||
CursorScale.prototype.constructor = CursorScale;
|
||
|
||
CursorScale.prototype.setRange = function ( min, max, caption ) {
|
||
|
||
this.maxDiv.textContent = Math.round( max ) + 'm';
|
||
this.minDiv.textContent = Math.round( min ) + 'm';
|
||
|
||
this.caption.textContent = caption;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
|
||
CursorScale.prototype.setCursor = function ( scaledValue /*, displayValue */ ) {
|
||
|
||
this.cursor.position.setY( this.barHeight * scaledValue );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function ProgressDial () {
|
||
|
||
var stdWidth = HudObject.stdWidth;
|
||
var stdMargin = HudObject.stdMargin;
|
||
|
||
var geometry = new RingGeometry( stdWidth * 0.9, stdWidth, 50 );
|
||
|
||
Mesh.call( this, geometry, new MeshBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ) );
|
||
|
||
this.name = 'CV.ProgressDial';
|
||
this.domObjects = [];
|
||
|
||
var offset = stdWidth + stdMargin;
|
||
|
||
this.translateX( -offset * 5 );
|
||
this.translateY( offset );
|
||
|
||
this.rotateOnAxis( upAxis, Math.PI / 2 );
|
||
|
||
this.visible = false;
|
||
this.isVisible = true;
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
ProgressDial.prototype = Object.create( Mesh.prototype );
|
||
|
||
Object.assign( ProgressDial.prototype, HudObject.prototype );
|
||
|
||
ProgressDial.prototype.constructor = ProgressDial;
|
||
|
||
ProgressDial.prototype.set = function ( progress ) {
|
||
|
||
this.progress = progress;
|
||
|
||
var l = Math.floor( Math.min( 100, Math.round( progress ) ) / 2 ) * 2;
|
||
var faces = this.geometry.faces;
|
||
|
||
for ( var i = 0; i < l; i++ ) {
|
||
|
||
faces[ 99 - i ].color.set( 0x00ff00 );
|
||
|
||
}
|
||
|
||
this.geometry.colorsNeedUpdate = true;
|
||
|
||
};
|
||
|
||
ProgressDial.prototype.add = function ( progress ) {
|
||
|
||
this.set( this.progress + progress );
|
||
|
||
};
|
||
|
||
ProgressDial.prototype.start = function () {
|
||
|
||
var faces = this.geometry.faces;
|
||
|
||
for ( var i = 0; i < 100; i++ ) {
|
||
|
||
faces[ i ].color.set( 0x333333 );
|
||
|
||
}
|
||
|
||
this.geometry.colorsNeedUpdate = true;
|
||
this.progress = 0;
|
||
this.visible = this.isVisible;
|
||
|
||
};
|
||
|
||
ProgressDial.prototype.end = function () {
|
||
|
||
var self = this;
|
||
|
||
setTimeout( function () { self.visible = false; Viewer.renderView(); }, 500 );
|
||
|
||
};
|
||
|
||
ProgressDial.prototype.setVisibility = function ( visibility ) {
|
||
|
||
this.isVisible = visibility;
|
||
this.visible = ( this.visible && visibility );
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function ScaleBar ( container, hScale, rightMargin ) {
|
||
|
||
var leftMargin = 10;
|
||
|
||
Group.call( this );
|
||
|
||
this.name = 'CV.ScaleBar';
|
||
this.domObjects = [];
|
||
|
||
this.hScale = hScale;
|
||
this.scaleBars = [];
|
||
this.currentLength = 0;
|
||
|
||
this.position.set( -container.clientWidth / 2 + 5, -container.clientHeight / 2 + leftMargin, 0 );
|
||
this.scaleMax = container.clientWidth - ( leftMargin + rightMargin );
|
||
|
||
var legend = document.createElement( 'div' );
|
||
|
||
legend.classList.add( 'scale-legend' );
|
||
legend.textContent = '';
|
||
|
||
container.appendChild( legend );
|
||
|
||
this.legend = legend;
|
||
this.domObjects.push( legend );
|
||
|
||
this.addEventListener( 'removed', this.removeDomObjects );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
ScaleBar.prototype = Object.create( Group.prototype );
|
||
|
||
Object.assign( ScaleBar.prototype, HudObject.prototype );
|
||
|
||
ScaleBar.prototype.constructor = ScaleBar;
|
||
|
||
ScaleBar.prototype.setVisibility = function ( visible ) {
|
||
|
||
HudObject.prototype.setVisibility.call( this, visible );
|
||
|
||
if ( this.currentLength !== 0 ) this.scaleBars[ this.currentLength ].mesh.visible = visible;
|
||
|
||
};
|
||
|
||
ScaleBar.prototype.setScale = function ( scale ) {
|
||
|
||
var scaleBars = this.scaleBars;
|
||
var length = 0;
|
||
var self = this;
|
||
|
||
var maxVisible = this.scaleMax / ( scale * this.hScale );
|
||
var exponent = Math.ceil( Math.log( maxVisible ) / Math.LN10 ) - 1;
|
||
var rMax = Math.pow( 10, exponent );
|
||
var maxInc = maxVisible / rMax;
|
||
var legendText;
|
||
|
||
if ( maxInc < 2 ) {
|
||
|
||
length = 10;
|
||
exponent = exponent - 1;
|
||
|
||
} else if ( maxInc < 5 ) {
|
||
|
||
length = 2;
|
||
|
||
} else {
|
||
|
||
length = 5;
|
||
|
||
}
|
||
|
||
if ( exponent >= 3 ) {
|
||
|
||
legendText = length * Math.pow( 10, exponent - 3) + 'km';
|
||
|
||
} else {
|
||
|
||
legendText = length * Math.pow( 10, exponent ) + 'm';
|
||
|
||
}
|
||
|
||
scale = scale * Math.pow( 10, exponent );
|
||
|
||
if ( this.currentLength !== length ) {
|
||
|
||
if ( ! scaleBars[ length ] ) {
|
||
|
||
var bar = _makeScaleBar( length );
|
||
|
||
scaleBars[ length ] = bar;
|
||
this.add( bar.mesh );
|
||
|
||
}
|
||
|
||
if ( this.currentLength > 0 ) {
|
||
|
||
scaleBars[ this.currentLength ].mesh.visible = false;
|
||
|
||
}
|
||
|
||
scaleBars[ length ].mesh.visible = this.visible;
|
||
this.currentLength = length;
|
||
|
||
}
|
||
|
||
scaleBars[ length ].mesh.scale.x = scale;
|
||
|
||
var legend = this.legend;
|
||
|
||
legend.style.display = this.visible ? 'block' : 'none';
|
||
legend.style.left = ( scale * scaleBars[ length ].topRight - legend.clientWidth ) + 'px';
|
||
|
||
legend.textContent = legendText;
|
||
|
||
return this;
|
||
|
||
function _makeScaleBar ( length ) {
|
||
|
||
var height = 4;
|
||
var rLength = length * self.hScale;
|
||
var i, l;
|
||
|
||
var bar = new PlaneGeometry( rLength, height, length );
|
||
var bar2 = new PlaneGeometry( rLength, height, length * 10 );
|
||
var line = new Geometry();
|
||
|
||
line.vertices.push( new Vector3( -rLength / 2, 0, 1 ) );
|
||
line.vertices.push( new Vector3( rLength / 2, 0, 1 ) );
|
||
|
||
var mBar = new Mesh( bar, new MeshBasicMaterial( { color: 0xffffff, vertexColors: FaceColors, side: FrontSide } ) );
|
||
var mBar2 = new Mesh( bar2, new MeshBasicMaterial( { color: 0xffffff, vertexColors: FaceColors, side: FrontSide } ) );
|
||
var mLine = new LineSegments( line, new LineBasicMaterial( { color: 0xff0000 } ) );
|
||
|
||
for ( i = 0, l = bar.faces.length; i < l; i = i + 4 ) {
|
||
|
||
bar.faces[ i ].color = ColourCache.red;
|
||
bar.faces[ i + 1 ].color = ColourCache.red;
|
||
|
||
}
|
||
|
||
for ( i = 0, l = bar2.faces.length; i < l; i = i + 4 ) {
|
||
|
||
bar2.faces[ i ].color = ColourCache.red;
|
||
bar2.faces[ i + 1 ].color = ColourCache.red;
|
||
|
||
}
|
||
|
||
bar.translate( rLength / 2, height + height / 2 + 1, 0 );
|
||
bar2.translate( rLength / 2, height / 2, 0 );
|
||
line.translate( rLength / 2, height, 0 );
|
||
|
||
bar.computeBoundingBox();
|
||
|
||
var group = new Group();
|
||
|
||
group.add( mBar );
|
||
group.add( mBar2 );
|
||
group.add( mLine );
|
||
|
||
return { mesh: group, topRight: bar.boundingBox.max.x };
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
// THREE objects
|
||
|
||
var renderer$1;
|
||
var camera$1;
|
||
var scene$1;
|
||
|
||
var hScale = 0;
|
||
|
||
var attitudeGroup;
|
||
|
||
var linearScale = null;
|
||
var angleScale = null;
|
||
var cursorScale = null;
|
||
var scaleBar = null;
|
||
|
||
var compass;
|
||
var ahi;
|
||
var progressDial;
|
||
|
||
// DOM objects
|
||
|
||
var container$1;
|
||
|
||
// viewer state
|
||
|
||
var controls$1;
|
||
var isVisible = true;
|
||
|
||
function init$1 ( domId, viewRenderer ) {
|
||
|
||
container$1 = document.getElementById( domId );
|
||
renderer$1 = viewRenderer;
|
||
|
||
var hHeight = container$1.clientHeight / 2;
|
||
var hWidth = container$1.clientWidth / 2;
|
||
|
||
// create GL scene and camera for overlay
|
||
camera$1 = new OrthographicCamera( -hWidth, hWidth, hHeight, -hHeight, 1, 1000 );
|
||
camera$1.position.z = 600;
|
||
|
||
scene$1 = new Scene();
|
||
|
||
// group to simplyfy resize handling
|
||
attitudeGroup = new Group();
|
||
attitudeGroup.position.set( hWidth, -hHeight, 0 );
|
||
|
||
scene$1.add( attitudeGroup );
|
||
|
||
var aLight = new AmbientLight( 0x888888 );
|
||
var dLight = new DirectionalLight( 0xFFFFFF );
|
||
|
||
dLight.position.set( -1, 1, 1 );
|
||
|
||
scene$1.add( aLight );
|
||
scene$1.add( dLight );
|
||
|
||
compass = new Compass( container$1 );
|
||
ahi = new AHI( container$1 );
|
||
progressDial = new ProgressDial();
|
||
|
||
attitudeGroup.add( compass );
|
||
attitudeGroup.add( ahi );
|
||
attitudeGroup.add( progressDial );
|
||
|
||
window.addEventListener( 'resize', resize$1 );
|
||
|
||
Viewer.addEventListener( 'newCave', caveChanged );
|
||
Viewer.addEventListener( 'change', viewChanged );
|
||
|
||
controls$1 = Viewer.getControls();
|
||
|
||
controls$1.addEventListener( 'change', update );
|
||
|
||
}
|
||
|
||
function setVisibility ( visible ) {
|
||
|
||
compass.setVisibility( visible );
|
||
ahi.setVisibility( visible );
|
||
progressDial.setVisibility( visible );
|
||
|
||
if ( scaleBar ) scaleBar.setVisibility( visible );
|
||
|
||
isVisible = visible;
|
||
|
||
// reset correct disposition of colour keys etc.
|
||
if ( linearScale ) {
|
||
|
||
if ( visible ) {
|
||
|
||
viewChanged ( { type: 'change', name: 'shadingMode' } );
|
||
|
||
} else {
|
||
|
||
linearScale.setVisibility( false );
|
||
cursorScale.setVisibility( false );
|
||
angleScale.setVisibility( false );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Viewer.renderView();
|
||
|
||
}
|
||
|
||
function getVisibility() {
|
||
|
||
return isVisible;
|
||
|
||
}
|
||
|
||
function getProgressDial() {
|
||
|
||
return progressDial;
|
||
|
||
}
|
||
|
||
function setScale$1( scale ) {
|
||
|
||
hScale = scale;
|
||
|
||
}
|
||
|
||
function resize$1 () {
|
||
|
||
var hWidth = container$1.clientWidth / 2;
|
||
var hHeight = container$1.clientHeight / 2;
|
||
|
||
// adjust cameras to new aspect ratio etc.
|
||
camera$1.left = -hWidth;
|
||
camera$1.right = hWidth;
|
||
camera$1.top = hHeight;
|
||
camera$1.bottom = -hHeight;
|
||
|
||
camera$1.updateProjectionMatrix();
|
||
|
||
attitudeGroup.position.set( hWidth, -hHeight, 0 );
|
||
|
||
newScales();
|
||
|
||
setVisibility ( isVisible ); // set correct visibility of elements
|
||
|
||
}
|
||
|
||
function update () {
|
||
|
||
// update HUD components
|
||
|
||
var currentCamera = controls$1.object;
|
||
|
||
compass.set( currentCamera );
|
||
ahi.set( currentCamera );
|
||
updateScaleBar( currentCamera );
|
||
|
||
}
|
||
|
||
function renderHUD () {
|
||
|
||
// render on screen
|
||
renderer$1.clearDepth();
|
||
renderer$1.render( scene$1, camera$1 );
|
||
|
||
}
|
||
|
||
function caveChanged ( /* event */ ) {
|
||
|
||
newScales();
|
||
|
||
viewChanged ( { type: 'change', name: 'shadingMode' } );
|
||
|
||
}
|
||
|
||
|
||
function newScales () {
|
||
|
||
if ( linearScale ) scene$1.remove( linearScale );
|
||
|
||
linearScale = new LinearScale( container$1, Viewer );
|
||
|
||
scene$1.add( linearScale );
|
||
|
||
|
||
if ( cursorScale ) scene$1.remove( cursorScale );
|
||
|
||
cursorScale = new CursorScale( container$1 );
|
||
|
||
scene$1.add( cursorScale );
|
||
|
||
|
||
if ( angleScale ) scene$1.remove( angleScale );
|
||
|
||
angleScale = new AngleScale( container$1 );
|
||
|
||
scene$1.add( angleScale );
|
||
|
||
if ( scaleBar ) {
|
||
|
||
scene$1.remove( scaleBar );
|
||
scaleBar = null;
|
||
|
||
}
|
||
|
||
updateScaleBar( controls$1.object );
|
||
|
||
}
|
||
|
||
function viewChanged ( event ) {
|
||
|
||
if ( event.name !== 'shadingMode' || ! isVisible ) return;
|
||
|
||
// hide all - and only make required elements visible
|
||
|
||
var useAngleScale = false;
|
||
var useLinearScale = false;
|
||
var useCursorScale = false;
|
||
|
||
switch ( Viewer.shadingMode ) {
|
||
|
||
case SHADING_HEIGHT:
|
||
|
||
useLinearScale = true;
|
||
|
||
linearScale.setRange( Viewer.minHeight, Viewer.maxHeight, 'Height above Datum' ).setMaterial( Materials$1.getHeightMaterial( MATERIAL_LINE ) );
|
||
|
||
break;
|
||
|
||
case SHADING_DEPTH:
|
||
|
||
useLinearScale = true;
|
||
|
||
linearScale.setRange( Viewer.maxHeight - Viewer.minHeight, 0, 'Depth below surface' ).setMaterial( Materials$1.getHeightMaterial( MATERIAL_LINE ) );
|
||
|
||
break;
|
||
|
||
case SHADING_CURSOR:
|
||
|
||
useCursorScale = true;
|
||
|
||
cursorScale.setRange( Viewer.minHeight, Viewer.maxHeight, 'Height' );
|
||
|
||
cursorChanged();
|
||
|
||
break;
|
||
|
||
case SHADING_DEPTH_CURSOR:
|
||
|
||
useCursorScale = true;
|
||
|
||
cursorScale.setRange( Viewer.maxHeight - Viewer.minHeight, 0, 'Depth' );
|
||
|
||
cursorChanged();
|
||
|
||
break;
|
||
|
||
case SHADING_LENGTH:
|
||
|
||
useLinearScale = true;
|
||
|
||
linearScale.setRange( Viewer.minLegLength, Viewer.maxLegLength, 'Leg length' ).setMaterial( Materials$1.getHeightMaterial( MATERIAL_LINE, true ) ).setVisibility( true );
|
||
|
||
break;
|
||
|
||
case SHADING_INCLINATION:
|
||
|
||
useAngleScale = true;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
angleScale.setVisibility( useAngleScale );
|
||
linearScale.setVisibility( useLinearScale );
|
||
cursorScale.setVisibility( useCursorScale );
|
||
|
||
if ( useCursorScale ) {
|
||
|
||
Viewer.addEventListener( 'cursorChange', cursorChanged );
|
||
|
||
} else {
|
||
|
||
Viewer.removeEventListener( 'cursorChange', cursorChanged );
|
||
|
||
}
|
||
|
||
Viewer.renderView();
|
||
|
||
}
|
||
|
||
function cursorChanged ( /* event */ ) {
|
||
|
||
var cursorHeight = Viewer.cursorHeight;
|
||
var range = Viewer.maxHeight - Viewer.minHeight;
|
||
var scaledHeight = 0;
|
||
|
||
if ( Viewer.shadingMode === SHADING_CURSOR ) {
|
||
|
||
scaledHeight = ( Viewer.cursorHeight + range / 2 ) / range;
|
||
|
||
} else {
|
||
|
||
scaledHeight = 1 - cursorHeight / range;
|
||
|
||
}
|
||
|
||
scaledHeight = Math.max( Math.min( scaledHeight, 1 ), 0 );
|
||
|
||
cursorScale.setCursor( scaledHeight, Math.round( cursorHeight ) );
|
||
|
||
}
|
||
|
||
function updateScaleBar ( camera ) {
|
||
|
||
if ( camera instanceof OrthographicCamera ) {
|
||
|
||
if ( scaleBar === null ) {
|
||
|
||
scaleBar = new ScaleBar( container$1, hScale, ( HudObject.stdWidth + HudObject.stdMargin ) * 4 );
|
||
scene$1.add( scaleBar );
|
||
|
||
}
|
||
|
||
if ( isVisible !== scaleBar.visible ) scaleBar.setVisibility( isVisible );
|
||
|
||
scaleBar.setScale( camera.zoom );
|
||
|
||
} else {
|
||
|
||
if ( scaleBar !== null && scaleBar.visible ) scaleBar.setVisibility( false );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var HUD = {
|
||
init: init$1,
|
||
renderHUD: renderHUD,
|
||
update: update,
|
||
setVisibility: setVisibility,
|
||
getVisibility: getVisibility,
|
||
getProgressDial: getProgressDial,
|
||
setScale: setScale$1
|
||
};
|
||
|
||
// EOF
|
||
|
||
function CameraMove ( controls, renderFunction, endCallback ) {
|
||
|
||
this.cameraTarget = null;
|
||
this.targetPOI = null;
|
||
|
||
this.controls = controls;
|
||
this.renderFunction = renderFunction;
|
||
this.endCallback = endCallback;
|
||
this.frameCount = 0;
|
||
this.frames = 0;
|
||
this.targetZoom = 1;
|
||
this.curve = null;
|
||
this.skipNext = false;
|
||
|
||
this.moveRequired = false;
|
||
|
||
}
|
||
|
||
CameraMove.prototype.constructor = CameraMove;
|
||
|
||
CameraMove.prototype.prepare = function ( cameraTarget, targetPOI ) {
|
||
|
||
if ( this.frameCount !== 0 ) return;
|
||
|
||
this.skipNext = false;
|
||
|
||
if ( targetPOI && targetPOI.isBox3 ) {
|
||
|
||
// target can be a Box3 in world space
|
||
|
||
var size = targetPOI.getSize();
|
||
var camera = this.controls.object;
|
||
var elevation;
|
||
|
||
targetPOI = targetPOI.getCenter();
|
||
|
||
if ( camera.isPerspectiveCamera ) {
|
||
|
||
var tan = Math.tan( _Math.DEG2RAD * 0.5 * camera.getEffectiveFOV() );
|
||
|
||
var e1 = 1.5 * tan * size.y / 2 + size.z;
|
||
var e2 = tan * camera.aspect * size.x / 2 + size.z;
|
||
|
||
elevation = Math.max( e1, e2 );
|
||
|
||
this.targetZoom = 1;
|
||
|
||
if ( elevation === 0 ) elevation = 100;
|
||
|
||
} else {
|
||
|
||
var hRatio = ( camera.right - camera.left ) / size.x;
|
||
var vRatio = ( camera.top - camera.bottom ) / size.y;
|
||
|
||
this.targetZoom = Math.min( hRatio, vRatio );
|
||
elevation = 600;
|
||
|
||
}
|
||
|
||
cameraTarget = targetPOI.clone();
|
||
cameraTarget.z = cameraTarget.z + elevation;
|
||
|
||
}
|
||
|
||
this.cameraTarget = cameraTarget;
|
||
this.targetPOI = targetPOI;
|
||
|
||
this.moveRequired = ( this.cameraTarget !== null || this.targetPOI !== null );
|
||
|
||
var startPOI = this.controls.target;
|
||
var cameraStart = this.controls.object.position;
|
||
|
||
if ( cameraTarget !== null ) {
|
||
|
||
if ( cameraTarget.equals( cameraStart ) ) {
|
||
|
||
// start and end camera positions are identical.
|
||
|
||
this.moveRequired = false;
|
||
|
||
if ( targetPOI === null ) this.skipNext = true;
|
||
|
||
} else {
|
||
|
||
if ( targetPOI === null ) targetPOI = startPOI;
|
||
|
||
var distance = cameraStart.distanceTo( cameraTarget );
|
||
|
||
var cp1 = this.getControlPoint( startPOI, cameraStart, cameraTarget, distance );
|
||
var cp2 = this.getControlPoint( targetPOI, cameraTarget, cameraStart, distance );
|
||
|
||
this.curve = new CubicBezierCurve3( cameraStart, cp1, cp2, cameraTarget );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
CameraMove.prototype.getControlPoint = function ( common, p1, p2, distance ) {
|
||
|
||
var v1 = new Vector3();
|
||
var v2 = new Vector3();
|
||
|
||
var normal = new Vector3();
|
||
var l = 0;
|
||
|
||
while ( l === 0 ) {
|
||
|
||
v1.copy( p1 ).sub( common );
|
||
v2.copy( p2 ).sub( common );
|
||
|
||
normal.crossVectors( v1, v2 );
|
||
|
||
l = normal.length();
|
||
|
||
if ( l === 0 ) {
|
||
|
||
// adjust the targetPOI to avoid degenerate triangles.
|
||
|
||
common.addScalar( -1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var adjust = new Vector3().crossVectors( normal, v1 ).setLength( Math.min( distance, v1.length() ) / 3 );
|
||
|
||
var candidate1 = new Vector3().copy( adjust ).add( v1 );
|
||
var candidate2 = new Vector3().copy( adjust ).negate().add( v1 );
|
||
|
||
return ( v2.distanceTo( candidate1 ) < v2.distanceTo( candidate2 ) ) ? candidate1 : candidate2;
|
||
|
||
};
|
||
|
||
CameraMove.prototype.start = function ( time ) {
|
||
|
||
if ( this.frameCount === 0 && ! this.skipNext ) {
|
||
|
||
this.frameCount = time + 1;
|
||
this.frames = this.frameCount;
|
||
this.controls.enabled = ! this.moveRequired;
|
||
|
||
this.animate();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
CameraMove.prototype.animate = function () {
|
||
|
||
var tRemaining = --this.frameCount;
|
||
var controls = this.controls;
|
||
var curve = this.curve;
|
||
|
||
if ( tRemaining < 0 ) {
|
||
|
||
this.frameCount = 0;
|
||
this.endAnimation();
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
if ( this.moveRequired ) {
|
||
|
||
// update camera position and controls.target
|
||
|
||
var camera = controls.object;
|
||
|
||
var t = 1 - tRemaining / this.frames;
|
||
|
||
controls.target.lerp( this.targetPOI, t );
|
||
|
||
if ( curve !== null ) {
|
||
|
||
camera.position.copy( this.curve.getPoint( t ) );
|
||
|
||
}
|
||
|
||
camera.zoom = camera.zoom + ( this.targetZoom - camera.zoom ) * t;
|
||
|
||
// if ( targetPOI.quaternion ) camera.quaternion.slerp( targetPOI.quaternion, t );
|
||
|
||
camera.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
controls.update();
|
||
|
||
if ( tRemaining === 0 ) {
|
||
|
||
// end of animation
|
||
|
||
this.endAnimation();
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
var self = this;
|
||
|
||
requestAnimationFrame( function () { self.animate(); } );
|
||
|
||
this.renderFunction();
|
||
|
||
};
|
||
|
||
CameraMove.prototype.endAnimation = function () {
|
||
|
||
this.controls.enabled = true;
|
||
this.moveRequired = false;
|
||
|
||
this.cameraTarget = null;
|
||
this.targetPOI = null;
|
||
|
||
this.renderFunction();
|
||
this.endCallback();
|
||
|
||
};
|
||
|
||
CameraMove.prototype.stop = function () {
|
||
|
||
this.frameCount = 1;
|
||
|
||
};
|
||
|
||
CameraMove.prototype.cancel = function () {
|
||
|
||
this.frameCount = 0;
|
||
this.skipNext = false;
|
||
|
||
};
|
||
|
||
CameraMove.prototype.isActive = function () {
|
||
|
||
return ( this.frameCount > 0 );
|
||
|
||
};
|
||
|
||
function Tree( name, id, root, parent ) { // root parameter only used internally
|
||
|
||
if ( root === undefined ) {
|
||
|
||
this.id = 0;
|
||
this.maxId = 0;
|
||
this.root = this;
|
||
this.parent = null;
|
||
|
||
} else {
|
||
|
||
this.root = root;
|
||
this.parent = parent;
|
||
this.id = ( id === null ) ? ++root.maxId : id;
|
||
|
||
}
|
||
|
||
this.name = name || '';
|
||
this.children = [];
|
||
|
||
}
|
||
|
||
Tree.prototype.constructor = Tree;
|
||
|
||
Tree.prototype.traverse = function ( func ) {
|
||
|
||
var children = this.children;
|
||
|
||
func ( this );
|
||
|
||
for ( var i = 0; i < children.length; i++ ) {
|
||
|
||
children[ i ].traverse( func );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Tree.prototype.traverseDepthFirst = function ( func ) {
|
||
|
||
var children = this.children;
|
||
|
||
|
||
for ( var i = 0; i < children.length; i++ ) {
|
||
|
||
children[ i ].traverseDepthFirst( func );
|
||
|
||
}
|
||
|
||
func ( this );
|
||
|
||
};
|
||
|
||
Tree.prototype.forEachChild = function ( func, recurse ) {
|
||
|
||
var children = this.children;
|
||
var child;
|
||
|
||
for ( var i = 0; i < children.length; i++ ) {
|
||
|
||
child = children[ i ];
|
||
|
||
func( child );
|
||
|
||
if ( recurse === true ) child.forEachChild( func, true );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Tree.prototype.addById = function ( name, id, parentId, properties ) {
|
||
|
||
var parentNode = this.findById( parentId );
|
||
|
||
if ( parentNode ) {
|
||
|
||
var node = new Tree( name, id, this.root, parentNode );
|
||
|
||
if ( properties !== undefined ) Object.assign( node, properties );
|
||
|
||
parentNode.children.push( node );
|
||
|
||
var root = this.root;
|
||
root.maxId = Math.max( root.maxId, id );
|
||
|
||
return node.id;
|
||
|
||
}
|
||
|
||
return null;
|
||
|
||
};
|
||
|
||
Tree.prototype.findById = function ( id ) {
|
||
|
||
if ( this.id == id ) return this;
|
||
|
||
for ( var i = 0, l = this.children.length; i < l; i++ ) {
|
||
|
||
var child = this.children[ i ];
|
||
|
||
var found = child.findById( id );
|
||
|
||
if ( found ) return found;
|
||
|
||
}
|
||
|
||
return undefined;
|
||
|
||
};
|
||
|
||
Tree.prototype.getByPath = function ( path ) {
|
||
|
||
var pathArray = path.split( '.' );
|
||
var node = this.getByPathArray( pathArray );
|
||
|
||
return pathArray.length === 0 ? node : undefined;
|
||
|
||
};
|
||
|
||
Tree.prototype.getByPathArray = function ( path ) {
|
||
|
||
var node = this;
|
||
var search = true;
|
||
|
||
while ( search && path.length > 0 ) {
|
||
|
||
search = false;
|
||
|
||
for ( var i = 0, l = node.children.length; i < l; i++ ) {
|
||
|
||
var child = node.children[ i ];
|
||
|
||
if ( child.name === path[ 0 ] ) {
|
||
|
||
node = child;
|
||
path.shift();
|
||
search = true;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return node;
|
||
|
||
};
|
||
|
||
Tree.prototype.addPath = function ( path, properties ) {
|
||
|
||
var node;
|
||
var newNode;
|
||
|
||
// find part of path that exists already
|
||
|
||
node = this.getByPathArray( path );
|
||
|
||
if ( path.length === 0 ) return node;
|
||
|
||
// add remainder of path to node
|
||
|
||
while ( path.length > 0 ) {
|
||
|
||
newNode = new Tree( path.shift(), null, this.root, node );
|
||
|
||
node.children.push( newNode );
|
||
node = newNode;
|
||
|
||
}
|
||
|
||
if ( properties !== undefined ) Object.assign( node, properties );
|
||
|
||
return node;
|
||
|
||
};
|
||
|
||
Tree.prototype.getPath = function ( endNode ) {
|
||
|
||
var node = this;
|
||
var path = [];
|
||
|
||
if ( endNode === undefined ) endNode = this.root;
|
||
|
||
do {
|
||
|
||
path.push( node.name );
|
||
node = node.parent;
|
||
|
||
} while ( node !== endNode );
|
||
|
||
return path.reverse().join( '.' );
|
||
|
||
};
|
||
|
||
Tree.prototype.getSubtreeIds = function ( id, idSet ) {
|
||
|
||
var node = this.findById( id );
|
||
|
||
node.traverse( _getId );
|
||
|
||
function _getId( node ) {
|
||
|
||
idSet.add( node.id );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Tree.prototype.getIdByPath = function ( path ) {
|
||
|
||
var node = this.getByPathArray( path );
|
||
|
||
if ( path.length === 0 ) {
|
||
|
||
return node.id;
|
||
|
||
} else {
|
||
|
||
return undefined;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
/**
|
||
* based on BoxHelper
|
||
* @author mrdoob / http://mrdoob.com/
|
||
* @author Mugen87 / http://github.com/Mugen87
|
||
*/
|
||
|
||
function Box3Helper( box3, color ) {
|
||
|
||
this.box3 = box3;
|
||
|
||
if ( color === undefined ) color = 0xffff00;
|
||
|
||
var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
|
||
var positions = new Float32Array( 8 * 3 );
|
||
|
||
var geometry = new BufferGeometry();
|
||
geometry.setIndex( new BufferAttribute( indices, 1 ) );
|
||
geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
|
||
|
||
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
|
||
|
||
this.matrixAutoUpdate = false;
|
||
|
||
this.update( box3 );
|
||
|
||
}
|
||
|
||
Box3Helper.prototype.type = 'Box3Helper';
|
||
|
||
Box3Helper.prototype = Object.create( LineSegments.prototype );
|
||
Box3Helper.prototype.constructor = Box3Helper;
|
||
|
||
Box3Helper.prototype.update = function ( box3 ) {
|
||
|
||
this.box3 = box3;
|
||
|
||
if ( box3.isEmpty() ) return;
|
||
|
||
var min = box3.min;
|
||
var max = box3.max;
|
||
|
||
/*
|
||
5____4
|
||
1/___0/|
|
||
| 6__|_7
|
||
2/___3/
|
||
|
||
0: max.x, max.y, max.z
|
||
1: min.x, max.y, max.z
|
||
2: min.x, min.y, max.z
|
||
3: max.x, min.y, max.z
|
||
4: max.x, max.y, min.z
|
||
5: min.x, max.y, min.z
|
||
6: min.x, min.y, min.z
|
||
7: max.x, min.y, min.z
|
||
|
||
*/
|
||
|
||
var position = this.geometry.attributes.position;
|
||
var array = position.array;
|
||
|
||
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
|
||
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
|
||
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
|
||
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
|
||
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
|
||
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
|
||
array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
|
||
array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
|
||
|
||
position.needsUpdate = true;
|
||
|
||
this.geometry.computeBoundingSphere();
|
||
|
||
};
|
||
|
||
Box3Helper.prototype.removed = function () {
|
||
|
||
if ( this.geometry ) this.geometry.dispose();
|
||
|
||
};
|
||
|
||
function GlyphStringGeometry ( text, glyphAtlas ) {
|
||
|
||
InstancedBufferGeometry.call( this );
|
||
|
||
this.type = 'GlyphStringGeometry';
|
||
this.name = text;
|
||
this.width = 0;
|
||
|
||
var indexAttribute = new Uint16BufferAttribute( [ 0, 2, 1, 0, 3, 2 ], 1 );
|
||
|
||
// unit square
|
||
var positions = [
|
||
0, 0, 0,
|
||
0, 1, 0,
|
||
1, 1, 0,
|
||
1, 0, 0
|
||
];
|
||
|
||
var positionAttribute = new Float32BufferAttribute( positions, 3 );
|
||
|
||
this.setIndex( indexAttribute );
|
||
this.addAttribute( 'position', positionAttribute );
|
||
|
||
var i, l, glyphData;
|
||
var offset = 0;
|
||
|
||
l = text.length;
|
||
|
||
var uvs = new Float32Array( l * 2 );
|
||
var widths = new Float32Array( l );
|
||
var offsets = new Float32Array( l );
|
||
|
||
for ( i = 0; i < l; i++ ) {
|
||
|
||
if ( text.charCodeAt() === 0 ) continue; // skip null characters
|
||
|
||
glyphData = glyphAtlas.getGlyph( text[ i ] );
|
||
|
||
uvs[ i * 2 ] = glyphData.column;
|
||
uvs[ i * 2 + 1 ] = glyphData.row;
|
||
|
||
widths[ i ] = glyphData.width;
|
||
|
||
offsets[ i ] = offset;
|
||
|
||
offset += glyphData.width;
|
||
|
||
}
|
||
|
||
this.width = offset;
|
||
|
||
this.addAttribute( 'instanceUvs', new InstancedBufferAttribute( uvs, 2, 1 ) );
|
||
this.addAttribute( 'instanceOffsets', new InstancedBufferAttribute( offsets, 1, 1 ) );
|
||
this.addAttribute( 'instanceWidths', new InstancedBufferAttribute( widths, 1, 1 ) );
|
||
|
||
}
|
||
|
||
GlyphStringGeometry.indexAttribute = null;
|
||
GlyphStringGeometry.positionAttribute = null;
|
||
|
||
GlyphStringGeometry.prototype = Object.assign( Object.create( InstancedBufferGeometry.prototype ), {
|
||
|
||
constructor: GlyphStringGeometry
|
||
|
||
} );
|
||
|
||
|
||
function GlyphString ( text, glyphMaterial ) {
|
||
|
||
var geometry = new GlyphStringGeometry( text, glyphMaterial.getAtlas() );
|
||
|
||
Mesh.call( this, geometry, glyphMaterial );
|
||
|
||
this.type = 'GlyphString';
|
||
this.name = text;
|
||
this.frustumCulled = false;
|
||
|
||
}
|
||
|
||
GlyphString.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
||
|
||
constructor: GlyphString,
|
||
|
||
isGlyphString: true,
|
||
|
||
getWidth: function () {
|
||
|
||
return this.geometry.width;
|
||
|
||
}
|
||
|
||
} );
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function Point ( material ) {
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
material = material || new PointsMaterial( { color: 0xffffff } );
|
||
|
||
geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0 ], 3 ) );
|
||
|
||
Points.call( this, geometry, material );
|
||
|
||
this.type = 'Point';
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
Point.prototype = Object.create( Points.prototype );
|
||
|
||
Point.prototype.constructor = Point;
|
||
|
||
// preallocated objects for projected area calculation
|
||
|
||
var A = new Vector3();
|
||
var B = new Vector3();
|
||
var C = new Vector3();
|
||
var D = new Vector3();
|
||
|
||
var T1 = new Triangle( A, B, C );
|
||
var T2 = new Triangle( A, C, D );
|
||
|
||
var clusterMaterialCache = [];
|
||
|
||
function getClusterMaterial ( count ) {
|
||
|
||
var material = clusterMaterialCache[ count ];
|
||
|
||
if ( material !== undefined ) return material;
|
||
|
||
var markerSize = 64;
|
||
var halfSize = markerSize / 2;
|
||
|
||
var canvas = document.createElement( 'canvas' );
|
||
|
||
if ( ! canvas ) console.error( 'creating canvas for glyph atlas failed' );
|
||
|
||
canvas.width = markerSize;
|
||
canvas.height = markerSize;
|
||
|
||
var ctx = canvas.getContext( '2d' );
|
||
|
||
if ( ! ctx ) console.error( 'cannot obtain 2D canvas' );
|
||
|
||
// set transparent background
|
||
|
||
ctx.fillStyle = 'rgba( 0, 0, 0, 0 )';
|
||
ctx.fillRect( 0, 0, markerSize, markerSize );
|
||
|
||
var fontSize = 40;
|
||
|
||
ctx.textAlign = 'center';
|
||
ctx.font = 'bold ' + fontSize + 'px helvetica,sans-serif';
|
||
ctx.fillStyle = '#ffffff';
|
||
|
||
var gradient = ctx.createRadialGradient( halfSize, halfSize, 30, halfSize, halfSize, 0 );
|
||
|
||
gradient.addColorStop( 0.0, 'rgba( 255, 128, 0, 64 )' );
|
||
gradient.addColorStop( 0.3, 'rgba( 255, 200, 0, 255 )' );
|
||
gradient.addColorStop( 1.0, 'rgba( 255, 255, 0, 255 )' );
|
||
|
||
ctx.fillStyle = gradient;
|
||
|
||
ctx.beginPath();
|
||
ctx.arc( halfSize, halfSize, 30, 0, Math.PI * 2 );
|
||
ctx.fill();
|
||
|
||
ctx.fillStyle = 'rgba( 0, 0, 0, 255 )';
|
||
|
||
ctx.fillText( count, halfSize, halfSize + 15 );
|
||
|
||
material = new PointsMaterial( { map: new CanvasTexture( canvas ), size: 32, depthTest: false, transparent: true, alphaTest: 0.8, sizeAttenuation: false } );
|
||
|
||
clusterMaterialCache[ count ] = material;
|
||
|
||
return material;
|
||
|
||
}
|
||
|
||
function makeClusterMarker ( count ) {
|
||
|
||
return new Point( getClusterMaterial( count ) );
|
||
|
||
}
|
||
|
||
|
||
function QuadTree ( xMin, xMax, yMin, yMax ) {
|
||
|
||
this.nodes = new Array( 4 );
|
||
this.count = 0;
|
||
this.markers = [];
|
||
this.quadMarker = null;
|
||
this.centroid = new Vector3();
|
||
|
||
this.xMin = xMin;
|
||
this.xMax = xMax;
|
||
|
||
this.yMin = yMin;
|
||
this.yMax = yMax;
|
||
|
||
}
|
||
|
||
QuadTree.prototype.addNode = function ( marker, depth ) {
|
||
|
||
// add marker into this quad and recurse to inner quads
|
||
|
||
var index = 0;
|
||
var position = marker.position;
|
||
|
||
this.markers.push( marker );
|
||
this.centroid.add( marker.position );
|
||
|
||
this.count++;
|
||
|
||
if ( depth-- === 0 ) return;
|
||
|
||
var xMid = ( this.xMin + this.xMax ) / 2;
|
||
var yMid = ( this.yMin + this.yMax ) / 2;
|
||
|
||
if ( position.x > xMid ) index += 1;
|
||
if ( position.y > yMid ) index += 2;
|
||
|
||
var subQuad = this.nodes[ index ];
|
||
|
||
if ( subQuad === undefined ) {
|
||
|
||
switch ( index ) {
|
||
|
||
case 0:
|
||
|
||
subQuad = new QuadTree( this.xMin, xMid, this.yMin, yMid );
|
||
break;
|
||
|
||
case 1:
|
||
|
||
subQuad = new QuadTree( xMid, this.xMax, this.yMin, yMid );
|
||
break;
|
||
|
||
case 2:
|
||
|
||
subQuad = new QuadTree( this.xMin, xMid, yMid, this.yMax );
|
||
break;
|
||
|
||
case 3:
|
||
|
||
subQuad = new QuadTree( xMid, this.xMax, yMid, this.yMax );
|
||
break;
|
||
|
||
}
|
||
|
||
this.nodes[ index ] = subQuad;
|
||
|
||
}
|
||
|
||
subQuad.addNode( marker, depth );
|
||
|
||
};
|
||
|
||
QuadTree.prototype.check = function ( cluster ) {
|
||
|
||
var subQuad;
|
||
|
||
for ( var i = 0; i < 4; i++ ) {
|
||
|
||
subQuad = this.nodes[ i ];
|
||
|
||
if ( subQuad !== undefined ) {
|
||
|
||
// prune quads that will never be clustered. will not be checked after first pass
|
||
|
||
if ( subQuad.count < 2 ) {
|
||
|
||
this.nodes[ i ] = undefined;
|
||
|
||
continue;
|
||
|
||
}
|
||
|
||
// test for projected area for quad containing multiple markers
|
||
|
||
var area = subQuad.projectedArea( cluster );
|
||
|
||
if ( area < 0.80 ) { // FIXME calibrate by screen size ???
|
||
|
||
subQuad.clusterMarkers( cluster );
|
||
|
||
} else {
|
||
|
||
subQuad.showMarkers();
|
||
subQuad.check( cluster );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
QuadTree.prototype.showMarkers = function () {
|
||
|
||
var markers = this.markers;
|
||
|
||
// hide the indiviual markers in this quad
|
||
|
||
for ( var i = 0, l = markers.length; i < l; i++ ) {
|
||
|
||
markers[ i ].visible = true;
|
||
|
||
}
|
||
|
||
if ( this.quadMarker !== null ) this.quadMarker.visible = false;
|
||
|
||
};
|
||
|
||
QuadTree.prototype.clusterMarkers = function ( cluster ) {
|
||
|
||
var i, l, subQuad;
|
||
var markers = this.markers;
|
||
|
||
// hide the indiviual markers in this quad
|
||
|
||
for ( i = 0, l = markers.length; i < l; i++ ) {
|
||
|
||
markers[ i ].visible = false;
|
||
|
||
}
|
||
|
||
// hide quadMarkers for contained quads
|
||
|
||
for ( i = 0; i < 4; i++ ) {
|
||
|
||
subQuad = this.nodes[ i ];
|
||
|
||
if ( subQuad !== undefined ) subQuad.hideQuadMarkers();
|
||
|
||
}
|
||
|
||
if ( this.quadMarker === null ) {
|
||
|
||
var quadMarker = makeClusterMarker( this.count );
|
||
|
||
// set to center of distribution of markers in this quad.
|
||
|
||
quadMarker.position.copy( this.centroid ).divideScalar( this.count );
|
||
quadMarker.layers.set( FEATURE_ENTRANCES );
|
||
|
||
cluster.add( quadMarker );
|
||
|
||
this.quadMarker = quadMarker;
|
||
|
||
}
|
||
|
||
this.quadMarker.visible = true;
|
||
|
||
};
|
||
|
||
QuadTree.prototype.hideQuadMarkers = function () {
|
||
|
||
var subQuad;
|
||
|
||
if ( this.quadMarker ) this.quadMarker.visible = false;
|
||
|
||
for ( var i = 0; i < 4; i++ ) {
|
||
|
||
subQuad = this.nodes[ i ];
|
||
|
||
if ( subQuad !== undefined ) subQuad.hideQuadMarkers();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
QuadTree.prototype.projectedArea = function ( cluster ) {
|
||
|
||
var camera = cluster.camera;
|
||
var matrixWorld = cluster.matrixWorld;
|
||
var zAverage = this.centroid.z / this.count;
|
||
|
||
A.set( this.xMin, this.yMin, zAverage ).applyMatrix4( matrixWorld ).project( camera );
|
||
B.set( this.xMin, this.yMax, zAverage ).applyMatrix4( matrixWorld ).project( camera );
|
||
C.set( this.xMax, this.yMax, zAverage ).applyMatrix4( matrixWorld ).project( camera );
|
||
D.set( this.xMax, this.yMin, zAverage ).applyMatrix4( matrixWorld ).project( camera );
|
||
|
||
return T1.area() + T2.area();
|
||
|
||
};
|
||
|
||
function ClusterMarkers ( limits, maxDepth ) {
|
||
|
||
Object3D.call( this );
|
||
|
||
var min = limits.min;
|
||
var max = limits.max;
|
||
|
||
this.maxDepth = maxDepth;
|
||
|
||
this.type = 'CV.ClusterMarker';
|
||
|
||
this.quadTree = new QuadTree( min.x, max.x, min.y, max.y );
|
||
|
||
this.addEventListener( 'removed', this.onRemoved );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
ClusterMarkers.prototype = Object.create( Object3D.prototype );
|
||
|
||
ClusterMarkers.prototype.constructor = ClusterMarkers;
|
||
|
||
ClusterMarkers.prototype.onRemoved = function () {
|
||
|
||
this.traverse(
|
||
|
||
function _traverse ( obj ) {
|
||
|
||
if ( obj.type === 'GlyphString' ) { obj.geometry.dispose(); }
|
||
|
||
}
|
||
|
||
);
|
||
|
||
};
|
||
|
||
ClusterMarkers.prototype.addMarker = function ( position, label ) {
|
||
|
||
// create marker
|
||
var material = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', Math.PI / 4 );
|
||
var marker = new GlyphString( label, material );
|
||
|
||
marker.layers.set( FEATURE_ENTRANCES );
|
||
marker.position.copy( position );
|
||
|
||
this.quadTree.addNode( marker, this.maxDepth );
|
||
|
||
this.add( marker );
|
||
|
||
return marker;
|
||
|
||
};
|
||
|
||
ClusterMarkers.prototype.cluster = function ( camera ) {
|
||
|
||
// determine which labels are too close together to be usefully displayed as separate objects.
|
||
|
||
// immediate exit if only a single label or none.
|
||
|
||
if ( this.children.length < 2 ) return;
|
||
|
||
this.camera = camera;
|
||
|
||
this.quadTree.check( this ) ;
|
||
|
||
return;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function ExtendedPointsMaterial () {
|
||
|
||
ShaderMaterial.call( this, {
|
||
uniforms: {
|
||
diffuse: { value: ColourCache.white },
|
||
opacity: { value: 1.0 },
|
||
size: { value: 1.0 },
|
||
scale: { value: 1.0 },
|
||
pScale: { value: 1.0 },
|
||
offsetRepeat: { value: new Vector4() },
|
||
map: { value: null }
|
||
},
|
||
vertexShader: Shaders.extendedPointsVertexShader,
|
||
fragmentShader: Shaders.extendedPointsFragmentShader,
|
||
vertexColors: VertexColors
|
||
} );
|
||
|
||
this.map = new TextureLoader().load( getEnvironmentValue( 'home', '' ) + 'images/disc.png' );
|
||
|
||
this.color = ColourCache.white;
|
||
this.opacity = 1.0;
|
||
this.alphaTest = 0.8;
|
||
|
||
this.size = 1;
|
||
this.scale = 1;
|
||
this.sizeAttenuation = true;
|
||
this.transparent = true;
|
||
|
||
this.type = 'CV.ExtendedPointsMaterial';
|
||
|
||
this.isPointsMaterial = true;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
ExtendedPointsMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
ExtendedPointsMaterial.prototype.constructor = ExtendedPointsMaterial;
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function Stations () {
|
||
|
||
Points.call( this, new BufferGeometry, new ExtendedPointsMaterial() );
|
||
|
||
this.type = 'CV.Stations';
|
||
this.map = new Map();
|
||
this.stationCount = 0;
|
||
|
||
this.baseColor = ColourCache.red;
|
||
this.junctionColor = ColourCache.yellow;
|
||
|
||
this.layers.set( FEATURE_STATIONS );
|
||
|
||
this.pointSizes = [];
|
||
this.vertices = [];
|
||
this.colors = [];
|
||
|
||
this.stations = [];
|
||
|
||
this.selected = null;
|
||
this.selectedSize = 0;
|
||
|
||
var self = this;
|
||
|
||
Viewer.addEventListener( 'change', _viewChanged );
|
||
|
||
this.addEventListener( 'removed', _removed );
|
||
|
||
Object.defineProperty( this, 'count', {
|
||
|
||
get: function () { return this.stations.length; }
|
||
|
||
} );
|
||
|
||
function _viewChanged( event ) {
|
||
|
||
if ( event.name === 'splays' ) {
|
||
|
||
var splaySize = Viewer.splays ? 1.0 : 0.0;
|
||
|
||
var stations = self.stations;
|
||
var pSize = self.geometry.getAttribute( 'pSize' );
|
||
var i;
|
||
var l = stations.length;
|
||
|
||
for ( i = 0; i < l; i++ ) {
|
||
|
||
if ( stations[ i ].hitCount === 0 ) {
|
||
|
||
pSize.setX( i, splaySize );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
pSize.needsUpdate = true;
|
||
Viewer.renderView();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _removed ( ) {
|
||
|
||
Viewer.removeEventListener( 'change', _viewChanged );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Stations.prototype = Object.create ( Points.prototype );
|
||
|
||
Stations.prototype.constructor = Stations;
|
||
|
||
Stations.prototype.addStation = function ( node ) {
|
||
|
||
var point = node.p;
|
||
|
||
this.vertices.push( point );
|
||
this.colors.push( this.baseColor );
|
||
this.pointSizes.push( point.type === STATION_ENTRANCE ? 8.0 : 0.0 );
|
||
|
||
this.map.set( point.x.toString() + ':' + point.y.toString() + ':' + point.z.toString(), node );
|
||
this.stations.push( node );
|
||
|
||
node.hitCount = 0;
|
||
node.stationVertexIndex = this.stationCount++;
|
||
node.linkedSegments = [];
|
||
|
||
};
|
||
|
||
Stations.prototype.getStation = function ( vertex ) {
|
||
|
||
return this.map.get( vertex.x.toString() + ':' + vertex.y.toString() + ':' + vertex.z.toString() );
|
||
|
||
};
|
||
|
||
|
||
Stations.prototype.getStationByIndex = function ( index ) {
|
||
|
||
return this.stations[ index ];
|
||
|
||
};
|
||
|
||
Stations.prototype.clearSelected = function () {
|
||
|
||
if ( this.selected !== null ) {
|
||
|
||
var pSize = this.geometry.getAttribute( 'pSize' );
|
||
|
||
pSize.setX( this.selected, this.selectedSize );
|
||
pSize.needsUpdate = true;
|
||
|
||
this.selected = null;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Stations.prototype.selectStation = function ( node ) {
|
||
|
||
this.selectStationByIndex( node.stationVertexIndex );
|
||
|
||
};
|
||
|
||
Stations.prototype.selectStationByIndex = function ( index ) {
|
||
|
||
var pSize = this.geometry.getAttribute( 'pSize' );
|
||
|
||
if ( this.selected !== null ) {
|
||
|
||
pSize.setX( this.selected, this.selectedSize );
|
||
|
||
}
|
||
|
||
this.selectedSize = pSize.getX( index );
|
||
|
||
pSize.setX( index, this.selectedSize * 2 );
|
||
|
||
// pSize.updateRange.offset = index;
|
||
// pSize.updateRange.count = 1;
|
||
|
||
pSize.needsUpdate = true;
|
||
|
||
this.selected = index;
|
||
|
||
};
|
||
|
||
Stations.prototype.updateStation = function ( vertex ) {
|
||
|
||
var station = this.getStation( vertex );
|
||
|
||
if ( station !== undefined ) {
|
||
|
||
station.hitCount++;
|
||
|
||
if ( station.hitCount > 2 ) {
|
||
|
||
this.colors[ station.stationVertexIndex ] = this.junctionColor;
|
||
this.pointSizes[ station.stationVertexIndex ] = 4.0;
|
||
|
||
} else if ( station.hitCount > 0 ) {
|
||
|
||
this.pointSizes[ station.stationVertexIndex ] = 2.0;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Stations.prototype.finalise = function () {
|
||
|
||
var bufferGeometry = this.geometry;
|
||
|
||
var positions = new Float32BufferAttribute(this.vertices.length * 3, 3 );
|
||
var colors = new Float32BufferAttribute( this.colors.length * 3, 3 );
|
||
|
||
bufferGeometry.addAttribute( 'pSize', new Float32BufferAttribute( this.pointSizes, 1 ) );
|
||
bufferGeometry.addAttribute( 'position', positions.copyVector3sArray( this.vertices ) );
|
||
bufferGeometry.addAttribute( 'color', colors.copyColorsArray( this.colors ) );
|
||
|
||
this.pointSizes = null;
|
||
this.vertices = null;
|
||
this.colors = null;
|
||
|
||
};
|
||
|
||
Stations.prototype.setScale = function ( scale ) {
|
||
|
||
this.material.uniforms.pScale.value = scale;
|
||
this.material.needsUpdate = true;
|
||
|
||
};
|
||
|
||
var _tmpVector3 = new Vector3();
|
||
|
||
function StationLabels () {
|
||
|
||
Group.call( this );
|
||
|
||
this.type = 'CV.StationLabels';
|
||
this.layers.set( LABEL_STATION );
|
||
|
||
this.junctionLabelMaterial = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', 0, [ 1, 1, 0 ] );
|
||
this.defaultLabelMaterial = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', 0 );
|
||
this.splayLabelMaterial = Materials$1.getGlyphMaterial( 'normal helvetica,sans-serif', 0, [ 0.6, 0.6, 0.6 ] );
|
||
|
||
}
|
||
|
||
StationLabels.prototype = Object.create ( Group.prototype );
|
||
|
||
StationLabels.prototype.constructor = StationLabels;
|
||
|
||
StationLabels.prototype.addStation = function ( station ) {
|
||
|
||
var material;
|
||
|
||
if ( station.hitCount === 0 ) {
|
||
|
||
material = this.splayLabelMaterial;
|
||
|
||
} else if ( station.hitCount < 3 ) {
|
||
|
||
material = this.defaultLabelMaterial;
|
||
|
||
} else {
|
||
|
||
material = this.junctionLabelMaterial;
|
||
|
||
}
|
||
|
||
var label = new GlyphString( station.name, material );
|
||
|
||
label.layers.set( LABEL_STATION );
|
||
|
||
label.position.copy( station.p );
|
||
|
||
label.hitCount = station.hitCount;
|
||
label.visible = false;
|
||
|
||
this.add( label );
|
||
|
||
};
|
||
|
||
StationLabels.prototype.update = function ( camera, target, inverseWorld ) {
|
||
|
||
var cameraPosition = _tmpVector3.copy( camera.position );
|
||
|
||
if ( camera.isOrthographicCamera ) {
|
||
|
||
// if orthographic, calculate 'virtual' camera position
|
||
|
||
cameraPosition.sub( target ); // now vector from target
|
||
|
||
cameraPosition.setLength( CAMERA_OFFSET / camera.zoom ); // scale for zoom factor
|
||
cameraPosition.add( target ); // relocate in world space
|
||
|
||
}
|
||
|
||
// transform camera position into model coordinate system
|
||
|
||
cameraPosition.applyMatrix4( inverseWorld );
|
||
|
||
var label, limit;
|
||
var splaysVisible = camera.layers.mask & 1 << LEG_SPLAY;
|
||
var children = this.children;
|
||
|
||
for ( var i = 0, l = children.length; i < l; i++ ) {
|
||
|
||
label = children[ i ];
|
||
|
||
// only show labels for splay end stations if splays visible
|
||
if ( label.hitCount === 0 && ! splaysVisible ) {
|
||
|
||
label.visible = false;
|
||
|
||
} else {
|
||
|
||
// show labels for network vertices at greater distance than intermediate stations
|
||
limit = ( label.hitCount < 3 ) ? 5000 : 40000;
|
||
label.visible = ( label.position.distanceToSquared( cameraPosition) < limit );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function Routes ( metadataSource ) {
|
||
|
||
// determine segments between junctions and entrances/passage ends and create mapping array.
|
||
|
||
this.metadataSource = metadataSource;
|
||
this.surveyTree = null;
|
||
this.vertexPairToSegment = []; // maps vertex index to segment membership
|
||
this.segmentMap = new Map(); // maps segments of survey between ends of passages and junctions.
|
||
this.segmentToInfo = {};
|
||
|
||
this.routes = new Map();
|
||
this.routeNames = [];
|
||
|
||
this.currentRoute = new Set();
|
||
this.currentRouteName = null;
|
||
this.adjacentSegments = new Set();
|
||
|
||
Object.defineProperty( this, 'setRoute', {
|
||
set: function ( x ) { this.loadRoute( x ); },
|
||
get: function () { return this.currentRouteName; }
|
||
} );
|
||
|
||
var routes = metadataSource.getRoutes();
|
||
var routeName;
|
||
var routeNames = this.routeNames;
|
||
|
||
for ( routeName in routes ) {
|
||
|
||
var route = routes[ routeName ];
|
||
|
||
routeNames.push( routeName );
|
||
this.routes.set( routeName, route.segments );
|
||
|
||
}
|
||
|
||
routeNames.sort();
|
||
|
||
this.dispatchEvent( { type: 'changed', name: 'download' } );
|
||
|
||
}
|
||
|
||
Routes.prototype.constructor = Routes;
|
||
|
||
Object.assign( Routes.prototype, EventDispatcher.prototype );
|
||
|
||
Routes.prototype.mapSurvey = function ( stations, legs, surveyTree ) {
|
||
|
||
// determine segments between junctions and entrances/passage ends and create mapping array.
|
||
this.surveyTree = surveyTree;
|
||
|
||
var segmentMap = this.segmentMap;
|
||
var newSegment = true;
|
||
|
||
var station;
|
||
|
||
var segment = 0;
|
||
var vertexPairToSegment = this.vertexPairToSegment;
|
||
var segmentToInfo = this.segmentToInfo;
|
||
|
||
var v1, v2;
|
||
|
||
var i, l = legs.length;
|
||
|
||
var segmentInfo;
|
||
|
||
for ( i = 0; i < l; i = i + 2 ) {
|
||
|
||
v1 = legs[ i ];
|
||
v2 = legs[ i + 1 ];
|
||
|
||
vertexPairToSegment.push( segment );
|
||
|
||
if ( newSegment ) {
|
||
|
||
station = stations.getStation( v1 );
|
||
if ( station === undefined ) continue; // possible use of separator in station name.
|
||
|
||
segmentInfo = {
|
||
segment: segment,
|
||
startStation: station,
|
||
endStation: null
|
||
};
|
||
|
||
station.linkedSegments.push( segment );
|
||
|
||
newSegment = false;
|
||
|
||
}
|
||
|
||
station = stations.getStation( v2 );
|
||
if ( station === undefined ) continue; // possible use of separator in station name.
|
||
if ( ( station && station.hitCount > 2 ) || ( i + 2 < l && ! v2.equals( legs[ i + 2 ] ) ) ) {
|
||
|
||
// we have found a junction or a passage end
|
||
segmentInfo.endStation = station;
|
||
|
||
segmentMap.set( segmentInfo.startStation.id + ':' + station.id, segmentInfo );
|
||
segmentToInfo[ segment ] = segmentInfo;
|
||
|
||
station.linkedSegments.push( segment );
|
||
|
||
segment++;
|
||
|
||
newSegment = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( ! newSegment ) {
|
||
|
||
segmentInfo.endStation = station;
|
||
|
||
segmentMap.set( segmentInfo.startStation.id + ':' + station.id, segmentInfo );
|
||
|
||
station.linkedSegments.push( segment );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
Routes.prototype.createWireframe = function () {
|
||
|
||
var geometry = new Geometry();
|
||
var vertices = geometry.vertices;
|
||
|
||
this.segmentMap.forEach( _addSegment );
|
||
|
||
return new LineSegments( geometry, new LineBasicMaterial( { color: 0x00ff00 } ) );
|
||
|
||
function _addSegment( value /*, key */ ) {
|
||
|
||
vertices.push( value.startStation.p );
|
||
vertices.push( value.endStation.p );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Routes.prototype.addRoute = function ( routeName ) {
|
||
|
||
if ( routeName === this.currentRouteName || routeName === undefined ) return;
|
||
|
||
if ( this.routeNames.indexOf( routeName ) < 0 ) {
|
||
|
||
// create entry for empty route if a new name
|
||
|
||
this.routeNames.push( routeName );
|
||
this.routes.set( routeName, [] );
|
||
|
||
}
|
||
|
||
this.loadRoute( routeName );
|
||
|
||
};
|
||
|
||
Routes.prototype.loadRoute = function ( routeName ) {
|
||
|
||
var self = this;
|
||
|
||
var surveyTree = this.surveyTree;
|
||
var currentRoute = this.currentRoute;
|
||
var segmentMap = this.segmentMap;
|
||
|
||
var map;
|
||
var segment;
|
||
|
||
var routeSegments = this.routes.get( routeName );
|
||
|
||
if ( ! routeSegments ) {
|
||
|
||
alert( 'route ' + routeName + ' does not exist' );
|
||
return false;
|
||
|
||
}
|
||
|
||
currentRoute.clear();
|
||
|
||
for ( var i = 0; i < routeSegments.length; i++ ) {
|
||
|
||
segment = routeSegments[ i ];
|
||
|
||
map = segmentMap.get( surveyTree.getIdByPath( segment.start.split( '.' ) ) + ':' + surveyTree.getIdByPath( segment.end.split( '.' ) ) );
|
||
|
||
if ( map !== undefined ) currentRoute.add( map.segment );
|
||
|
||
}
|
||
|
||
this.currentRouteName = routeName;
|
||
|
||
self.dispatchEvent( { type: 'changed', name: '' } );
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
Routes.prototype.getCurrentRoute = function () {
|
||
|
||
return this.currentRoute;
|
||
|
||
};
|
||
|
||
Routes.prototype.saveCurrent = function () {
|
||
|
||
var routeName = this.currentRouteName;
|
||
|
||
if ( ! routeName ) return;
|
||
|
||
var segmentMap = this.segmentMap;
|
||
var route = this.currentRoute;
|
||
|
||
var routeSegments = [];
|
||
|
||
segmentMap.forEach( _addRoute );
|
||
|
||
// update in memory route
|
||
|
||
this.routes.set( routeName, routeSegments );
|
||
|
||
// update persistant browser storage
|
||
|
||
this.metadataSource.saveRoute( routeName, { segments: routeSegments } );
|
||
|
||
function _addRoute ( value /*, key */ ) {
|
||
|
||
if ( route.has( value.segment ) ) {
|
||
|
||
routeSegments.push( {
|
||
start: value.startStation.getPath(),
|
||
end: value.endStation.getPath()
|
||
} );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Routes.prototype.getRouteNames = function () {
|
||
|
||
return this.routeNames;
|
||
|
||
};
|
||
|
||
Routes.prototype.toggleSegment = function ( index ) {
|
||
|
||
var self = this;
|
||
var route = this.currentRoute;
|
||
var segment = this.vertexPairToSegment[ index / 2 ];
|
||
|
||
this.adjacentSegments.clear();
|
||
|
||
if ( route.has( segment ) ) {
|
||
|
||
route.delete( segment );
|
||
|
||
} else {
|
||
|
||
route.add( segment );
|
||
|
||
// handle adjacent segments to the latest segment toggled 'on'
|
||
|
||
var segmentInfo = this.segmentToInfo[ segment ];
|
||
|
||
if ( segmentInfo !== undefined ) {
|
||
|
||
segmentInfo.startStation.linkedSegments.forEach( _setAdjacentSegments );
|
||
segmentInfo.endStation.linkedSegments.forEach( _setAdjacentSegments );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return;
|
||
|
||
function _setAdjacentSegments ( segment ) {
|
||
|
||
if ( ! route.has( segment ) ) self.adjacentSegments.add( segment );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Routes.prototype.inCurrentRoute = function ( index ) {
|
||
|
||
return this.currentRoute.has( this.vertexPairToSegment[ index / 2 ] );
|
||
|
||
};
|
||
|
||
Routes.prototype.adjacentToRoute = function ( index ) {
|
||
|
||
return this.adjacentSegments.has( this.vertexPairToSegment[ index / 2 ] );
|
||
|
||
};
|
||
|
||
var unselectedMaterial = new LineBasicMaterial( { color: 0x444444, vertexColors: VertexColors } );
|
||
|
||
function onBeforeRender( renderer ) {
|
||
|
||
var stencil = renderer.state.buffers.stencil;
|
||
var gl = renderer.context;
|
||
|
||
stencil.setTest( true );
|
||
|
||
stencil.setOp( gl.KEEP, gl.KEEP, gl.INCR );
|
||
|
||
}
|
||
|
||
function onAfterRender( renderer ) {
|
||
|
||
var stencil = renderer.state.buffers.stencil;
|
||
|
||
stencil.setTest( false );
|
||
|
||
|
||
}
|
||
|
||
function Legs ( layer ) {
|
||
|
||
var geometry = new Geometry();
|
||
|
||
LineSegments.call( this, geometry, unselectedMaterial );
|
||
|
||
this.layers.set( layer );
|
||
this.type = 'Legs';
|
||
|
||
this.onBeforeRender = onBeforeRender;
|
||
this.onAfterRender = onAfterRender;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
Legs.prototype = Object.create( LineSegments.prototype );
|
||
|
||
Legs.prototype.constructor = Legs;
|
||
|
||
Legs.prototype.addLegs = function ( vertices, colors, legRuns ) {
|
||
|
||
var geometry = this.geometry;
|
||
|
||
if ( geometry.vertices.length === 0 ) {
|
||
|
||
geometry.vertices = vertices;
|
||
geometry.colors = colors;
|
||
|
||
} else {
|
||
|
||
// FIXME: alllocate new buffer of old + new length, adjust indexs and append old data after new data.
|
||
|
||
console.error( 'Walls: appending not yet implemented' );
|
||
|
||
}
|
||
|
||
geometry.computeBoundingBox();
|
||
|
||
this.legRuns = legRuns;
|
||
|
||
this.computeStats();
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
Legs.prototype.cutRuns = function ( selectedRuns ) {
|
||
|
||
var legRuns = this.legRuns;
|
||
|
||
if ( ! legRuns ) return;
|
||
|
||
var geometry = this.geometry;
|
||
|
||
var vertices = geometry.vertices;
|
||
var colors = geometry.colors;
|
||
|
||
var newGeometry = new Geometry();
|
||
|
||
var newVertices = newGeometry.vertices;
|
||
var newColors = newGeometry.colors;
|
||
var newLegRuns = [];
|
||
|
||
var vp = 0;
|
||
|
||
for ( var run = 0, l = legRuns.length; run < l; run++ ) {
|
||
|
||
var legRun = legRuns[ run ];
|
||
|
||
var survey = legRun.survey;
|
||
var start = legRun.start;
|
||
var end = legRun.end;
|
||
|
||
if ( selectedRuns.has( survey ) ) {
|
||
|
||
for ( var v = start; v < end; v++ ) {
|
||
|
||
newVertices.push( vertices[ v ] );
|
||
newColors.push( colors[ v ] );
|
||
|
||
}
|
||
|
||
// adjust vertex run for new vertices and color arrays
|
||
|
||
legRun.start = vp;
|
||
|
||
vp += end - start;
|
||
|
||
legRun.end = vp;
|
||
|
||
newLegRuns.push( legRun );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( newGeometry.vertices.length === 0 ) return false;
|
||
|
||
newGeometry.computeBoundingBox();
|
||
newGeometry.name = geometry.name;
|
||
|
||
this.geometry = newGeometry;
|
||
this.legRuns = newLegRuns;
|
||
|
||
geometry.dispose();
|
||
|
||
this.computeStats();
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
Legs.prototype.computeStats = function () {
|
||
|
||
var stats = { maxLegLength: -Infinity, minLegLength: Infinity, legCount: 0, legLength: 0 };
|
||
var vertices = this.geometry.vertices;
|
||
|
||
var vertex1, vertex2, legLength;
|
||
|
||
var l = vertices.length;
|
||
|
||
for ( var i = 0; i < l; i += 2 ) {
|
||
|
||
vertex1 = vertices[ i ];
|
||
vertex2 = vertices[ i + 1 ];
|
||
|
||
legLength = Math.abs( vertex1.distanceTo( vertex2 ) );
|
||
|
||
stats.legLength = stats.legLength + legLength;
|
||
|
||
stats.maxLegLength = Math.max( stats.maxLegLength, legLength );
|
||
stats.minLegLength = Math.min( stats.minLegLength, legLength );
|
||
|
||
}
|
||
|
||
stats.legLengthRange = stats.maxLegLength - stats.minLegLength;
|
||
stats.legCount = l / 2;
|
||
|
||
this.stats = stats;
|
||
|
||
};
|
||
|
||
Legs.prototype.setShading = function ( selectedRuns, colourSegment, material ) {
|
||
|
||
this.material = material;
|
||
|
||
var geometry = this.geometry;
|
||
var legRuns = this.legRuns;
|
||
|
||
var colors = geometry.colors;
|
||
|
||
var l, run, v;
|
||
|
||
if ( selectedRuns.size && legRuns ) {
|
||
|
||
for ( run = 0, l = legRuns.length; run < l; run++ ) {
|
||
|
||
var legRun = legRuns[ run ];
|
||
|
||
var survey = legRun.survey;
|
||
var start = legRun.start;
|
||
var end = legRun.end;
|
||
|
||
if ( selectedRuns.has( survey ) ) {
|
||
|
||
for ( v = start; v < end; v += 2 ) {
|
||
|
||
colourSegment( geometry, v, v + 1, survey );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( v = start; v < end; v += 2 ) {
|
||
|
||
colors[ v ] = ColourCache.grey;
|
||
colors[ v + 1 ] = ColourCache.grey;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( v = 0, l = geometry.vertices.length; v < l; v += 2 ) {
|
||
|
||
colourSegment( geometry, v, v + 1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.colorsNeedUpdate = true;
|
||
|
||
};
|
||
|
||
var unselectedMaterial$1 = new MeshLambertMaterial( { color: 0x444444, vertexColors: FaceColors } );
|
||
|
||
function Walls ( layer ) {
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
Mesh.call( this, geometry, unselectedMaterial$1 );
|
||
|
||
this.layers.set( layer );
|
||
this.type = 'Walls';
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
Walls.prototype = Object.create( Mesh.prototype );
|
||
|
||
Walls.prototype.constructor = Walls;
|
||
|
||
Walls.prototype.addWalls = function ( vertices, indices, indexRuns ) {
|
||
|
||
var geometry = this.geometry;
|
||
|
||
var position = geometry.getAttribute( 'position' );
|
||
|
||
if ( position === undefined ) {
|
||
|
||
var positions = new Float32BufferAttribute( vertices.length * 3, 3 );
|
||
|
||
geometry.addAttribute( 'position', positions.copyVector3sArray( vertices ) );
|
||
|
||
geometry.setIndex( indices );
|
||
|
||
} else {
|
||
|
||
// FIXME: alllocate new buffer of old + new length, adjust indexs and append old data after new data.
|
||
|
||
console.error( 'Walls: appending not yet implemented' );
|
||
|
||
}
|
||
|
||
geometry.computeVertexNormals();
|
||
geometry.computeBoundingBox();
|
||
|
||
this.indexRuns = indexRuns;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
Walls.prototype.setShading = function ( selectedRuns, selectedMaterial ) {
|
||
|
||
var geometry = this.geometry;
|
||
|
||
geometry.clearGroups();
|
||
|
||
var indexRuns = this.indexRuns;
|
||
|
||
if ( selectedRuns.size && indexRuns ) {
|
||
|
||
this.material = [ selectedMaterial, unselectedMaterial$1 ];
|
||
|
||
var indexRun = indexRuns[ 0 ];
|
||
|
||
var start = indexRun.start;
|
||
var count = indexRun.count;
|
||
|
||
var currentMaterial;
|
||
var lastMaterial = selectedRuns.has( indexRun.survey ) ? 0 : 1;
|
||
|
||
|
||
// merge adjacent runs with shared material.
|
||
|
||
for ( var run = 1, l = indexRuns.length; run < l; run++ ) {
|
||
|
||
indexRun = indexRuns[ run ];
|
||
|
||
currentMaterial = selectedRuns.has( indexRun.survey ) ? 0 : 1;
|
||
|
||
if ( currentMaterial === lastMaterial && indexRun.start === start + count ) {
|
||
|
||
count += indexRun.count;
|
||
|
||
} else {
|
||
|
||
geometry.addGroup( start, count, lastMaterial );
|
||
|
||
start = indexRun.start;
|
||
count = indexRun.count;
|
||
|
||
lastMaterial = currentMaterial;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
geometry.addGroup( start, count, lastMaterial );
|
||
|
||
} else {
|
||
|
||
this.material = selectedMaterial;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Walls.prototype.cutRuns = function ( selectedRuns ) {
|
||
|
||
var indexRuns = this.indexRuns;
|
||
|
||
var geometry = this.geometry;
|
||
|
||
var vertices = geometry.getAttribute( 'position' );
|
||
var indices = geometry.index;
|
||
|
||
var newIndices = [];
|
||
var newVertices = [];
|
||
|
||
var newIndexRuns = [];
|
||
|
||
var fp = 0;
|
||
|
||
var vMap = new Map();
|
||
var index, newIndex;
|
||
var newVertexIndex = 0;
|
||
var offset;
|
||
|
||
for ( var run = 0, l = indexRuns.length; run < l; run++ ) {
|
||
|
||
var indexRun = indexRuns[ run ];
|
||
|
||
if ( selectedRuns.has( indexRun.survey ) ) {
|
||
|
||
var start = indexRun.start;
|
||
var count = indexRun.count;
|
||
|
||
var end = start + count;
|
||
|
||
var itemSize = vertices.itemSize;
|
||
var oldVertices = vertices.array;
|
||
|
||
for ( var i = start; i < end; i++ ) {
|
||
|
||
index = indices.getX( i );
|
||
|
||
newIndex = vMap.get( index );
|
||
|
||
if ( newIndex === undefined ) {
|
||
|
||
newIndex = newVertexIndex++;
|
||
|
||
vMap.set( index, newIndex );
|
||
|
||
offset = index * itemSize;
|
||
|
||
newVertices.push( oldVertices[ offset ], oldVertices[ offset + 1 ], oldVertices[ offset + 2 ] );
|
||
|
||
}
|
||
|
||
newIndices.push( newIndex );
|
||
|
||
}
|
||
|
||
indexRun.start = fp;
|
||
|
||
fp += count;
|
||
|
||
newIndexRuns.push( indexRun );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( newIndices.length === 0 ) return false;
|
||
|
||
// replace position and index attributes - dispose of old attributes
|
||
geometry.index.setArray( new indices.array.constructor( newIndices ) );
|
||
geometry.index.needsUpdate = true;
|
||
|
||
vertices.setArray( new Float32Array( newVertices ) );
|
||
vertices.needsUpdate = true;
|
||
|
||
geometry.computeVertexNormals();
|
||
geometry.computeBoundingBox();
|
||
|
||
this.indexRuns = newIndexRuns;
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
function WaterMaterial () {
|
||
|
||
ShaderMaterial.call( this, {
|
||
uniforms: {
|
||
offset: { value: 0 }
|
||
},
|
||
vertexShader: Shaders.waterVertexShader,
|
||
fragmentShader: Shaders.waterFragmentShader,
|
||
depthWrite: false,
|
||
type: 'CV.WaterMaterial',
|
||
side: DoubleSide
|
||
} );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
WaterMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||
|
||
WaterMaterial.prototype.constructor = WaterMaterial;
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function beforeRender ( renderer, scene, camera, geometry, material ) {
|
||
|
||
material.uniforms.offset.value += 0.1;
|
||
|
||
}
|
||
|
||
function DyeTraces () {
|
||
|
||
var geometry = new BufferGeometry();
|
||
|
||
Mesh.call( this, geometry, new WaterMaterial() );
|
||
|
||
this.vertices = [];
|
||
this.ends = [];
|
||
|
||
this.onBeforeRender = beforeRender;
|
||
this.layers.set( FEATURE_TRACES );
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
DyeTraces.prototype = Object.create( Mesh.prototype );
|
||
|
||
DyeTraces.prototype.constructor = DyeTraces;
|
||
|
||
DyeTraces.prototype.finish = function () {
|
||
|
||
var geometry = this.geometry;
|
||
|
||
var vertices = this.vertices;
|
||
var ends = this.ends;
|
||
|
||
var positions = new Float32BufferAttribute( vertices.length * 3, 3 );
|
||
var sinks = new Float32BufferAttribute( ends.length * 3, 3 );
|
||
|
||
geometry.addAttribute( 'position', positions.copyVector3sArray( vertices ) );
|
||
geometry.addAttribute( 'sinks', sinks.copyVector3sArray( ends ) );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
DyeTraces.prototype.addTrace = function ( startStation, endStation ) {
|
||
|
||
var vertices = this.vertices;
|
||
var ends = this.ends;
|
||
|
||
var end = new Vector3().copy( endStation );
|
||
|
||
var v = new Vector3().subVectors( endStation, startStation ).cross( upAxis ).setLength( 2 );
|
||
|
||
var v1 = new Vector3().add( startStation ).add( v );
|
||
var v2 = new Vector3().add( startStation ).sub( v );
|
||
|
||
vertices.push( v1 );
|
||
vertices.push( v2 );
|
||
vertices.push( end );
|
||
|
||
ends.push ( end );
|
||
ends.push ( end );
|
||
ends.push ( end );
|
||
|
||
};
|
||
|
||
function SurveyMetadata( name, metadata ) {
|
||
|
||
this.name = name;
|
||
|
||
var routes = {};
|
||
var traces = [];
|
||
|
||
if ( metadata !== null ) {
|
||
|
||
if ( metadata.routes ) routes = metadata.routes;
|
||
if ( metadata.traces ) traces = metadata.traces;
|
||
|
||
}
|
||
|
||
var localMetadata = localStorage.getItem( name );
|
||
|
||
if ( localMetadata !== null ) {
|
||
|
||
localMetadata = JSON.parse( localMetadata );
|
||
|
||
var localRoutes = localMetadata.routes;
|
||
var routeName, route;
|
||
|
||
// add local routes to any routes in metadata (if any)
|
||
|
||
for ( routeName in localRoutes ) {
|
||
|
||
route = localRoutes[ routeName ];
|
||
route.local = true;
|
||
|
||
routes[ routeName ] = route;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.routes = routes;
|
||
this.traces = traces;
|
||
|
||
}
|
||
|
||
SurveyMetadata.prototype.constructor = SurveyMetadata;
|
||
|
||
SurveyMetadata.prototype.getTraces = function () {
|
||
|
||
return this.traces;
|
||
|
||
};
|
||
|
||
SurveyMetadata.prototype.getRoutes = function () {
|
||
|
||
return this.routes;
|
||
|
||
};
|
||
|
||
SurveyMetadata.prototype.saveRoute = function ( routeName, route ) {
|
||
|
||
this.routes[ routeName ] = route;
|
||
|
||
this.saveLocal();
|
||
|
||
};
|
||
|
||
SurveyMetadata.prototype.saveLocal = function () {
|
||
|
||
var localMetadata = { routes: this.routes, traces: this.traces };
|
||
|
||
localStorage.setItem( this.name, JSON.stringify( localMetadata ) );
|
||
|
||
};
|
||
|
||
SurveyMetadata.prototype.getURL = function () {
|
||
|
||
// dump of json top window for cut and paste capture
|
||
|
||
var routesJSON = {
|
||
name: 'test',
|
||
version: 1.0,
|
||
routes: this.routes,
|
||
traces: this.traces
|
||
};
|
||
|
||
return 'data:text/json;charset=utf8,' + encodeURIComponent( JSON.stringify( routesJSON ) );
|
||
|
||
};
|
||
|
||
var map = [];
|
||
var selectedSection$1 = 0;
|
||
|
||
var SurveyColours = {};
|
||
|
||
SurveyColours.clearMap = function () {
|
||
|
||
map = [];
|
||
selectedSection$1 = 0;
|
||
|
||
};
|
||
|
||
SurveyColours.getSurveyColour = function ( surveyId ) {
|
||
|
||
var surveyColours = ColourCache.getColors( 'survey' );
|
||
|
||
return surveyColours[ surveyId % surveyColours.length ];
|
||
|
||
};
|
||
|
||
SurveyColours.getSurveyColourMap = function ( surveyTree, newSelectedSection ) {
|
||
|
||
if ( selectedSection$1 === newSelectedSection && map.length > 0 ) {
|
||
|
||
// use cached mapping
|
||
return map;
|
||
|
||
}
|
||
|
||
map = [];
|
||
selectedSection$1 = newSelectedSection;
|
||
|
||
var survey = ( selectedSection$1 === 0 ) ? surveyTree.id : selectedSection$1;
|
||
|
||
// create mapping of survey id to colour
|
||
// map each child id _and_ all its lower level survey ids to the same colour
|
||
|
||
var subTree = surveyTree.findById( survey );
|
||
|
||
var colour = this.getSurveyColour( survey );
|
||
|
||
_addMapping( subTree );
|
||
|
||
var children = subTree.children;
|
||
|
||
while ( children.length === 1 ) {
|
||
|
||
subTree = children[ 0 ];
|
||
_addMapping( subTree );
|
||
children = subTree.children;
|
||
|
||
}
|
||
|
||
for ( var i = 0, l = children.length; i < l; i++ ) {
|
||
|
||
var childId = children[ i ].id;
|
||
|
||
subTree = surveyTree.findById( childId );
|
||
|
||
colour = this.getSurveyColour( childId );
|
||
|
||
subTree.traverse( _addMapping );
|
||
|
||
}
|
||
|
||
return map;
|
||
|
||
function _addMapping ( node ) {
|
||
|
||
// only add values for sections - not stations
|
||
if ( node.p === undefined ) map[ node.id ] = colour;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
// unpack GLSL created RGBA packed float values
|
||
|
||
var unpackDownscale = 255 / ( 256 * 256 );
|
||
|
||
var unpackFactor0 = unpackDownscale / ( 256 * 256 * 256 );
|
||
var unpackFactor1 = unpackDownscale / ( 256 * 256 );
|
||
var unpackFactor2 = unpackDownscale / 256;
|
||
var unpackFactor3 = unpackDownscale / 1;
|
||
|
||
function unpackRGBA( buffer ) {
|
||
|
||
return unpackFactor0 * buffer[ 0 ] +
|
||
unpackFactor1 * buffer[ 1 ] +
|
||
unpackFactor2 * buffer[ 2 ] +
|
||
unpackFactor3 * buffer[ 3 ];
|
||
|
||
}
|
||
|
||
function CommonTerrain () {
|
||
|
||
Group.call( this );
|
||
|
||
this.hasOverlay = false;
|
||
this.defaultOverlay = null;
|
||
this.activeOverlay = null;
|
||
this.depthTexture = null;
|
||
this.renderer = null;
|
||
this.renderTarget = null;
|
||
this.datumShift = 0;
|
||
this.activeDatumShift = 0;
|
||
this.terrainBase = null;
|
||
this.terrainRange = null;
|
||
|
||
this.addEventListener( 'removed', function removeTerrain() { this.removed(); } );
|
||
|
||
}
|
||
|
||
CommonTerrain.prototype = Object.create( Group.prototype );
|
||
|
||
CommonTerrain.prototype.constructor = CommonTerrain;
|
||
|
||
CommonTerrain.prototype.shadingMode = SHADING_SHADED;
|
||
CommonTerrain.prototype.opacity = 0.5;
|
||
|
||
CommonTerrain.prototype.removed = function () {};
|
||
|
||
CommonTerrain.prototype.getOpacity = function () {
|
||
|
||
return this.opacity;
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.commonRemoved = function () {
|
||
|
||
var activeOverlay = this.activeOverlay;
|
||
|
||
if ( activeOverlay !== null ) {
|
||
|
||
activeOverlay.flushCache();
|
||
activeOverlay.hideAttribution();
|
||
|
||
}
|
||
|
||
if ( this.renderTarget !== null ) this.renderTarget.dispose();
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.setShadingMode = function ( mode, renderCallback ) {
|
||
|
||
var material;
|
||
var hideAttribution = true;
|
||
var activeOverlay = this.activeOverlay;
|
||
|
||
switch ( mode ) {
|
||
|
||
case SHADING_HEIGHT:
|
||
|
||
material = Materials$1.getHeightMaterial( MATERIAL_SURFACE );
|
||
|
||
break;
|
||
|
||
case SHADING_OVERLAY:
|
||
|
||
this.setOverlay( ( activeOverlay === null ? this.defaultOverlay : activeOverlay ), renderCallback );
|
||
hideAttribution = false;
|
||
|
||
break;
|
||
|
||
case SHADING_SHADED:
|
||
|
||
material = new MeshLambertMaterial( {
|
||
color: 0xffffff,
|
||
vertexColors: VertexColors,
|
||
side: FrontSide,
|
||
transparent: true,
|
||
opacity: this.opacity }
|
||
);
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'unknown mode', mode );
|
||
return false;
|
||
|
||
}
|
||
|
||
if ( hideAttribution && activeOverlay !== null ) {
|
||
|
||
activeOverlay.flushCache();
|
||
activeOverlay.hideAttribution();
|
||
|
||
this.activeOverlay = null;
|
||
|
||
}
|
||
|
||
if ( material !== undefined ) this.setMaterial( material );
|
||
|
||
this.shadingMode = mode;
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.setVisibility = function ( mode ) {
|
||
|
||
if ( this.activeOverlay === null ) return;
|
||
|
||
if ( mode ) {
|
||
|
||
this.activeOverlay.showAttribution();
|
||
|
||
} else {
|
||
|
||
this.activeOverlay.hideAttribution();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.applyDatumShift = function ( mode ) {
|
||
|
||
if ( mode && this.activeDatumShift === 0 ) {
|
||
|
||
this.translateZ( this.datumShift );
|
||
this.activeDatumShift = this.datumShift;
|
||
|
||
} else if ( ! mode && this.activeDatumShift !== 0 ) {
|
||
|
||
this.translateZ( - this.datumShift );
|
||
this.activeDatumShift = 0;
|
||
|
||
}
|
||
|
||
this.dispatchEvent( { type: 'datumShiftChange', value: this.activeDatumShift } );
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.computeBoundingBox = function () {
|
||
|
||
var bb = new Box3();
|
||
|
||
this.traverse( _getBoundingBox );
|
||
|
||
this.boundingBox = bb;
|
||
|
||
function _getBoundingBox( obj ) {
|
||
|
||
if ( obj.isTile ) bb.union( obj.geometry.boundingBox );
|
||
|
||
}
|
||
|
||
return bb;
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.addHeightMap = function ( renderer, renderTarget ) {
|
||
|
||
this.depthTexture = renderTarget.texture;
|
||
this.renderer = renderer;
|
||
this.renderTarget = renderTarget;
|
||
|
||
};
|
||
|
||
CommonTerrain.prototype.getHeight = function () {
|
||
|
||
var pixelCoords = new Vector3();
|
||
var adjust = new Vector3();
|
||
|
||
var result = new Uint8Array( 4 );
|
||
|
||
return function getHeight( point ) {
|
||
|
||
var renderTarget = this.renderTarget;
|
||
|
||
if ( this.terrainBase === null ) {
|
||
|
||
if ( this.boundingBox === undefined ) this.computeBoundingBox();
|
||
|
||
this.terrainBase = this.boundingBox.min;
|
||
this.terrainRange = this.boundingBox.getSize();
|
||
|
||
// setup value cached in closure
|
||
|
||
adjust.set( renderTarget.width, renderTarget.height, 1 ).divide( this.terrainRange );
|
||
|
||
}
|
||
|
||
var terrainBase = this.terrainBase;
|
||
|
||
pixelCoords.copy( point ).sub( terrainBase ).multiply( adjust ).round();
|
||
|
||
this.renderer.readRenderTargetPixels( renderTarget, pixelCoords.x, pixelCoords.y, 1, 1, result );
|
||
|
||
// convert to survey units and return
|
||
|
||
return unpackRGBA( result ) * this.terrainRange.z + terrainBase.z;
|
||
|
||
};
|
||
|
||
} ();
|
||
|
||
|
||
|
||
// 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 LoxTerrainGeometry( dtm, offsets ) {
|
||
|
||
BufferGeometry.call( this );
|
||
|
||
this.type = 'LoxTerrainGeometry';
|
||
|
||
var heightData = dtm.data;
|
||
|
||
var ix, iy, i, l, x, y, z;
|
||
|
||
// buffers
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
|
||
var minZ = Infinity;
|
||
var maxZ = -Infinity;
|
||
|
||
// generate vertices
|
||
|
||
var zIndex = 0;
|
||
|
||
var lines = dtm.lines;
|
||
var samples = dtm.samples;
|
||
|
||
var vertexCount = lines * samples;
|
||
|
||
// 2 x 2 scale & rotate callibration matrix
|
||
|
||
var xx = dtm.xx;
|
||
var xy = dtm.xy;
|
||
var yx = dtm.yx;
|
||
var yy = dtm.yy;
|
||
|
||
// offsets from dtm -> survey -> model
|
||
|
||
var xOffset = dtm.xOrigin - offsets.x;
|
||
var yOffset = dtm.yOrigin - offsets.y;
|
||
var zOffset = - offsets.z;
|
||
|
||
// var x, y, z;
|
||
|
||
var lx = samples - 1;
|
||
var ly = lines - 1;
|
||
|
||
for ( iy = 0; iy < lines; iy++ ) {
|
||
|
||
for ( ix = 0; ix < samples; ix++ ) {
|
||
|
||
z = heightData[ zIndex++ ];
|
||
|
||
x = ix * xx + ( ly - iy ) * xy + xOffset;
|
||
y = ix * yx + ( ly - iy ) * yy + yOffset;
|
||
z += zOffset;
|
||
|
||
vertices.push( x, y, z );
|
||
|
||
if ( z < minZ ) minZ = z;
|
||
if ( z > maxZ ) maxZ = z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var maxX = lx * xx + ly * xy + xOffset;
|
||
var maxY = lx * yx + ly * yy + yOffset;
|
||
|
||
this.boundingBox = new Box3( new Vector3( xOffset, yOffset, minZ ), new Vector3( maxX, maxY, maxZ ) );
|
||
|
||
// indices
|
||
|
||
for ( iy = 0; iy < ly; iy ++ ) {
|
||
|
||
for ( ix = 0; ix < lx; ix ++ ) {
|
||
|
||
var a = ix + samples * iy;
|
||
var b = ix + samples * ( iy + 1 );
|
||
var c = ( ix + 1 ) + samples * ( iy + 1 );
|
||
var d = ( ix + 1 ) + samples * 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 ) );
|
||
|
||
// calibration data from terrain and local survey -> model - offsets
|
||
|
||
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 ) );
|
||
|
||
}
|
||
|
||
LoxTerrainGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
LoxTerrainGeometry.prototype.constructor = LoxTerrainGeometry;
|
||
|
||
LoxTerrainGeometry.prototype.setupUVs = function ( bitmap, image, offsets ) {
|
||
|
||
var det = bitmap.xx * bitmap.yy - bitmap.xy * bitmap.yx;
|
||
|
||
if ( det === 0 ) return false;
|
||
|
||
var xx = bitmap.yy / det;
|
||
var xy = - bitmap.xy / det;
|
||
var yx = - bitmap.yx / det;
|
||
var yy = bitmap.xx / det;
|
||
|
||
var vertices = this.getAttribute( 'position' ).array;
|
||
|
||
var width = image.naturalWidth;
|
||
var height = image.naturalHeight;
|
||
|
||
var x, y, u, v;
|
||
|
||
var xOffset = - ( xx * bitmap.xOrigin + xy * bitmap.yOrigin );
|
||
var yOffset = - ( yx * bitmap.xOrigin + yy * bitmap.yOrigin );
|
||
|
||
var uvs = [];
|
||
|
||
for ( var i = 0; i < vertices.length; i += 3 ) {
|
||
|
||
x = vertices[ i ] + offsets.x;
|
||
y = vertices[ i + 1 ] + offsets.y;
|
||
|
||
u = ( x * xx + y * xy + xOffset ) / width;
|
||
v = ( x * yx + y * yy + yOffset ) / height;
|
||
|
||
uvs.push( u, v );
|
||
|
||
}
|
||
|
||
var uvAttribute = this.getAttribute( 'uv' );
|
||
|
||
if ( uvAttribute !== undefined ) {
|
||
|
||
console.alert( 'replacing attribute uv' );
|
||
|
||
}
|
||
|
||
this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||
|
||
};
|
||
|
||
var terrainLib = {
|
||
|
||
onBeforeRender: function ( renderer ) {
|
||
|
||
var stencil = renderer.state.buffers.stencil;
|
||
var gl = renderer.context;
|
||
|
||
stencil.setTest( true );
|
||
|
||
stencil.setOp( gl.KEEP, gl.KEEP, gl.KEEP );
|
||
stencil.setFunc( gl.EQUAL, 0, 0xFFFF );
|
||
|
||
},
|
||
|
||
onAfterRender: function ( renderer ) {
|
||
|
||
var stencil = renderer.state.buffers.stencil;
|
||
|
||
stencil.setTest( false );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
function LoxTerrain ( terrainData, offsets ) {
|
||
|
||
CommonTerrain.call( this );
|
||
|
||
this.type = 'CV.Terrain';
|
||
this.offsets = offsets;
|
||
this.bitmap = terrainData.bitmap;
|
||
this.overlayMaterial = null;
|
||
|
||
var tile = new Mesh( new LoxTerrainGeometry( terrainData.dtm, offsets ), Materials$1.getSurfaceMaterial() );
|
||
|
||
tile.layers.set( FEATURE_TERRAIN );
|
||
tile.isTile = true;
|
||
tile.onBeforeRender = terrainLib.onBeforeRender;
|
||
tile.onAfterRender = terrainLib.onAfterRender;
|
||
|
||
this.tile = tile;
|
||
|
||
this.add( tile );
|
||
|
||
this.hasOverlay = ( terrainData.bitmap ) ? true : false;
|
||
|
||
}
|
||
|
||
LoxTerrain.prototype = Object.create( CommonTerrain.prototype );
|
||
|
||
LoxTerrain.prototype.constructor = LoxTerrain;
|
||
|
||
LoxTerrain.prototype.isTiled = false;
|
||
|
||
LoxTerrain.prototype.isLoaded = function () {
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
LoxTerrain.prototype.setOverlay = function ( overlay, overlayLoadedCallback ) {
|
||
|
||
if ( this.overlayMaterial !== null ) {
|
||
|
||
this.setMaterial( this.overlayMaterial );
|
||
|
||
overlayLoadedCallback();
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
var texture = new TextureLoader().load( this.bitmap.image, _overlayLoaded );
|
||
|
||
var self = this;
|
||
|
||
function _overlayLoaded( ) {
|
||
|
||
var bitmap = self.bitmap;
|
||
|
||
self.tile.geometry.setupUVs( bitmap, texture.image, self.offsets );
|
||
|
||
self.overlayMaterial = new MeshLambertMaterial(
|
||
{
|
||
map: texture,
|
||
transparent: true,
|
||
opacity: self.opacity
|
||
}
|
||
);
|
||
|
||
bitmap.data = null;
|
||
|
||
self.setMaterial( self.overlayMaterial );
|
||
|
||
overlayLoadedCallback();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
LoxTerrain.prototype.removed = function () {
|
||
|
||
var overlayMaterial = this.overlayMaterial;
|
||
|
||
if ( overlayMaterial !== null ) {
|
||
|
||
// dispose of overlay texture and material
|
||
|
||
overlayMaterial.map.dispose();
|
||
overlayMaterial.dispose();
|
||
|
||
}
|
||
|
||
this.commonRemoved();
|
||
|
||
};
|
||
|
||
LoxTerrain.prototype.setMaterial = function ( material ) {
|
||
|
||
this.tile.material = material;
|
||
|
||
};
|
||
|
||
LoxTerrain.prototype.setOpacity = function ( opacity ) {
|
||
|
||
var material = this.tile.material;
|
||
|
||
material.opacity = opacity;
|
||
material.needsUpdate = true;
|
||
|
||
this.opacity = opacity;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function WorkerPool ( script ) {
|
||
|
||
this.script = getEnvironmentValue( 'home', '' ) + 'js/workers/' + script;
|
||
|
||
if ( WorkerPool.workers[ script ] === undefined ) {
|
||
|
||
// no existing workers running
|
||
WorkerPool.workers[ script ] = [];
|
||
|
||
}
|
||
|
||
this.workers = WorkerPool.workers[ script ];
|
||
|
||
}
|
||
|
||
|
||
WorkerPool.workers = {};
|
||
|
||
WorkerPool.prototype.constructor = WorkerPool;
|
||
|
||
WorkerPool.prototype.getWorker = function () {
|
||
|
||
if ( this.workers.length === 0 ) {
|
||
|
||
return new Worker( this.script );
|
||
|
||
} else {
|
||
|
||
return this.workers.pop();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WorkerPool.prototype.putWorker = function ( worker ) {
|
||
|
||
if ( this.workers.length < 4 ) {
|
||
|
||
this.workers.push( worker );
|
||
|
||
} else {
|
||
|
||
worker.terminate();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WorkerPool.prototype.dispose = function () {
|
||
|
||
for ( var i = 0; i < this.workers.length; i++ ) {
|
||
|
||
this.workers[ i ].terminate();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
var zeroVector = new Vector3();
|
||
|
||
function Survey ( cave ) {
|
||
|
||
if ( ! cave ) {
|
||
|
||
alert( 'failed loading cave information' );
|
||
return;
|
||
|
||
}
|
||
|
||
Object3D.call( this );
|
||
|
||
this.selectedSectionIds = new Set();
|
||
this.selectedSection = 0;
|
||
this.selectedBox = null;
|
||
this.highlightBox = null;
|
||
this.featureBox = null;
|
||
this.surveyTree = null;
|
||
this.projection = null;
|
||
|
||
// objects targetted by raycasters and objects with variable LOD
|
||
|
||
this.pointTargets = [];
|
||
this.legTargets = [];
|
||
|
||
this.type = 'CV.Survey';
|
||
this.cutInProgress = false;
|
||
this.terrain = null;
|
||
this.isRegion = cave.isRegion;
|
||
this.features = [];
|
||
this.routes = null;
|
||
this.stations = null;
|
||
this.workerPool = new WorkerPool( 'caveWorker.js' );
|
||
this.inverseWorld = null;
|
||
|
||
// highlit point marker
|
||
|
||
var pointerTexture = new TextureLoader().load( getEnvironmentValue( 'home', '' ) + 'images/ic_location.png' );
|
||
var pointerMaterial = new PointsMaterial( { size: 32, map: pointerTexture, transparent : true, sizeAttenuation: false, alphaTest: 0.8 } );
|
||
|
||
var point = new Point( pointerMaterial );
|
||
|
||
point.visible = false;
|
||
|
||
this.add( point );
|
||
|
||
this.stationHighlight = point;
|
||
|
||
var self = this;
|
||
|
||
SurveyColours.clearMap(); // clear cache of survey section to colour
|
||
|
||
var survey = cave.getSurvey();
|
||
|
||
this.name = survey.title;
|
||
this.CRS = ( survey.sourceCRS === null ) ? getEnvironmentValue( 'CRS', 'fred' ) : survey.sourceCRS;
|
||
|
||
if ( this.isRegion === true ) {
|
||
|
||
this.surveyTree = survey.surveyTree;
|
||
this.limits = cave.getLimits();
|
||
|
||
} else {
|
||
|
||
var surveyLimits = survey.limits;
|
||
|
||
this.limits = new Box3( new Vector3().copy( surveyLimits.min ), new Vector3().copy( surveyLimits.max ) );
|
||
this.offsets = survey.offsets;
|
||
|
||
var modelLimits = new Box3().copy( this.limits );
|
||
|
||
modelLimits.min.sub( this.offsets );
|
||
modelLimits.max.sub( this.offsets );
|
||
|
||
this.modelLimits = modelLimits;
|
||
|
||
this.loadCave( survey );
|
||
|
||
this.legTargets = [ this.features[ LEG_CAVE ] ];
|
||
|
||
}
|
||
|
||
this.loadEntrances();
|
||
|
||
this.setFeatureBox();
|
||
|
||
_setProjectionScale();
|
||
|
||
this.addEventListener( 'removed', this.onRemoved );
|
||
|
||
return;
|
||
|
||
function _setProjectionScale () {
|
||
|
||
// calculate scaling distortion if we have required CRS definitions
|
||
|
||
if ( survey.sourceCRS === null || survey.targetCRS === null ) {
|
||
|
||
self.scaleFactor = 1;
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
var limits = self.limits;
|
||
|
||
var p1 = limits.min.clone();
|
||
var p2 = limits.max.clone();
|
||
|
||
p1.z = 0;
|
||
p2.z = 0;
|
||
|
||
var l1 = p1.distanceTo( p2 );
|
||
|
||
var transform = proj4( survey.targetCRS, survey.sourceCRS ); // eslint-disable-line no-undef
|
||
|
||
p1.copy( transform.forward( p1 ) );
|
||
p2.copy( transform.forward( p2 ) );
|
||
|
||
self.projection = transform;
|
||
|
||
var l2 = p1.distanceTo( p2 );
|
||
|
||
self.scaleFactor = l1 / l2;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Survey.prototype = Object.create( Object3D.prototype );
|
||
|
||
Survey.prototype.constructor = Survey;
|
||
|
||
Survey.prototype.onRemoved = function ( /* event */ ) {
|
||
|
||
if ( this.cutInProgress ) {
|
||
|
||
// avoid disposal phase when a cut operation is taking place.
|
||
// this survey is being redisplayed.
|
||
|
||
this.cutInProgress = false;
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
// needs explicit removal to call removed handlers atm
|
||
this.remove( this.stations );
|
||
|
||
this.traverse( _dispose );
|
||
|
||
return;
|
||
|
||
function _dispose ( object ) {
|
||
|
||
if ( object.geometry ) object.geometry.dispose();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.loadEntrances = function () {
|
||
|
||
var surveyTree = this.surveyTree;
|
||
var self = this;
|
||
|
||
var clusterMarkers = new ClusterMarkers( this.modelLimits, 4 );
|
||
|
||
// remove common elements from station names
|
||
|
||
var endNode = surveyTree;
|
||
|
||
while ( endNode.children.length === 1 ) endNode = endNode.children [ 0 ];
|
||
|
||
|
||
// find entrances and add Markers
|
||
|
||
surveyTree.traverse( _addEntrance );
|
||
|
||
this.addFeature( clusterMarkers, FEATURE_ENTRANCES, 'CV.Survey:entrances' );
|
||
|
||
return;
|
||
|
||
function _addEntrance( node ) {
|
||
|
||
var marker;
|
||
|
||
if ( node.type !== STATION_ENTRANCE ) return;
|
||
|
||
marker = clusterMarkers.addMarker( node.p, node.getPath( endNode ) );
|
||
|
||
self.pointTargets.push( marker );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.calibrateTerrain = function ( terrain ) {
|
||
|
||
var s1 = 0, s2 = 0;
|
||
var n = 0;
|
||
|
||
// find height difference between all entrance locations and terrain
|
||
// find average differences and use to alter height of terrain
|
||
|
||
this.surveyTree.traverse( _testHeight );
|
||
|
||
if ( n > 0 ) {
|
||
|
||
// standard deviation
|
||
|
||
var sd = Math.sqrt( s2 / n - Math.pow( s1 / n, 2 ) );
|
||
|
||
// simple average
|
||
|
||
terrain.datumShift = s1 / n;
|
||
|
||
console.log( 'Adjustmenting terrain height by ', terrain.datumShift, sd );
|
||
|
||
}
|
||
|
||
if ( this.terrain === null ) this.terrain = terrain;
|
||
|
||
return;
|
||
|
||
function _testHeight( node ) {
|
||
|
||
// FIXME to extend to surface points
|
||
if ( node.type !== STATION_ENTRANCE) return;
|
||
|
||
var v = node.p.z - terrain.getHeight( node.p );
|
||
|
||
s1 += v;
|
||
s2 += v * v;
|
||
n++;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.loadCave = function ( cave ) {
|
||
|
||
var self = this;
|
||
|
||
_restoreSurveyTree( cave.surveyTree );
|
||
|
||
_loadSegments( cave.lineSegments );
|
||
|
||
this.loadStations( cave.surveyTree );
|
||
|
||
_loadScraps( cave.scraps );
|
||
_loadCrossSections( cave.crossSections );
|
||
_loadTerrain( cave );
|
||
|
||
this.computeBoundingBoxes( cave.surveyTree );
|
||
|
||
this.pointTargets.push( this.stations );
|
||
|
||
var metadata = new SurveyMetadata( this.name, cave.metadata );
|
||
|
||
this.metadata = metadata;
|
||
|
||
this.loadDyeTraces();
|
||
|
||
this.routes = new Routes( metadata ).mapSurvey( this.stations, this.getLegs(), this.surveyTree );
|
||
|
||
return;
|
||
|
||
function _restoreSurveyTree ( surveyTree ) {
|
||
|
||
if ( surveyTree.forEachChild === undefined ) {
|
||
|
||
// surveyTree from worker loading - add Tree methods to all objects in tree.
|
||
|
||
_restore( surveyTree );
|
||
|
||
surveyTree.forEachChild( _restore, true );
|
||
|
||
}
|
||
|
||
if ( self.surveyTree === null ) {
|
||
|
||
self.surveyTree = surveyTree;
|
||
|
||
} else {
|
||
|
||
self.surveyTree.children.push( surveyTree );
|
||
|
||
}
|
||
|
||
return;
|
||
|
||
function _restore ( child ) {
|
||
|
||
Object.assign( child, Tree.prototype );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _loadScraps ( scrapList ) {
|
||
|
||
var l = scrapList.length;
|
||
|
||
if ( l === 0 ) return null;
|
||
|
||
var mesh = self.getFeature( FACE_SCRAPS, Walls );
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
|
||
var indexRuns = [];
|
||
|
||
var vertexOffset = 0;
|
||
var lastEnd = 0;
|
||
|
||
for ( var i = 0; i < l; i++ ) {
|
||
|
||
_loadScrap( scrapList[ i ] );
|
||
|
||
}
|
||
|
||
mesh.addWalls( vertices, indices, indexRuns );
|
||
|
||
self.addFeature( mesh, FACE_SCRAPS, 'CV.Survey:faces:scraps' );
|
||
|
||
return;
|
||
|
||
function _loadScrap ( scrap ) {
|
||
|
||
var i, l;
|
||
|
||
for ( i = 0, l = scrap.vertices.length; i < l; i++ ) {
|
||
|
||
var vertex = scrap.vertices[ i ];
|
||
|
||
vertices.push( new Vector3( vertex.x, vertex.y, vertex.z ) );
|
||
|
||
}
|
||
|
||
for ( i = 0, l = scrap.faces.length; i < l; i++ ) {
|
||
|
||
var face = scrap.faces[ i ];
|
||
|
||
indices.push( face[ 0 ] + vertexOffset, face[ 2 ] + vertexOffset, face[ 1 ] + vertexOffset );
|
||
|
||
}
|
||
|
||
var end = indices.length;
|
||
|
||
indexRuns.push( { start: lastEnd, count: end - lastEnd, survey: scrap.survey } );
|
||
lastEnd = end;
|
||
|
||
vertexOffset += scrap.vertices.length;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _loadCrossSections ( crossSectionGroups ) {
|
||
|
||
var mesh = self.getFeature( FACE_WALLS, Walls );
|
||
|
||
var indices = [];
|
||
var vertices = [];
|
||
|
||
var v = 0;
|
||
var l = crossSectionGroups.length;
|
||
|
||
// survey to face index mapping
|
||
var currentSurvey;
|
||
var indexRuns = [];
|
||
|
||
var lastEnd = 0;
|
||
var l1, r1, u1, d1, l2, r2, u2, d2, lrud;
|
||
var i, j;
|
||
|
||
var cross = new Vector3();
|
||
var lastCross = new Vector3();
|
||
|
||
var run = null;
|
||
|
||
if ( l === 0 ) return;
|
||
|
||
for ( i = 0; i < l; i++ ) {
|
||
|
||
var crossSectionGroup = crossSectionGroups[ i ];
|
||
var m = crossSectionGroup.length;
|
||
|
||
if ( m < 2 ) continue;
|
||
|
||
// enter first station vertices - FIXME use fudged approach vector for this (points wrong way).
|
||
lrud = _getLRUD( crossSectionGroup[ 0 ] );
|
||
|
||
vertices.push( lrud.l );
|
||
vertices.push( lrud.r );
|
||
vertices.push( lrud.u );
|
||
vertices.push( lrud.d );
|
||
|
||
for ( j = 0; j < m; j++ ) {
|
||
|
||
var survey = crossSectionGroup[ j ].survey;
|
||
|
||
lrud = _getLRUD( crossSectionGroup[ j ] );
|
||
|
||
if ( survey !== currentSurvey ) {
|
||
|
||
currentSurvey = survey;
|
||
|
||
if ( run !== null ) {
|
||
|
||
// close section with two triangles to form cap.
|
||
indices.push( u2, r2, d2 );
|
||
indices.push( u2, d2, l2 );
|
||
|
||
lastEnd = indices.length;
|
||
|
||
run.count = lastEnd - run.start;
|
||
|
||
indexRuns.push( run );
|
||
|
||
run = null;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// next station vertices
|
||
vertices.push( lrud.l );
|
||
vertices.push( lrud.r );
|
||
vertices.push( lrud.u );
|
||
vertices.push( lrud.d );
|
||
|
||
// triangles to form passage box
|
||
l1 = v++;
|
||
r1 = v++;
|
||
u1 = v++;
|
||
d1 = v++;
|
||
|
||
l2 = v++;
|
||
r2 = v++;
|
||
u2 = v++;
|
||
d2 = v++;
|
||
|
||
// all face vertices specified in CCW winding order to define front side.
|
||
|
||
// top faces
|
||
indices.push( u1, r1, r2 );
|
||
indices.push( u1, r2, u2 );
|
||
indices.push( u1, u2, l2 );
|
||
indices.push( u1, l2, l1 );
|
||
|
||
// bottom faces
|
||
indices.push( d1, r2, r1 );
|
||
indices.push( d1, d2, r2 );
|
||
indices.push( d1, l2, d2 );
|
||
indices.push( d1, l1, l2 );
|
||
|
||
v = v - 4; // rewind to allow current vertices to be start of next box section.
|
||
|
||
if ( run === null ) {
|
||
|
||
// handle first section of run
|
||
|
||
run = { start: lastEnd, survey: survey };
|
||
|
||
// start tube with two triangles to form cap
|
||
indices.push( u1, r1, d1 );
|
||
indices.push( u1, d1, l1 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
currentSurvey = null;
|
||
v = v + 4; // advance because we are starting a new set of independant x-sections.
|
||
|
||
}
|
||
|
||
if ( run !== null ) {
|
||
|
||
// close tube with two triangles
|
||
indices.push( u2, r2, d2 );
|
||
indices.push( u2, d2, l2 );
|
||
|
||
run.count = indices.length - run.start;
|
||
|
||
indexRuns.push( run );
|
||
|
||
}
|
||
|
||
l = indices.length;
|
||
|
||
if ( l === 0 ) return;
|
||
|
||
mesh.addWalls( vertices, indices, indexRuns );
|
||
|
||
self.addFeature( mesh, FACE_WALLS, 'CV.Survey:faces:walls' );
|
||
|
||
return;
|
||
|
||
function _getLRUD ( crossSection ) {
|
||
|
||
var station = crossSection.end;
|
||
var lrud = crossSection.lrud;
|
||
var stationV = new Vector3( station.x, station.y, station.z );
|
||
|
||
// cross product of leg and up AXIS to give direction of LR vector
|
||
cross.subVectors( crossSection.start, crossSection.end ).cross( upAxis );
|
||
|
||
var L, R, U, D;
|
||
|
||
if ( cross.equals( zeroVector ) ) {
|
||
|
||
// leg is vertical
|
||
|
||
if ( lastCross.equals( zeroVector ) ) {
|
||
|
||
// previous leg was vertical
|
||
|
||
L = stationV;
|
||
R = stationV;
|
||
|
||
} else {
|
||
|
||
// use previous leg to determine passage orientation for L and R for vertical legs
|
||
|
||
L = lastCross.clone().setLength( lrud.l ).add( stationV );
|
||
R = lastCross.clone().setLength( -lrud.r ).add( stationV );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
L = cross.clone().setLength( lrud.l ).add( stationV );
|
||
R = cross.clone().setLength( -lrud.r ).add( stationV );
|
||
|
||
}
|
||
|
||
U = new Vector3( station.x, station.y, station.z + lrud.u );
|
||
D = new Vector3( station.x, station.y, station.z - lrud.d );
|
||
|
||
lastCross.copy( cross );
|
||
|
||
return { l: L, r: R, u: U, d: D };
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _loadSegments ( srcSegments ) {
|
||
|
||
var typeLegs = [];
|
||
|
||
typeLegs[ LEG_CAVE ] = { vertices: [], colors: [], runs: [] };
|
||
typeLegs[ LEG_SURFACE ] = { vertices: [], colors: [], runs: [] };
|
||
typeLegs[ LEG_SPLAY ] = { vertices: [], colors: [], runs: [] };
|
||
|
||
var legs;
|
||
|
||
var currentType;
|
||
var currentSurvey;
|
||
|
||
var run;
|
||
var l = srcSegments.length;
|
||
|
||
if ( l === 0 ) return null;
|
||
|
||
var vertex1, vertex2;
|
||
|
||
var lastVertex = new Vector3();
|
||
|
||
for ( var i = 0; i < l; i++ ) {
|
||
|
||
var leg = srcSegments[ i ];
|
||
|
||
var type = leg.type;
|
||
var survey = leg.survey;
|
||
|
||
// most line segments will share vertices - avoid allocating new Vector3() in this case.
|
||
|
||
vertex1 = lastVertex.equals( leg.from ) ? lastVertex : new Vector3( leg.from.x, leg.from.y, leg.from.z );
|
||
vertex2 = new Vector3( leg.to.x, leg.to.y, leg.to.z );
|
||
|
||
lastVertex = vertex2;
|
||
|
||
legs = typeLegs[ type ];
|
||
|
||
if ( leg === undefined ) {
|
||
|
||
console.warn( 'unknown segment type: ', type );
|
||
break;
|
||
|
||
}
|
||
|
||
if ( survey !== currentSurvey || type !== currentType ) {
|
||
|
||
// complete last run data
|
||
|
||
if ( run !== undefined ) {
|
||
|
||
var lastLegs = typeLegs[ currentType ];
|
||
|
||
run.end = lastLegs.vertices.length;
|
||
lastLegs.runs.push( run );
|
||
|
||
}
|
||
|
||
// start new run
|
||
|
||
run = {};
|
||
|
||
run.survey = survey;
|
||
run.start = legs.vertices.length;
|
||
|
||
currentSurvey = survey;
|
||
currentType = type;
|
||
|
||
}
|
||
|
||
|
||
legs.vertices.push( vertex1 );
|
||
legs.vertices.push( vertex2 );
|
||
|
||
legs.colors.push( ColourCache.white );
|
||
legs.colors.push( ColourCache.white );
|
||
|
||
}
|
||
|
||
// add vertices run for last survey section encountered
|
||
|
||
if ( run.end === undefined ) {
|
||
|
||
run.end = legs.vertices.length;
|
||
legs.runs.push( run );
|
||
|
||
}
|
||
|
||
_addModelSegments( LEG_CAVE, 'CV.Survey:cave:cave' );
|
||
_addModelSegments( LEG_SURFACE, 'CV.Survey:surface:surface' );
|
||
_addModelSegments( LEG_SPLAY, 'CV.Survey:cave:splay' );
|
||
|
||
return;
|
||
|
||
function _addModelSegments ( tag, name ) {
|
||
|
||
var legs = typeLegs[ tag ];
|
||
|
||
if ( legs.vertices.length === 0 ) return;
|
||
|
||
var legObject = self.getFeature( tag, Legs );
|
||
|
||
legObject.addLegs( legs.vertices, legs.colors, legs.runs );
|
||
|
||
self.addFeature( legObject, tag, name + ':g' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _loadTerrain ( cave ) {
|
||
|
||
if ( cave.hasTerrain === false ) return;
|
||
|
||
var terrain = new LoxTerrain( cave.terrain, self.offsets );
|
||
|
||
// get limits of terrain - ignoring maximum which distorts height shading etc
|
||
var terrainLimits = new Box3().copy( terrain.tile.geometry.boundingBox );
|
||
|
||
var modelLimits = self.modelLimits;
|
||
|
||
terrainLimits.min.z = modelLimits.min.z;
|
||
terrainLimits.max.z = modelLimits.max.z;
|
||
|
||
modelLimits.union( terrainLimits );
|
||
|
||
self.terrain = terrain;
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.getFeature = function ( tag, obj ) {
|
||
|
||
var o = this.features[ tag ];
|
||
|
||
if ( o === undefined && obj ) {
|
||
|
||
o = new obj ( tag );
|
||
|
||
}
|
||
|
||
return o;
|
||
|
||
};
|
||
|
||
Survey.prototype.update = function ( camera, target ) {
|
||
|
||
var cameraLayers = camera.layers;
|
||
|
||
if ( this.features[ FEATURE_ENTRANCES ] && cameraLayers.mask & 1 << FEATURE_ENTRANCES ) {
|
||
|
||
this.getFeature( FEATURE_ENTRANCES ).cluster( camera );
|
||
|
||
}
|
||
|
||
if ( this.features[ LABEL_STATION ] && cameraLayers.mask & 1 << LABEL_STATION ) {
|
||
|
||
if ( this.inverseWorld === null ) {
|
||
|
||
this.inverseWorld = new Matrix4().getInverse( this.matrixWorld );
|
||
|
||
}
|
||
|
||
this.getFeature( LABEL_STATION ).update( camera, target, this.inverseWorld );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.addFeature = function ( obj, tag, name ) {
|
||
|
||
obj.name = name;
|
||
|
||
this.features[ tag ] = obj;
|
||
|
||
this.add( obj );
|
||
|
||
};
|
||
|
||
Survey.prototype.removeFeature = function ( obj ) {
|
||
|
||
this.layers.mask &= ~ obj.layers.mask;
|
||
|
||
var features = this.features;
|
||
|
||
for ( var i = 0, l = features.length; i < l; i++ ) {
|
||
|
||
if ( features[ i ] === obj ) delete features[ i ];
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.hasFeature = function ( tag ) {
|
||
|
||
return ! ( this.features[ tag ] === undefined );
|
||
|
||
};
|
||
|
||
Survey.prototype.loadStations = function ( surveyTree ) {
|
||
|
||
var i, l;
|
||
|
||
var stations = new Stations();
|
||
var stationLabels = new StationLabels();
|
||
|
||
surveyTree.traverse( _addStation );
|
||
|
||
var legs = this.getLegs();
|
||
|
||
// count number of legs linked to each station
|
||
|
||
for ( i = 0; i < legs.length; i++ ) {
|
||
|
||
stations.updateStation( legs[ i ] );
|
||
|
||
}
|
||
|
||
// we have finished adding stations.
|
||
stations.finalise();
|
||
|
||
|
||
// add labels for stations
|
||
|
||
for ( i = 0, l = stations.count; i < l; i++ ) {
|
||
|
||
stationLabels.addStation( stations.getStationByIndex( i ) );
|
||
|
||
}
|
||
|
||
this.addFeature( stations, FEATURE_STATIONS, 'CV.Stations' );
|
||
this.addFeature( stationLabels, LABEL_STATION, 'CV.StationLabels' );
|
||
|
||
this.stations = stations;
|
||
|
||
return;
|
||
|
||
function _addStation ( node ) {
|
||
|
||
if ( node.p === undefined ) return;
|
||
|
||
stations.addStation( node );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.computeBoundingBoxes = function ( surveyTree ) {
|
||
|
||
surveyTree.traverseDepthFirst( _computeBoundingBox );
|
||
|
||
return;
|
||
|
||
function _computeBoundingBox ( node ) {
|
||
|
||
var parent = node.parent;
|
||
|
||
if ( parent && parent.boundingBox === undefined ) parent.boundingBox = new Box3();
|
||
|
||
if ( node.p !== undefined ) {
|
||
|
||
parent.boundingBox.expandByPoint( node.p );
|
||
|
||
} else if ( parent ) {
|
||
|
||
if ( node.children.length === 0 || ( node.boundingBox !== undefined && node.boundingBox.isEmpty() ) ) return;
|
||
|
||
parent.boundingBox.expandByPoint( node.boundingBox.min );
|
||
parent.boundingBox.expandByPoint( node.boundingBox.max );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.loadDyeTraces = function () {
|
||
|
||
var traces = this.metadata.getTraces();
|
||
|
||
if ( traces.length === 0 ) return;
|
||
|
||
var surveyTree = this.surveyTree;
|
||
var dyeTraces = new DyeTraces();
|
||
|
||
for ( var i = 0, l = traces.length; i < l; i++ ) {
|
||
|
||
var trace = traces[ i ];
|
||
|
||
var startStation = surveyTree.getByPath( trace.start );
|
||
var endStation = surveyTree.getByPath( trace.end );
|
||
|
||
if ( endStation === undefined || startStation === undefined ) continue;
|
||
|
||
dyeTraces.addTrace( startStation.p, endStation.p );
|
||
|
||
}
|
||
|
||
dyeTraces.finish();
|
||
|
||
this.addFeature( dyeTraces, FEATURE_TRACES, 'CV.DyeTraces' );
|
||
|
||
};
|
||
|
||
Survey.prototype.loadFromEntrance = function ( entrance, loadedCallback ) {
|
||
|
||
var self = this;
|
||
var name = replaceExtension( entrance.name, '3d' );
|
||
var prefix = getEnvironmentValue( 'surveyDirectory', '' );
|
||
|
||
if ( entrance.loaded ) return;
|
||
|
||
entrance.loaded = true;
|
||
|
||
console.log( 'load: ', name );
|
||
|
||
var worker = this.workerPool.getWorker();
|
||
|
||
worker.onmessage = _surveyLoaded;
|
||
|
||
worker.postMessage( prefix + name );
|
||
|
||
return;
|
||
|
||
function _surveyLoaded ( event ) {
|
||
|
||
var surveyData = event.data; // FIXME check for ok;
|
||
|
||
self.workerPool.putWorker( worker );
|
||
|
||
self.loadCave( surveyData.survey );
|
||
|
||
loadedCallback();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.getMetadataURL = function () {
|
||
|
||
return this.metadata.getURL();
|
||
|
||
};
|
||
|
||
Survey.prototype.getLegs = function () {
|
||
|
||
return this.getFeature( LEG_CAVE ).geometry.vertices;
|
||
|
||
};
|
||
|
||
Survey.prototype.getRoutes = function () {
|
||
|
||
return this.routes;
|
||
|
||
};
|
||
|
||
Survey.prototype.setScale = function ( scale ) {
|
||
|
||
this.stations.setScale( scale );
|
||
|
||
};
|
||
|
||
Survey.prototype.getWorldPosition = function ( position ) {
|
||
|
||
return new Vector3().copy( position ).applyMatrix4( this.matrixWorld );
|
||
|
||
};
|
||
|
||
Survey.prototype.getGeographicalPosition = function ( position ) {
|
||
|
||
var offsets = this.offsets;
|
||
var projection = this.projection;
|
||
|
||
var originalPosition = { x: position.x + offsets.x, y: position.y + offsets.y, z: 0 };
|
||
|
||
// convert to original survey CRS
|
||
|
||
if ( projection !== null ) originalPosition = projection.forward( originalPosition );
|
||
|
||
originalPosition.z = position.z + offsets.z;
|
||
|
||
return originalPosition;
|
||
|
||
};
|
||
|
||
Survey.prototype.selectStation = function ( index ) {
|
||
|
||
var stations = this.stations;
|
||
var station = stations.getStationByIndex( index );
|
||
|
||
stations.selectStation( station );
|
||
|
||
return station;
|
||
|
||
};
|
||
|
||
Survey.prototype.clearSelection = function () {
|
||
|
||
this.selectedSection = 0;
|
||
this.selectedSectionIds.clear();
|
||
|
||
this.stations.clearSelected();
|
||
|
||
var box = this.selectedBox;
|
||
|
||
if ( box !== null ) box.visible = false;
|
||
|
||
};
|
||
|
||
Survey.prototype.boxSection = function ( node, box, colour ) {
|
||
|
||
if ( box === null ) {
|
||
|
||
box = new Box3Helper( node.boundingBox, colour );
|
||
|
||
box.layers.set( FEATURE_SELECTED_BOX );
|
||
|
||
this.add( box );
|
||
|
||
} else {
|
||
|
||
box.visible = true;
|
||
box.update( node.boundingBox );
|
||
|
||
}
|
||
|
||
return box;
|
||
|
||
};
|
||
|
||
Survey.prototype.highlightSelection = function ( id ) {
|
||
|
||
var surveyTree = this.surveyTree;
|
||
var node;
|
||
var box = this.highlightBox;
|
||
|
||
if ( id ) {
|
||
|
||
node = surveyTree.findById( id );
|
||
|
||
if ( node.p === undefined && node.boundingBox !== undefined ) {
|
||
|
||
this.highlightBox = this.boxSection( node, box, 0xffff00 );
|
||
|
||
} else if ( node.p ) {
|
||
|
||
var highlight = this.stationHighlight;
|
||
|
||
highlight.position.copy( node.p );
|
||
highlight.visible = true;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( box !== null ) box.visible = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.selectSection = function ( id ) {
|
||
|
||
var selectedSectionIds = this.selectedSectionIds;
|
||
var surveyTree = this.surveyTree;
|
||
var node;
|
||
|
||
this.clearSelection();
|
||
|
||
if ( id ) {
|
||
|
||
node = surveyTree.findById( id );
|
||
|
||
if ( node.p === undefined && node.boundingBox !== undefined ) {
|
||
|
||
this.selectedBox = this.boxSection( node, this.selectedBox, 0x00ff00 );
|
||
surveyTree.getSubtreeIds( id, selectedSectionIds );
|
||
|
||
} else {
|
||
|
||
if ( node.p !== undefined ) this.stations.selectStation( node );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.selectedSection = id;
|
||
|
||
return node;
|
||
|
||
};
|
||
|
||
Survey.prototype.setFeatureBox = function () {
|
||
|
||
if ( this.featureBox === null ) {
|
||
|
||
var box = new Box3Helper( this.modelLimits, 0xffffff );
|
||
|
||
box.layers.set( FEATURE_BOX );
|
||
box.name = 'survey-boundingbox';
|
||
|
||
this.featureBox = box;
|
||
this.add( box );
|
||
|
||
} else {
|
||
|
||
this.featureBox.update( this.modelLimits );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.cutSection = function ( id ) {
|
||
|
||
var selectedSectionIds = this.selectedSectionIds;
|
||
var self = this;
|
||
|
||
if ( selectedSectionIds.size === 0 ) return;
|
||
|
||
// clear target lists
|
||
|
||
this.PointTargets = [];
|
||
this.legTargets = [];
|
||
|
||
this.terrain = null;
|
||
|
||
// iterate through objects replace geometries and remove bounding boxes;
|
||
|
||
var cutList = []; // list of Object3D's to remove from survey - workaround for lack of traverseReverse
|
||
|
||
this.traverse( _cutObject );
|
||
|
||
for ( var i = 0, l = cutList.length; i < l; i++ ) {
|
||
|
||
var obj = cutList[ i ];
|
||
var parent = obj.parent;
|
||
|
||
if ( parent ) parent.remove( obj );
|
||
|
||
// dispose of all geometry of this object and descendants
|
||
|
||
if ( obj.geometry ) obj.geometry.dispose();
|
||
|
||
this.removeFeature( obj );
|
||
|
||
}
|
||
|
||
this.surveyTree = this.surveyTree.findById( id );
|
||
this.surveyTree.parent = null;
|
||
|
||
this.loadStations( this.surveyTree );
|
||
|
||
// ordering is important here
|
||
|
||
this.clearSelection();
|
||
this.highlightSelection( 0 );
|
||
|
||
this.modelLimits = this.getBounds();
|
||
this.limits.copy( this.modelLimits );
|
||
|
||
this.limits.min.add( this.offsets );
|
||
this.limits.max.add( this.offsets );
|
||
|
||
this.setFeatureBox();
|
||
|
||
this.loadEntrances();
|
||
|
||
this.cutInProgress = true;
|
||
|
||
return;
|
||
|
||
function _cutObject ( obj ) {
|
||
|
||
switch ( obj.type ) {
|
||
|
||
case 'Legs':
|
||
case 'Walls':
|
||
|
||
if ( ! obj.cutRuns( self.selectedSectionIds ) ) cutList.push( obj );
|
||
|
||
break;
|
||
|
||
case 'Box3Helper':
|
||
case 'CV.Stations':
|
||
case 'CV.StationLabels':
|
||
case 'CV.ClusterMarker':
|
||
|
||
cutList.push( obj );
|
||
|
||
break;
|
||
|
||
case 'Group':
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.getBounds = function () {
|
||
|
||
var box = new Box3();
|
||
|
||
var min = box.min;
|
||
var max = box.max;
|
||
|
||
this.traverse( _addObjectBounds );
|
||
|
||
return box;
|
||
|
||
function _addObjectBounds ( obj ) {
|
||
|
||
if ( obj.type === 'CV.Survey' ) return; // skip survey which is positioned/scaled into world space
|
||
|
||
var geometry = obj.geometry;
|
||
|
||
if ( geometry && geometry.boundingBox ) {
|
||
|
||
min.min( geometry.boundingBox.min );
|
||
max.max( geometry.boundingBox.max );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.setShadingMode = function ( mode ) {
|
||
|
||
var material;
|
||
|
||
switch ( mode ) {
|
||
|
||
case SHADING_HEIGHT:
|
||
|
||
material = Materials$1.getHeightMaterial( MATERIAL_SURFACE, this.modelLimits );
|
||
|
||
break;
|
||
|
||
case SHADING_CURSOR:
|
||
|
||
material = Materials$1.getCursorMaterial( MATERIAL_SURFACE, this.modelLimits );
|
||
|
||
break;
|
||
|
||
case SHADING_SINGLE:
|
||
|
||
material = Materials$1.getSurfaceMaterial();
|
||
|
||
break;
|
||
|
||
case SHADING_SURVEY:
|
||
|
||
// FIXME make multiple material for survey - > color and pass to Walls().
|
||
|
||
break;
|
||
|
||
case SHADING_DEPTH:
|
||
|
||
material = Materials$1.getDepthMaterial( MATERIAL_SURFACE, this.modelLimits, this.terrain );
|
||
|
||
if ( ! material ) return false;
|
||
|
||
break;
|
||
|
||
case SHADING_DEPTH_CURSOR:
|
||
|
||
material = Materials$1.getDepthCursorMaterial( MATERIAL_SURFACE, this.modelLimits, this.terrain );
|
||
|
||
if ( ! material ) return false;
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
if ( this.setLegShading( LEG_CAVE, mode ) ) {
|
||
|
||
this.setWallShading( this.features[ FACE_WALLS ], mode, material );
|
||
this.setWallShading( this.features[ FACE_SCRAPS ], mode, material );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
Survey.prototype.setWallShading = function ( mesh, node, selectedMaterial ) {
|
||
|
||
if ( ! mesh ) return;
|
||
|
||
if ( selectedMaterial ) {
|
||
|
||
mesh.setShading( this.selectedSectionIds, selectedMaterial );
|
||
mesh.visible = true;
|
||
|
||
} else {
|
||
|
||
mesh.visible = false;
|
||
|
||
}
|
||
|
||
// FIXME - ressurect SHADING_SURVEY ???
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegShading = function ( legType, legShadingMode ) {
|
||
|
||
var mesh = this.features[ legType ];
|
||
|
||
if ( mesh === undefined ) return;
|
||
|
||
switch ( legShadingMode ) {
|
||
|
||
case SHADING_HEIGHT:
|
||
|
||
this.setLegColourByHeight( mesh );
|
||
|
||
break;
|
||
|
||
case SHADING_LENGTH:
|
||
|
||
this.setLegColourByLength( mesh );
|
||
|
||
break;
|
||
|
||
case SHADING_INCLINATION:
|
||
|
||
this.setLegColourByInclination( mesh, upAxis );
|
||
|
||
break;
|
||
|
||
case SHADING_CURSOR:
|
||
|
||
this.setLegColourByCursor( mesh );
|
||
|
||
break;
|
||
|
||
case SHADING_DEPTH_CURSOR:
|
||
|
||
this.setLegColourByDepthCursor( mesh );
|
||
|
||
break;
|
||
|
||
case SHADING_SINGLE:
|
||
|
||
this.setLegColourByColour( mesh, ColourCache.white );
|
||
|
||
break;
|
||
|
||
case SHADING_SURVEY:
|
||
|
||
this.setLegColourBySurvey( mesh );
|
||
|
||
break;
|
||
|
||
case SHADING_PATH:
|
||
|
||
this.setLegColourByPath( mesh );
|
||
|
||
break;
|
||
|
||
case SHADING_OVERLAY:
|
||
|
||
break;
|
||
|
||
case SHADING_SHADED:
|
||
|
||
break;
|
||
|
||
case SHADING_DEPTH:
|
||
|
||
this.setLegColourByDepth( mesh );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'invalid leg shading mode' );
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByMaterial = function ( mesh, material ) {
|
||
|
||
material.needsUpdate = true;
|
||
|
||
mesh.setShading( this.selectedSectionIds, _colourSegment, material );
|
||
|
||
function _colourSegment ( geometry, v1, v2 ) {
|
||
|
||
geometry.colors[ v1 ] = ColourCache.white;
|
||
geometry.colors[ v2 ] = ColourCache.white;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByDepth = function ( mesh ) {
|
||
|
||
this.setLegColourByMaterial( mesh, Materials$1.getDepthMaterial( MATERIAL_LINE, this.modelLimits, this.terrain ) );
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByDepthCursor = function ( mesh ) {
|
||
|
||
this.setLegColourByMaterial( mesh, Materials$1.getDepthCursorMaterial( MATERIAL_LINE, this.modelLimits, this.terrain ) );
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByHeight = function ( mesh ) {
|
||
|
||
this.setLegColourByMaterial( mesh, Materials$1.getHeightMaterial( MATERIAL_LINE, this.modelLimits ) );
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByCursor = function ( mesh ) {
|
||
|
||
this.setLegColourByMaterial( mesh, Materials$1.getCursorMaterial( MATERIAL_LINE, this.modelLimits ) );
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByColour = function ( mesh, colour ) {
|
||
|
||
mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
|
||
|
||
function _colourSegment ( geometry, v1, v2 ) {
|
||
|
||
geometry.colors[ v1 ] = colour;
|
||
geometry.colors[ v2 ] = colour;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByLength = function ( mesh ) {
|
||
|
||
var colours = ColourCache.getColors( 'gradient' );
|
||
var colourRange = colours.length - 1;
|
||
var stats = mesh.stats;
|
||
|
||
mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
|
||
|
||
function _colourSegment ( geometry, v1, v2 ) {
|
||
|
||
var vertex1 = geometry.vertices[ v1 ];
|
||
var vertex2 = geometry.vertices[ v2 ];
|
||
|
||
var relLength = ( Math.abs( vertex1.distanceTo( vertex2 ) ) - stats.minLegLength ) / stats.legLengthRange;
|
||
var colour = colours[ Math.floor( ( 1 - relLength ) * colourRange ) ];
|
||
|
||
geometry.colors[ v1 ] = colour;
|
||
geometry.colors[ v2 ] = colour;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourBySurvey = function ( mesh ) {
|
||
|
||
var surveyTree = this.surveyTree;
|
||
var selectedSection = this.selectedSection;
|
||
|
||
if ( selectedSection === 0) selectedSection = surveyTree.id;
|
||
|
||
var surveyToColourMap = SurveyColours.getSurveyColourMap( surveyTree, selectedSection );
|
||
|
||
if ( this.selectedSectionIds.size === 0 ) this.surveyTree.getSubtreeIds( selectedSection, this.selectedSectionIds );
|
||
|
||
mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
|
||
|
||
function _colourSegment ( geometry, v1, v2, survey ) {
|
||
|
||
var colour = surveyToColourMap[ survey ];
|
||
|
||
geometry.colors[ v1 ] = colour;
|
||
geometry.colors[ v2 ] = colour;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByPath = function ( mesh ) {
|
||
|
||
var routes = this.getRoutes();
|
||
|
||
var c1 = ColourCache.yellow;
|
||
var c2 = ColourCache.red;
|
||
var c3 = ColourCache.white;
|
||
|
||
var colour;
|
||
|
||
mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
|
||
|
||
function _colourSegment ( geometry, v1, v2 /*, survey */ ) {
|
||
|
||
if ( routes.inCurrentRoute( v1 ) ) {
|
||
|
||
colour = c1;
|
||
|
||
} else if ( routes.adjacentToRoute( v1 ) ) {
|
||
|
||
colour = c2;
|
||
|
||
} else {
|
||
|
||
colour = c3;
|
||
}
|
||
|
||
geometry.colors[ v1 ] = colour;
|
||
geometry.colors[ v2 ] = colour;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Survey.prototype.setLegColourByInclination = function ( mesh, pNormal ) {
|
||
|
||
var colours = ColourCache.getColors( 'inclination' );
|
||
|
||
var colourRange = colours.length - 1;
|
||
var hueFactor = colourRange * 2 / Math.PI;
|
||
var legNormal = new Vector3();
|
||
|
||
// pNormal = normal of reference plane in model space
|
||
|
||
mesh.setShading( this.selectedSectionIds, _colourSegment, Materials$1.getLineMaterial() );
|
||
|
||
function _colourSegment ( geometry, v1, v2 ) {
|
||
|
||
var vertex1 = geometry.vertices[ v1 ];
|
||
var vertex2 = geometry.vertices[ v2 ];
|
||
|
||
legNormal.subVectors( vertex1, vertex2 ).normalize();
|
||
var dotProduct = legNormal.dot( pNormal );
|
||
|
||
var hueIndex = Math.floor( hueFactor * Math.acos( Math.abs( dotProduct ) ) );
|
||
var colour = colours[ hueIndex ];
|
||
|
||
geometry.colors[ v1 ] = colour;
|
||
geometry.colors[ v2 ] = colour;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function Popup( cssClass ) {
|
||
|
||
this.div = document.createElement( 'div' );
|
||
this.div.classList.add( cssClass );
|
||
|
||
}
|
||
|
||
Popup.prototype.constructor = Popup;
|
||
|
||
Popup.prototype.display = function ( container, x, y, camera, p ) {
|
||
|
||
var div = this.div;
|
||
var screenPosition = new Vector3();
|
||
|
||
div.style.left = x + 'px';
|
||
div.style.top = y + 'px';
|
||
|
||
container.appendChild ( div );
|
||
|
||
container.addEventListener( 'mouseup', _mouseUp );
|
||
container.addEventListener( 'mousemove', _mouseMove );
|
||
|
||
function _mouseMove ( /* event */ ) {
|
||
|
||
camera.updateMatrixWorld();
|
||
|
||
screenPosition.copy( p );
|
||
screenPosition.project( camera );
|
||
|
||
var X = container.clientWidth * ( screenPosition.x + 1 ) / 2;
|
||
var Y = container.clientHeight * ( -screenPosition.y + 1 ) / 2;
|
||
|
||
|
||
if ( X + div.clientWidth > container.clientWidth || Y + div.clientHeight > container.clientHeight ) {
|
||
|
||
// moving off screen, delete now.
|
||
_mouseUp();
|
||
|
||
} else {
|
||
|
||
div.style.left = X + 'px';
|
||
div.style.top = Y + 'px';
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _mouseUp ( /* event */ ) {
|
||
|
||
container.removeChild( div );
|
||
|
||
container.removeEventListener( 'mousemove', _mouseMove );
|
||
container.removeEventListener( 'mouseup', _mouseUp );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Popup.prototype.addLine = function ( line ) {
|
||
|
||
var newLine = document.createElement( 'div' );
|
||
|
||
newLine.textContent = line;
|
||
|
||
this.div.appendChild ( newLine );
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
function StationPopup ( station, position, depth ) {
|
||
|
||
Popup.call( this, 'station-info' );
|
||
|
||
var name = station.getPath();
|
||
var long = false;
|
||
var tmp;
|
||
|
||
// reduce name length if too long
|
||
|
||
while ( name.length > 20 ) {
|
||
|
||
tmp = name.split( '.' );
|
||
tmp.shift();
|
||
|
||
name = tmp.join( '.' );
|
||
long = true;
|
||
|
||
}
|
||
|
||
if ( long ) name = '...' + name;
|
||
|
||
this.addLine( name );
|
||
this.addLine( 'x: ' + position.x + ' m' ).addLine( 'y: ' + position.y + ' m' ).addLine( 'z: ' + position.z + ' m' );
|
||
|
||
if ( depth !== null ) this.addLine( 'depth from surface: ' + Math.round( depth ) + ' m' );
|
||
|
||
}
|
||
|
||
StationPopup.prototype = Object.create( Popup.prototype );
|
||
|
||
StationPopup.prototype.constructor = StationPopup;
|
||
|
||
// preallocated for projected area calculations
|
||
|
||
var A$1 = new Vector3();
|
||
var B$1 = new Vector3();
|
||
var C$1 = new Vector3();
|
||
var D$1 = new Vector3();
|
||
|
||
var T1$1 = new Triangle( A$1, B$1, C$1 );
|
||
var T2$1 = new Triangle( A$1, C$1, D$1 );
|
||
|
||
function onUploadDropBuffer() {
|
||
|
||
// call back from BufferAttribute to drop JS buffers after data has been transfered to GPU
|
||
this.array = null;
|
||
|
||
}
|
||
|
||
function Tile ( x, y, zoom, tileSet, clip ) {
|
||
|
||
this.x = x;
|
||
this.y = y;
|
||
|
||
this.zoom = zoom;
|
||
this.tileSet = tileSet;
|
||
this.clip = clip;
|
||
|
||
this.canZoom = true;
|
||
this.evicted = false;
|
||
this.replaced = false;
|
||
this.evictionCount = 1;
|
||
this.resurrectionPending = false;
|
||
this.childrenLoading = 0;
|
||
this.childErrors = 0;
|
||
|
||
this.boundingBox = null;
|
||
this.worldBoundingBox = null;
|
||
|
||
Mesh.call( this, new BufferGeometry(), Materials$1.getSurfaceMaterial() );
|
||
|
||
this.onBeforeRender = terrainLib.onBeforeRender;
|
||
this.onAfterRender = terrainLib.onAfterRender;
|
||
|
||
return this;
|
||
|
||
}
|
||
|
||
Tile.liveTiles = 0;
|
||
|
||
Tile.prototype = Object.create( Mesh.prototype );
|
||
|
||
Tile.prototype.constructor = Tile;
|
||
|
||
Tile.prototype.type = 'Tile';
|
||
Tile.prototype.isTile = true;
|
||
|
||
Tile.prototype.createFromBufferAttributes = function ( index, attributes, boundingBox, material ) {
|
||
|
||
var attributeName;
|
||
var attribute;
|
||
var bufferGeometry = this.geometry;
|
||
|
||
// assemble BufferGeometry from binary buffer objects transfered from worker
|
||
|
||
for ( attributeName in attributes ) {
|
||
|
||
attribute = attributes[ attributeName ];
|
||
bufferGeometry.addAttribute( attributeName, new Float32BufferAttribute( attribute.array, attribute.itemSize ) );
|
||
|
||
}
|
||
|
||
bufferGeometry.setIndex( new Uint16BufferAttribute( index, 1 ) );
|
||
|
||
// use precalculated bounding box rather than recalculating it here.
|
||
|
||
bufferGeometry.boundingBox = new Box3(
|
||
new Vector3( boundingBox.min.x, boundingBox.min.y, boundingBox.min.z ),
|
||
new Vector3( boundingBox.max.x, boundingBox.max.y, boundingBox.max.z )
|
||
);
|
||
|
||
attributes = bufferGeometry.attributes;
|
||
|
||
// discard javascript attribute buffers after upload to GPU
|
||
|
||
for ( var name in attributes ) attributes[ name ].onUpload( onUploadDropBuffer );
|
||
|
||
this.geometry.index.onUpload( onUploadDropBuffer );
|
||
|
||
this.layers.set( FEATURE_TERRAIN );
|
||
|
||
this.material = material;
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
Tile.prototype.getWorldBoundingBox = function () {
|
||
|
||
var boundingBox;
|
||
|
||
if ( this.worldBoundingBox === null ) {
|
||
|
||
this.updateMatrixWorld();
|
||
|
||
boundingBox = this.getBoundingBox().clone();
|
||
boundingBox.applyMatrix4( this.matrixWorld );
|
||
|
||
this.worldBoundingBox = boundingBox;
|
||
|
||
}
|
||
|
||
return this.worldBoundingBox;
|
||
|
||
};
|
||
|
||
Tile.prototype.getBoundingBox = function () {
|
||
|
||
var boundingBox;
|
||
|
||
if ( this.boundingBox === null ) {
|
||
|
||
boundingBox = this.geometry.boundingBox.clone();
|
||
|
||
var adj = 5; // adjust to cope with overlaps // FIXME - was resolution
|
||
|
||
boundingBox.min.x += adj;
|
||
boundingBox.min.y += adj;
|
||
boundingBox.max.x -= adj;
|
||
boundingBox.max.y -= adj;
|
||
|
||
this.boundingBox = boundingBox;
|
||
|
||
}
|
||
|
||
return this.boundingBox;
|
||
|
||
};
|
||
|
||
Tile.prototype.empty = function () {
|
||
|
||
this.isMesh = false;
|
||
|
||
if ( ! this.boundingBox ) {
|
||
|
||
console.warn( 'FIXUP :', this.x, this.y );
|
||
this.getWorldBoundingBox();
|
||
|
||
}
|
||
|
||
if ( this.geometry ) {
|
||
|
||
this.geometry.dispose();
|
||
this.geometry = new BufferGeometry();
|
||
|
||
}
|
||
|
||
--Tile.liveTiles;
|
||
|
||
};
|
||
|
||
Tile.prototype.evict = function () {
|
||
|
||
this.evictionCount++;
|
||
this.evicted = true;
|
||
this.replaced = false;
|
||
|
||
this.empty();
|
||
|
||
};
|
||
|
||
Tile.prototype.setReplaced = function () {
|
||
|
||
this.evicted = false;
|
||
this.replaced = true;
|
||
|
||
this.empty();
|
||
|
||
};
|
||
|
||
|
||
Tile.prototype.setPending = function ( parentTile ) {
|
||
|
||
if ( parentTile && this.parent === null ) {
|
||
|
||
parentTile.add( this );
|
||
|
||
}
|
||
|
||
this.parent.childrenLoading++;
|
||
|
||
this.isMesh = false;
|
||
this.evicted = false;
|
||
|
||
};
|
||
|
||
Tile.prototype.setFailed = function () {
|
||
|
||
var parent = this.parent;
|
||
|
||
parent.childErrors++;
|
||
parent.childrenLoading--;
|
||
parent.canZoom = false;
|
||
|
||
parent.remove( this );
|
||
|
||
};
|
||
|
||
Tile.prototype.setLoaded = function ( overlay, opacity, renderCallback ) {
|
||
|
||
var parent = this.parent;
|
||
var tilesWaiting = 0;
|
||
|
||
if ( --parent.childrenLoading === 0 ) { // this tile and all siblings loaded
|
||
|
||
if ( parent.childErrors === 0 ) { // all loaded without error
|
||
|
||
if ( parent.isTile ) parent.setReplaced();
|
||
|
||
var siblings = parent.children;
|
||
|
||
for ( var i = 0, l = siblings.length; i < l; i++ ) {
|
||
|
||
var sibling = siblings[ i ];
|
||
|
||
if ( sibling.replaced || sibling.evicted ) continue;
|
||
|
||
if ( overlay === null ) {
|
||
|
||
sibling.isMesh = true;
|
||
Tile.liveTiles++;
|
||
|
||
} else {
|
||
|
||
// delay finalising until overlays loaded - avoids flash of raw surface
|
||
sibling.setOverlay( overlay, opacity, _completed );
|
||
tilesWaiting++;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( tilesWaiting === 0 ) renderCallback();
|
||
|
||
return true;
|
||
|
||
} else {
|
||
|
||
parent.remove( this );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
function _completed( tile ) {
|
||
|
||
tile.isMesh = true;
|
||
Tile.liveTiles++;
|
||
|
||
if ( --tilesWaiting === 0 ) renderCallback();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Tile.prototype.removed = function () {
|
||
|
||
if ( this.geometry ) this.geometry.dispose();
|
||
|
||
};
|
||
|
||
Tile.prototype.setMaterial = function ( material ) {
|
||
|
||
this.material = material;
|
||
|
||
};
|
||
|
||
Tile.prototype.setOpacity = function ( opacity ) {
|
||
|
||
var material = this.material;
|
||
|
||
material.opacity = opacity;
|
||
material.needsUpdate = true;
|
||
|
||
};
|
||
|
||
Tile.prototype.setOverlay = function ( overlay, opacity, imageLoadedCallback ) {
|
||
|
||
var self = this;
|
||
|
||
overlay.getTile( this.x, this.y, this.zoom, opacity, _overlayLoaded );
|
||
|
||
return;
|
||
|
||
function _overlayLoaded ( material ) {
|
||
|
||
self.material = material;
|
||
imageLoadedCallback( self );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Tile.prototype.projectedArea = function ( camera ) {
|
||
|
||
var boundingBox = this.getWorldBoundingBox();
|
||
|
||
var z = boundingBox.max.z;
|
||
|
||
A$1.copy( boundingBox.min ).setZ( z );
|
||
C$1.copy( boundingBox.max );
|
||
|
||
B$1.set( A$1.x, C$1.y, z );
|
||
D$1.set( C$1.x, A$1.y, z );
|
||
|
||
// clamping reduces accuracy of area but stops offscreen area contributing to zoom pressure
|
||
// .clampScalar( -1, 1 );
|
||
|
||
A$1.project( camera );
|
||
B$1.project( camera );
|
||
C$1.project( camera );
|
||
D$1.project( camera );
|
||
|
||
|
||
return T1$1.area() + T2$1.area();
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
//import { Box3Helper } from '../core/Box3';
|
||
var halfMapExtent = 6378137 * Math.PI; // from EPSG:3875 definition
|
||
|
||
function WebTerrain ( survey, onReady, onLoaded ) {
|
||
|
||
CommonTerrain.call( this );
|
||
|
||
this.name = 'WebTerrain';
|
||
this.type = 'CV.WebTerrain';
|
||
|
||
var limits = survey.limits;
|
||
|
||
this.limits = new Box2(
|
||
new Vector2( limits.min.x, limits.min.y ),
|
||
new Vector2( limits.max.x, limits.max.y )
|
||
);
|
||
|
||
this.offsets = survey.offsets;
|
||
|
||
this.onLoaded = onLoaded;
|
||
this.childrenLoading = 0;
|
||
this.childErrors = 0;
|
||
this.terrainLoaded = false;
|
||
this.material = null;
|
||
this.initialZoom = null;
|
||
this.currentZoom = null;
|
||
this.currentLimits = null;
|
||
this.dying = false;
|
||
this.overlaysLoading = 0;
|
||
this.debug = true;
|
||
|
||
this.workerPool = new WorkerPool( 'webTileWorker.js' );
|
||
|
||
if ( HUD !== undefined ) {
|
||
|
||
this.progressDial = HUD.getProgressDial();
|
||
|
||
}
|
||
|
||
var self = this;
|
||
|
||
new FileLoader().setResponseType( 'text' ).load( getEnvironmentValue( 'terrainDirectory', '' ) + '/' + 'tileSets.json', _tileSetLoaded, function () {}, _tileSetMissing );
|
||
|
||
function _tileSetLoaded( text ) {
|
||
|
||
self.tileSets = JSON.parse( text );
|
||
|
||
onReady(); // call handler
|
||
|
||
}
|
||
|
||
function _tileSetMissing( ) {
|
||
|
||
onReady(); // call handler
|
||
|
||
}
|
||
|
||
}
|
||
|
||
WebTerrain.prototype = Object.create( CommonTerrain.prototype );
|
||
|
||
WebTerrain.prototype.constructor = WebTerrain;
|
||
|
||
WebTerrain.prototype.isTiled = true;
|
||
|
||
WebTerrain.prototype.isLoaded = function () {
|
||
|
||
return this.terrainLoaded;
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.hasCoverage = function () {
|
||
|
||
var limits = this.limits;
|
||
var tileSets = this.tileSets;
|
||
var tileSet;
|
||
var coverage;
|
||
|
||
if ( tileSets === undefined ) return false;
|
||
|
||
// iterate through available tileSets and pick the first match
|
||
var baseDirectory = getEnvironmentValue( 'terrainDirectory', '' );
|
||
|
||
for ( var i = 0, l = tileSets.length; i < l; i++ ) {
|
||
|
||
tileSet = tileSets[ i ];
|
||
|
||
coverage = this.getCoverage( limits, tileSet.minZoom );
|
||
|
||
if ( ( coverage.min_x >= tileSet.minX && coverage.max_x <= tileSet.maxX )
|
||
&& (
|
||
( coverage.min_y >= tileSet.minY && coverage.max_y <= tileSet.maxY ) ) ) {
|
||
|
||
tileSet.directory = baseDirectory + tileSet.subdirectory;
|
||
this.tileSet = tileSet;
|
||
return true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.getCoverage = function ( limits, zoom ) {
|
||
|
||
var coverage = { zoom: zoom };
|
||
|
||
var N = halfMapExtent;
|
||
var W = -halfMapExtent;
|
||
|
||
var tileCount = Math.pow( 2, zoom - 1 ) / halfMapExtent; // tile count per metre
|
||
|
||
coverage.min_x = Math.floor( ( limits.min.x - W ) * tileCount );
|
||
coverage.max_x = Math.floor( ( limits.max.x - W ) * tileCount );
|
||
|
||
coverage.max_y = Math.floor( ( N - limits.min.y ) * tileCount );
|
||
coverage.min_y = Math.floor( ( N - limits.max.y ) * tileCount );
|
||
|
||
coverage.count = ( coverage.max_x - coverage.min_x + 1 ) * ( coverage.max_y - coverage.min_y + 1 );
|
||
|
||
return coverage;
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.pickCoverage = function ( limits ) {
|
||
|
||
var tileSet = this.tileSet;
|
||
var zoom = tileSet.maxZoom + 1;
|
||
var coverage;
|
||
|
||
do {
|
||
|
||
--zoom;
|
||
coverage = this.getCoverage( limits, zoom );
|
||
|
||
} while ( coverage.count > 4 && zoom > tileSet.minZoom );
|
||
|
||
return coverage;
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.loadTile = function ( x, y, z, existingTile, parentTile ) {
|
||
|
||
// account for limits of DTM resolution
|
||
|
||
var tileSet = this.tileSet;
|
||
var scale = ( z > tileSet.dtmMaxZoom ) ? Math.pow( 2, tileSet.dtmMaxZoom - z ) : 1;
|
||
|
||
// don't zoom in with no overlay - no improvement of terrain rendering in this case
|
||
|
||
if ( scale !== 1 && this.activeOverlay === null && this.currentZoom !== null ) return;
|
||
|
||
console.log( 'load: [ ', z +'/' + x + '/' + y, ']' );
|
||
|
||
var self = this;
|
||
|
||
var limits = this.limits;
|
||
var tileWidth = halfMapExtent / Math.pow( 2, z - 1 );
|
||
var clip = { top: 0, bottom: 0, left: 0, right: 0 };
|
||
|
||
var tileMinX = tileWidth * x - halfMapExtent;
|
||
var tileMaxX = tileMinX + tileWidth;
|
||
|
||
var tileMaxY = halfMapExtent - tileWidth * y;
|
||
var tileMinY = tileMaxY - tileWidth;
|
||
|
||
var divisions = ( tileSet.divisions ) * scale;
|
||
var resolution = tileWidth / divisions;
|
||
|
||
++this.tilesLoading;
|
||
|
||
// trim excess off sides of tile where overlapping with region
|
||
|
||
if ( tileMaxY > limits.max.y ) clip.top = Math.floor( ( tileMaxY - limits.max.y ) / resolution );
|
||
|
||
if ( tileMinY < limits.min.y ) clip.bottom = Math.floor( ( limits.min.y - tileMinY ) / resolution );
|
||
|
||
if ( tileMinX < limits.min.x ) clip.left = Math.floor( ( limits.min.x - tileMinX ) / resolution );
|
||
|
||
if ( tileMaxX > limits.max.x ) clip.right = Math.floor( ( tileMaxX - limits.max.x ) / resolution );
|
||
|
||
// get Tile instance.
|
||
|
||
var tile = existingTile ? existingTile : new Tile( x, y, z, self.tileSet, clip );
|
||
var parent = parentTile ? parentTile : this;
|
||
|
||
tile.setPending( parent ); // tile load/reload pending
|
||
|
||
// get a web worker from the pool and create new geometry in it
|
||
|
||
var tileLoader = this.workerPool.getWorker();
|
||
|
||
tileLoader.onmessage = _mapLoaded;
|
||
|
||
tileLoader.postMessage( {
|
||
tileSet: tileSet,
|
||
divisions: divisions,
|
||
resolution: resolution,
|
||
x: x,
|
||
y: y,
|
||
z: z,
|
||
clip: clip,
|
||
offsets: this.offsets
|
||
} );
|
||
|
||
return;
|
||
|
||
function _mapLoaded ( event ) {
|
||
|
||
var tileData = event.data;
|
||
|
||
// return worker to pool
|
||
|
||
self.workerPool.putWorker( tileLoader );
|
||
|
||
--self.tilesLoading;
|
||
|
||
// the survey/region in the viewer may have changed while the height maps are being loaded.
|
||
// bail out in this case to avoid errors
|
||
|
||
if ( self.dying ) {
|
||
|
||
self.progressDial.end();
|
||
return;
|
||
|
||
}
|
||
|
||
// error out early if we or other tiles have failed to load.
|
||
|
||
if ( tileData.status !== 'ok' || tile.parent.childErrors !== 0 ) {
|
||
|
||
tile.setFailed();
|
||
|
||
if ( self.progressDial ) self.progressDial.end();
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
if ( self.progressDial ) self.progressDial.add( self.progressInc );
|
||
|
||
tile.createFromBufferAttributes( tileData.index, tileData.attributes, tileData.boundingBox, self.material );
|
||
|
||
if ( self.progressDial ) self.progressDial.add( self.progressInc );
|
||
|
||
if ( tile.setLoaded( self.activeOverlay, self.opacity, self.onLoaded ) ) {
|
||
|
||
if ( self.progressDial ) self.progressDial.end();
|
||
|
||
}
|
||
|
||
self.terrainLoaded = true;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.resurrectTile = function ( tile ) {
|
||
|
||
if ( tile.isMesh ) {
|
||
|
||
console.warn( 'resurrecting the undead!' );
|
||
return;
|
||
|
||
}
|
||
|
||
// reload tile (use exiting tile object to preserve canZoom).
|
||
this.loadTile( tile.x, tile.y, tile.zoom, tile );
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.tileArea = function ( limits, tile ) {
|
||
|
||
var coverage = this.pickCoverage( limits );
|
||
var zoom = coverage.zoom;
|
||
|
||
if ( tile && tile.zoom == zoom ) {
|
||
|
||
console.error( 'ERROR - looping on tile replacement' );
|
||
return;
|
||
|
||
}
|
||
|
||
this.currentLimits = limits;
|
||
|
||
if ( this.initialZoom === null ) {
|
||
|
||
this.initialZoom = zoom;
|
||
|
||
}
|
||
|
||
for ( var x = coverage.min_x; x < coverage.max_x + 1; x++ ) {
|
||
|
||
for ( var y = coverage.min_y; y < coverage.max_y + 1; y++ ) {
|
||
|
||
this.loadTile( x, y, zoom, null, tile );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
if ( this.tilesLoading > 0 && this.progressDial !== undefined ) {
|
||
|
||
this.progressDial.start( 'Loading ' + this.tilesLoading + ' terrain tiles' );
|
||
this.progressInc = 100 / ( this.tilesLoading * 2 );
|
||
|
||
}
|
||
|
||
this.currentZoom = zoom;
|
||
|
||
return;
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.setDefaultOverlay = function ( overlay ) {
|
||
|
||
this.defaultOverlay = overlay;
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.setOverlay = function ( overlay, overlayLoadedCallback ) {
|
||
|
||
if ( this.tilesLoading > 0 ) return;
|
||
|
||
var self = this;
|
||
|
||
var currentOverlay = this.activeOverlay;
|
||
|
||
if ( currentOverlay !== null ) {
|
||
|
||
if ( currentOverlay === overlay ) {
|
||
|
||
return;
|
||
|
||
} else {
|
||
|
||
currentOverlay.flushCache();
|
||
currentOverlay.hideAttribution();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.activeOverlay = overlay;
|
||
this.defaultOverlay = overlay;
|
||
|
||
overlay.showAttribution();
|
||
|
||
this.traverse( _setTileOverlays );
|
||
|
||
return;
|
||
|
||
function _setTileOverlays ( obj ) {
|
||
|
||
if ( ! obj.isTile ) return;
|
||
|
||
obj.setOverlay( overlay, self.opacity, _overlayLoaded );
|
||
self.overlaysLoading++;
|
||
|
||
}
|
||
|
||
function _overlayLoaded () {
|
||
|
||
if ( --self.overlaysLoading === 0 ) overlayLoadedCallback();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.removed = function () {
|
||
|
||
this.dying = true;
|
||
|
||
if ( this.tilesLoading > 0 ) return;
|
||
|
||
var self = this;
|
||
|
||
this.traverse( _disposeTileMesh );
|
||
|
||
this.commonRemoved();
|
||
|
||
return;
|
||
|
||
function _disposeTileMesh ( obj ) {
|
||
|
||
if ( obj !== self ) obj.removed( obj );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.setMaterial = function ( material ) {
|
||
|
||
if ( this.tilesLoading > 0 ) return;
|
||
|
||
this.traverse( _setTileMeshMaterial );
|
||
|
||
this.activeOverlay = null;
|
||
|
||
// use for commmon material access for opacity
|
||
|
||
material.opacity = this.opacity;
|
||
material.needsUpdate = true;
|
||
|
||
this.material = material;
|
||
|
||
return;
|
||
|
||
function _setTileMeshMaterial ( obj ) {
|
||
|
||
if ( ! obj.isTile ) return;
|
||
|
||
obj.setMaterial( material );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.setOpacity = function ( opacity ) {
|
||
|
||
if ( this.shadingMode === SHADING_OVERLAY ) {
|
||
|
||
// each tile has its own material, therefore need setting separately
|
||
this.traverse( _setTileOpacity );
|
||
|
||
} else {
|
||
|
||
if ( this.material ) {
|
||
|
||
this.material.opacity = opacity;
|
||
this.material.needsUpdate = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.opacity = opacity;
|
||
|
||
return;
|
||
|
||
function _setTileOpacity ( obj ) {
|
||
|
||
if ( obj.isTile ) obj.setOpacity( opacity );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
WebTerrain.prototype.zoomCheck = function ( camera ) {
|
||
|
||
var maxZoom = this.tileSet.maxZoom;
|
||
var initialZoom = this.initialZoom;
|
||
var self = this;
|
||
|
||
var frustum = new Frustum();
|
||
|
||
var candidateTiles = [];
|
||
var candidateEvictTiles = [];
|
||
var resurrectTiles = [];
|
||
var retry = false;
|
||
|
||
var total, tile, i;
|
||
|
||
if ( this.tilesLoading > 0 ) return true;
|
||
|
||
camera.updateMatrix(); // make sure camera's local matrix is updated
|
||
camera.updateMatrixWorld(); // make sure camera's world matrix is updated
|
||
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
||
|
||
frustum.setFromMatrix( new Matrix4().multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) );
|
||
|
||
// scan scene graph of terrain
|
||
|
||
this.traverse( _scanTiles );
|
||
|
||
var resurrectCount = resurrectTiles.length;
|
||
var candidateCount = candidateTiles.length;
|
||
|
||
_evictTiles();
|
||
|
||
if ( resurrectCount !== 0 ) {
|
||
|
||
if ( this.progressDial ) this.progressDial.start( 'Resurrecting tiles' );
|
||
|
||
for ( i = 0; i < resurrectCount; i++ ) {
|
||
|
||
this.resurrectTile( resurrectTiles[ i ] );
|
||
retry = true;
|
||
|
||
}
|
||
|
||
this.progressInc = 100 / ( 2 * resurrectCount );
|
||
|
||
} else if ( candidateCount !== 0 ) {
|
||
|
||
total = candidateTiles.reduce( function ( a, b ) { return { area: a.area + b.area }; } );
|
||
|
||
for ( i = 0; i < candidateCount; i++ ) {
|
||
|
||
if ( candidateTiles[ i ].area / total.area > 0.3 ) { // FIXME - weight by tile resolution to balance view across all visible areas first.
|
||
|
||
tile = candidateTiles[ i ].tile;
|
||
|
||
if ( tile.zoom < maxZoom ) {
|
||
|
||
var bb = tile.getBoundingBox().clone();
|
||
|
||
bb.min.add( this.offsets );
|
||
bb.max.add( this.offsets );
|
||
|
||
this.tileArea( bb, tile );
|
||
retry = true;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return retry;
|
||
|
||
function _scanTiles( tile ) {
|
||
|
||
if ( tile === self || ! tile.isTile ) return;
|
||
|
||
if ( frustum.intersectsBox( tile.getWorldBoundingBox() ) ) {
|
||
|
||
// this tile intersects the screen
|
||
|
||
if ( tile.children.length === 0 ) {
|
||
|
||
if ( ! tile.isMesh ) {
|
||
|
||
// this tile is not loaded, but has been previously
|
||
resurrectTiles.push( tile );
|
||
|
||
} else {
|
||
|
||
// this tile is loaded, maybe increase resolution?
|
||
if ( tile.canZoom ) candidateTiles.push( { tile: tile, area: tile.projectedArea( camera ) } );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
if ( ! tile.isMesh && tile.evicted && ! this.parent.resurrectionPending ) {
|
||
|
||
tile.resurrectionPending = true;
|
||
resurrectTiles.push( tile );
|
||
|
||
}
|
||
|
||
if ( tile.parent.ResurrectionPending && this.isMesh ) {
|
||
|
||
// remove tile - will be replaced with parent
|
||
console.warn( ' should not get here' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
// off screen tile
|
||
if ( tile.isMesh ) candidateEvictTiles.push( tile );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _evictTiles() {
|
||
|
||
var EVICT_PRESSURE = 5;
|
||
var evictCount = candidateEvictTiles.length;
|
||
var i;
|
||
|
||
if ( evictCount !== 0 ) {
|
||
|
||
candidateEvictTiles.sort( _sortByPressure );
|
||
|
||
for ( i = 0; i < evictCount; i++ ) {
|
||
|
||
var tile = candidateEvictTiles[ i ];
|
||
|
||
// heuristics for evicting tiles - needs refinement
|
||
|
||
var pressure = Tile.liveTiles / EVICT_PRESSURE;
|
||
var tilePressure = tile.evictionCount * Math.pow( 2, initialZoom - tile.zoom );
|
||
|
||
//console.log( 'ir', initialZoom, 'p: ', pressure, ' tp: ', tilePressure, ( pressure > tilePressure ? '*** EVICTING ***' : 'KEEP' ) );
|
||
|
||
if ( pressure > tilePressure ) tile.evict();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _sortByPressure( tileA, tileB ) {
|
||
|
||
return tileA.evictionCount / tileA.zoom - tileB.evictionCount / tileB.zoom;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
// FIXME fix lifecycle of materials and textures - ensure disposal/caching as required
|
||
// GPU resource leak etc.
|
||
|
||
function Overlay ( overlayProvider, container ) {
|
||
|
||
this.provider = overlayProvider;
|
||
this.container = container;
|
||
|
||
var attribution = overlayProvider.getAttribution();
|
||
|
||
if ( attribution ) {
|
||
|
||
attribution.classList.add( 'overlay-branding' );
|
||
this.attribution = attribution;
|
||
|
||
}
|
||
|
||
this.materialCache = {};
|
||
|
||
}
|
||
|
||
Overlay.prototype.showAttribution = function () {
|
||
|
||
var attribution = this.attribution;
|
||
|
||
if ( attribution !== undefined ) this.container.appendChild( attribution );
|
||
|
||
};
|
||
|
||
Overlay.prototype.hideAttribution = function () {
|
||
|
||
var attribution = this.attribution;
|
||
var parent = attribution.parentNode;
|
||
|
||
if ( parent !== null ) parent.removeChild( attribution );
|
||
|
||
};
|
||
|
||
Overlay.prototype.getTile = function ( x, y, z, opacity, overlayLoaded ) {
|
||
|
||
var self = this;
|
||
var key = x + ':' + y + ':' + z;
|
||
|
||
var material = this.materialCache[ key ];
|
||
|
||
if ( material !== undefined ) {
|
||
|
||
overlayLoaded( material );
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
var url = this.provider.getUrl( x, y, z );
|
||
|
||
if ( url === null ) return;
|
||
|
||
new TextureLoader().setCrossOrigin( 'anonymous' ).load( url, _textureLoaded );
|
||
|
||
return;
|
||
|
||
function _textureLoaded( texture ) {
|
||
|
||
var material = new MeshLambertMaterial( { transparent: true, opacity: opacity, color: 0xffffff } );
|
||
|
||
material.map = texture;
|
||
material.needsUpdate = true;
|
||
|
||
self.materialCache[ key ] = material;
|
||
|
||
overlayLoaded( material );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Overlay.prototype.flushCache = function () {
|
||
|
||
var materialCache = this.materialCache;
|
||
var material;
|
||
|
||
for ( var name in materialCache ) {
|
||
|
||
material = materialCache[ name ];
|
||
|
||
material.map.dispose();
|
||
material.dispose();
|
||
|
||
}
|
||
|
||
this.materialCache = {};
|
||
|
||
};
|
||
|
||
Overlay.prototype.constructor = Overlay;
|
||
|
||
/**
|
||
* @author qiao / https://github.com/qiao
|
||
* @author mrdoob / http://mrdoob.com
|
||
* @author alteredq / http://alteredqualia.com/
|
||
* @author WestLangley / http://github.com/WestLangley
|
||
* @author erich666 / http://erichaines.com
|
||
*/
|
||
|
||
// This set of controls performs orbiting, dollying (zooming), and panning.
|
||
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
|
||
//
|
||
// Orbit - left mouse / touch: one finger move
|
||
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
|
||
// Pan - right mouse, or arrow keys / touch: three finter swipe
|
||
|
||
/* eslint-disable */
|
||
|
||
function OrbitControls ( object, domElement ) {
|
||
|
||
this.object = object;
|
||
|
||
this.domElement = ( domElement !== undefined ) ? domElement : document;
|
||
|
||
// Set to false to disable this control
|
||
this.enabled = true;
|
||
|
||
// "target" sets the location of focus, where the object orbits around
|
||
this.target = new Vector3();
|
||
|
||
// How far you can dolly in and out ( PerspectiveCamera only )
|
||
this.minDistance = 0;
|
||
this.maxDistance = Infinity;
|
||
|
||
// How far you can zoom in and out ( OrthographicCamera only )
|
||
this.minZoom = 0;
|
||
this.maxZoom = Infinity;
|
||
|
||
// How far you can orbit vertically, upper and lower limits.
|
||
// Range is 0 to Math.PI radians.
|
||
this.minPolarAngle = 0; // radians
|
||
this.maxPolarAngle = Math.PI; // radians
|
||
|
||
// How far you can orbit horizontally, upper and lower limits.
|
||
// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
|
||
this.minAzimuthAngle = - Infinity; // radians
|
||
this.maxAzimuthAngle = Infinity; // radians
|
||
|
||
// Set to true to enable damping (inertia)
|
||
// If damping is enabled, you must call controls.update() in your animation loop
|
||
this.enableDamping = false;
|
||
this.dampingFactor = 0.25;
|
||
|
||
// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
|
||
// Set to false to disable zooming
|
||
this.enableZoom = true;
|
||
this.zoomSpeed = 1.0;
|
||
|
||
// Set to false to disable rotating
|
||
this.enableRotate = true;
|
||
this.rotateSpeed = 1.0;
|
||
|
||
// Set to false to disable panning
|
||
this.enablePan = true;
|
||
this.keyPanSpeed = 7.0; // pixels moved per arrow key push
|
||
|
||
// Set to true to automatically rotate around the target
|
||
// If auto-rotate is enabled, you must call controls.update() in your animation loop
|
||
this.autoRotate = false;
|
||
this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
|
||
|
||
// Set to false to disable use of the keys
|
||
this.enableKeys = true;
|
||
|
||
// The four arrow keys
|
||
this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
|
||
|
||
// Mouse buttons
|
||
this.mouseButtons = { ORBIT: MOUSE.LEFT, ZOOM: MOUSE.MIDDLE, PAN: MOUSE.RIGHT };
|
||
|
||
// for reset
|
||
this.target0 = this.target.clone();
|
||
this.position0 = this.object.position.clone();
|
||
this.zoom0 = this.object.zoom;
|
||
|
||
//
|
||
// public methods
|
||
//
|
||
|
||
this.getPolarAngle = function () {
|
||
|
||
return spherical.phi;
|
||
|
||
};
|
||
|
||
this.getAzimuthalAngle = function () {
|
||
|
||
return spherical.theta;
|
||
|
||
};
|
||
|
||
this.reset = function () {
|
||
|
||
scope.target.copy( scope.target0 );
|
||
scope.object.position.copy( scope.position0 );
|
||
scope.object.zoom = scope.zoom0;
|
||
|
||
scope.object.updateProjectionMatrix();
|
||
scope.dispatchEvent( changeEvent );
|
||
|
||
scope.update();
|
||
|
||
state = STATE.NONE;
|
||
|
||
};
|
||
|
||
// this method is exposed, but perhaps it would be better if we can make it private...
|
||
this.update = function() {
|
||
|
||
var offset = new Vector3();
|
||
|
||
// so camera.up is the orbit axis
|
||
var quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );
|
||
var quatInverse = quat.clone().inverse();
|
||
|
||
var lastPosition = new Vector3();
|
||
var lastQuaternion = new Quaternion();
|
||
|
||
return function update () {
|
||
|
||
var position = scope.object.position;
|
||
|
||
offset.copy( position ).sub( scope.target );
|
||
|
||
// rotate offset to "y-axis-is-up" space
|
||
offset.applyQuaternion( quat );
|
||
|
||
// angle from z-axis around y-axis
|
||
spherical.setFromVector3( offset );
|
||
|
||
if ( scope.autoRotate && state === STATE.NONE ) {
|
||
|
||
rotateLeft( getAutoRotationAngle() );
|
||
|
||
}
|
||
|
||
spherical.theta += sphericalDelta.theta;
|
||
spherical.phi += sphericalDelta.phi;
|
||
|
||
// restrict theta to be between desired limits
|
||
spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
|
||
|
||
// restrict phi to be between desired limits
|
||
spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
|
||
|
||
spherical.makeSafe();
|
||
|
||
|
||
spherical.radius *= scale;
|
||
|
||
// restrict radius to be between desired limits
|
||
spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
|
||
|
||
// move target to panned location
|
||
scope.target.add( panOffset );
|
||
|
||
offset.setFromSpherical( spherical );
|
||
|
||
// rotate offset back to "camera-up-vector-is-up" space
|
||
offset.applyQuaternion( quatInverse );
|
||
|
||
position.copy( scope.target ).add( offset );
|
||
|
||
scope.object.lookAt( scope.target );
|
||
|
||
if ( scope.enableDamping === true ) {
|
||
|
||
sphericalDelta.theta *= ( 1 - scope.dampingFactor );
|
||
sphericalDelta.phi *= ( 1 - scope.dampingFactor );
|
||
|
||
} else {
|
||
|
||
sphericalDelta.set( 0, 0, 0 );
|
||
|
||
}
|
||
|
||
scale = 1;
|
||
panOffset.set( 0, 0, 0 );
|
||
|
||
// update condition is:
|
||
// min(camera displacement, camera rotation in radians)^2 > EPS
|
||
// using small-angle approximation cos(x/2) = 1 - x^2 / 8
|
||
|
||
if ( zoomChanged ||
|
||
lastPosition.distanceToSquared( scope.object.position ) > EPS ||
|
||
8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
|
||
|
||
scope.dispatchEvent( changeEvent );
|
||
|
||
lastPosition.copy( scope.object.position );
|
||
lastQuaternion.copy( scope.object.quaternion );
|
||
zoomChanged = false;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
this.dispose = function() {
|
||
|
||
scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
|
||
scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
|
||
scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
|
||
|
||
scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
|
||
scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
|
||
scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
|
||
|
||
document.removeEventListener( 'mousemove', onMouseMove, false );
|
||
document.removeEventListener( 'mouseup', onMouseUp, false );
|
||
|
||
window.removeEventListener( 'keydown', onKeyDown, false );
|
||
|
||
//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
|
||
|
||
};
|
||
|
||
//
|
||
// internals
|
||
//
|
||
|
||
var scope = this;
|
||
|
||
var changeEvent = { type: 'change' };
|
||
var startEvent = { type: 'start' };
|
||
var endEvent = { type: 'end' };
|
||
|
||
var STATE = { NONE : - 1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
|
||
|
||
var state = STATE.NONE;
|
||
|
||
var EPS = 0.000001;
|
||
|
||
// current position in spherical coordinates
|
||
var spherical = new Spherical();
|
||
var sphericalDelta = new Spherical();
|
||
|
||
var scale = 1;
|
||
var panOffset = new Vector3();
|
||
var zoomChanged = false;
|
||
|
||
var rotateStart = new Vector2();
|
||
var rotateEnd = new Vector2();
|
||
var rotateDelta = new Vector2();
|
||
|
||
var panStart = new Vector2();
|
||
var panEnd = new Vector2();
|
||
var panDelta = new Vector2();
|
||
|
||
var dollyStart = new Vector2();
|
||
var dollyEnd = new Vector2();
|
||
var dollyDelta = new Vector2();
|
||
|
||
function getAutoRotationAngle() {
|
||
|
||
return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
|
||
|
||
}
|
||
|
||
function getZoomScale() {
|
||
|
||
return Math.pow( 0.95, scope.zoomSpeed );
|
||
|
||
}
|
||
|
||
function rotateLeft( angle ) {
|
||
|
||
sphericalDelta.theta -= angle;
|
||
|
||
}
|
||
|
||
function rotateUp( angle ) {
|
||
|
||
sphericalDelta.phi -= angle;
|
||
|
||
}
|
||
|
||
var panLeft = function() {
|
||
|
||
var v = new Vector3();
|
||
|
||
return function panLeft( distance, objectMatrix ) {
|
||
|
||
v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
|
||
v.multiplyScalar( - distance );
|
||
|
||
panOffset.add( v );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
var panUp = function() {
|
||
|
||
var v = new Vector3();
|
||
|
||
return function panUp( distance, objectMatrix ) {
|
||
|
||
v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
|
||
v.multiplyScalar( distance );
|
||
|
||
panOffset.add( v );
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
// deltaX and deltaY are in pixels; right and down are positive
|
||
var pan = function() {
|
||
|
||
var offset = new Vector3();
|
||
|
||
return function pan ( deltaX, deltaY ) {
|
||
|
||
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
|
||
|
||
if ( scope.object instanceof PerspectiveCamera ) {
|
||
|
||
// perspective
|
||
var position = scope.object.position;
|
||
offset.copy( position ).sub( scope.target );
|
||
var targetDistance = offset.length();
|
||
|
||
// half of the fov is center to top of screen
|
||
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
|
||
|
||
// we actually don't use screenWidth, since perspective camera is fixed to screen height
|
||
panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
|
||
panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
|
||
|
||
} else if ( scope.object instanceof OrthographicCamera ) {
|
||
|
||
// orthographic
|
||
panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
|
||
panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
|
||
|
||
} else {
|
||
|
||
// camera neither orthographic nor perspective
|
||
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
|
||
scope.enablePan = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
}();
|
||
|
||
function dollyIn( dollyScale ) {
|
||
|
||
if ( scope.object instanceof PerspectiveCamera ) {
|
||
|
||
scale /= dollyScale;
|
||
|
||
} else if ( scope.object instanceof OrthographicCamera ) {
|
||
|
||
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
|
||
scope.object.updateProjectionMatrix();
|
||
zoomChanged = true;
|
||
|
||
} else {
|
||
|
||
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
|
||
scope.enableZoom = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function dollyOut( dollyScale ) {
|
||
|
||
if ( scope.object instanceof PerspectiveCamera ) {
|
||
|
||
scale *= dollyScale;
|
||
|
||
} else if ( scope.object instanceof OrthographicCamera ) {
|
||
|
||
scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
|
||
scope.object.updateProjectionMatrix();
|
||
zoomChanged = true;
|
||
|
||
} else {
|
||
|
||
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
|
||
scope.enableZoom = false;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
//
|
||
// event callbacks - update the object state
|
||
//
|
||
|
||
function handleMouseDownRotate( event ) {
|
||
|
||
//console.log( 'handleMouseDownRotate' );
|
||
|
||
rotateStart.set( event.clientX, event.clientY );
|
||
|
||
}
|
||
|
||
function handleMouseDownDolly( event ) {
|
||
|
||
//console.log( 'handleMouseDownDolly' );
|
||
|
||
dollyStart.set( event.clientX, event.clientY );
|
||
|
||
}
|
||
|
||
function handleMouseDownPan( event ) {
|
||
|
||
//console.log( 'handleMouseDownPan' );
|
||
|
||
panStart.set( event.clientX, event.clientY );
|
||
|
||
}
|
||
|
||
function handleMouseMoveRotate( event ) {
|
||
|
||
//console.log( 'handleMouseMoveRotate' );
|
||
|
||
rotateEnd.set( event.clientX, event.clientY );
|
||
rotateDelta.subVectors( rotateEnd, rotateStart );
|
||
|
||
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
|
||
|
||
// rotating across whole screen goes 360 degrees around
|
||
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
|
||
|
||
// rotating up and down along whole screen attempts to go 360, but limited to 180
|
||
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
|
||
|
||
rotateStart.copy( rotateEnd );
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleMouseMoveDolly( event ) {
|
||
|
||
//console.log( 'handleMouseMoveDolly' );
|
||
|
||
dollyEnd.set( event.clientX, event.clientY );
|
||
|
||
dollyDelta.subVectors( dollyEnd, dollyStart );
|
||
|
||
if ( dollyDelta.y > 0 ) {
|
||
|
||
dollyIn( getZoomScale() );
|
||
|
||
} else if ( dollyDelta.y < 0 ) {
|
||
|
||
dollyOut( getZoomScale() );
|
||
|
||
}
|
||
|
||
dollyStart.copy( dollyEnd );
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleMouseMovePan( event ) {
|
||
|
||
//console.log( 'handleMouseMovePan' );
|
||
|
||
panEnd.set( event.clientX, event.clientY );
|
||
|
||
panDelta.subVectors( panEnd, panStart );
|
||
|
||
pan( panDelta.x, panDelta.y );
|
||
|
||
panStart.copy( panEnd );
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleMouseUp( event ) {
|
||
|
||
//console.log( 'handleMouseUp' );
|
||
|
||
}
|
||
|
||
function handleMouseWheel( event ) {
|
||
|
||
//console.log( 'handleMouseWheel' );
|
||
|
||
if ( event.deltaY < 0 ) {
|
||
|
||
dollyOut( getZoomScale() );
|
||
|
||
} else if ( event.deltaY > 0 ) {
|
||
|
||
dollyIn( getZoomScale() );
|
||
|
||
}
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleKeyDown( event ) {
|
||
|
||
//console.log( 'handleKeyDown' );
|
||
|
||
switch ( event.keyCode ) {
|
||
|
||
case scope.keys.UP:
|
||
pan( 0, scope.keyPanSpeed );
|
||
scope.update();
|
||
break;
|
||
|
||
case scope.keys.BOTTOM:
|
||
pan( 0, - scope.keyPanSpeed );
|
||
scope.update();
|
||
break;
|
||
|
||
case scope.keys.LEFT:
|
||
pan( scope.keyPanSpeed, 0 );
|
||
scope.update();
|
||
break;
|
||
|
||
case scope.keys.RIGHT:
|
||
pan( - scope.keyPanSpeed, 0 );
|
||
scope.update();
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function handleTouchStartRotate( event ) {
|
||
|
||
//console.log( 'handleTouchStartRotate' );
|
||
|
||
rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
|
||
|
||
}
|
||
|
||
function handleTouchStartDolly( event ) {
|
||
|
||
//console.log( 'handleTouchStartDolly' );
|
||
|
||
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
|
||
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
|
||
|
||
var distance = Math.sqrt( dx * dx + dy * dy );
|
||
|
||
dollyStart.set( 0, distance );
|
||
|
||
}
|
||
|
||
function handleTouchStartPan( event ) {
|
||
|
||
//console.log( 'handleTouchStartPan' );
|
||
|
||
panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
|
||
|
||
}
|
||
|
||
function handleTouchMoveRotate( event ) {
|
||
|
||
//console.log( 'handleTouchMoveRotate' );
|
||
|
||
rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
|
||
rotateDelta.subVectors( rotateEnd, rotateStart );
|
||
|
||
var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
|
||
|
||
// rotating across whole screen goes 360 degrees around
|
||
rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
|
||
|
||
// rotating up and down along whole screen attempts to go 360, but limited to 180
|
||
rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
|
||
|
||
rotateStart.copy( rotateEnd );
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleTouchMoveDolly( event ) {
|
||
|
||
//console.log( 'handleTouchMoveDolly' );
|
||
|
||
var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
|
||
var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
|
||
|
||
var distance = Math.sqrt( dx * dx + dy * dy );
|
||
|
||
dollyEnd.set( 0, distance );
|
||
|
||
dollyDelta.subVectors( dollyEnd, dollyStart );
|
||
|
||
if ( dollyDelta.y > 0 ) {
|
||
|
||
dollyOut( getZoomScale() );
|
||
|
||
} else if ( dollyDelta.y < 0 ) {
|
||
|
||
dollyIn( getZoomScale() );
|
||
|
||
}
|
||
|
||
dollyStart.copy( dollyEnd );
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleTouchMovePan( event ) {
|
||
|
||
//console.log( 'handleTouchMovePan' );
|
||
|
||
panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
|
||
|
||
panDelta.subVectors( panEnd, panStart );
|
||
|
||
pan( panDelta.x, panDelta.y );
|
||
|
||
panStart.copy( panEnd );
|
||
|
||
scope.update();
|
||
|
||
}
|
||
|
||
function handleTouchEnd( event ) {
|
||
|
||
//console.log( 'handleTouchEnd' );
|
||
|
||
}
|
||
|
||
//
|
||
// event handlers - FSM: listen for events and reset state
|
||
//
|
||
|
||
function onMouseDown( event ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
|
||
event.preventDefault();
|
||
|
||
if ( event.button === scope.mouseButtons.ORBIT ) {
|
||
|
||
if ( scope.enableRotate === false ) return;
|
||
|
||
handleMouseDownRotate( event );
|
||
|
||
state = STATE.ROTATE;
|
||
|
||
} else if ( event.button === scope.mouseButtons.ZOOM ) {
|
||
|
||
if ( scope.enableZoom === false ) return;
|
||
|
||
handleMouseDownDolly( event );
|
||
|
||
state = STATE.DOLLY;
|
||
|
||
} else if ( event.button === scope.mouseButtons.PAN ) {
|
||
|
||
if ( scope.enablePan === false ) return;
|
||
|
||
handleMouseDownPan( event );
|
||
|
||
state = STATE.PAN;
|
||
|
||
}
|
||
|
||
if ( state !== STATE.NONE ) {
|
||
|
||
document.addEventListener( 'mousemove', onMouseMove, false );
|
||
document.addEventListener( 'mouseup', onMouseUp, false );
|
||
|
||
scope.dispatchEvent( startEvent );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function onMouseMove( event ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
|
||
event.preventDefault();
|
||
|
||
if ( state === STATE.ROTATE ) {
|
||
|
||
if ( scope.enableRotate === false ) return;
|
||
|
||
handleMouseMoveRotate( event );
|
||
|
||
} else if ( state === STATE.DOLLY ) {
|
||
|
||
if ( scope.enableZoom === false ) return;
|
||
|
||
handleMouseMoveDolly( event );
|
||
|
||
} else if ( state === STATE.PAN ) {
|
||
|
||
if ( scope.enablePan === false ) return;
|
||
|
||
handleMouseMovePan( event );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function onMouseUp( event ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
|
||
handleMouseUp( event );
|
||
|
||
document.removeEventListener( 'mousemove', onMouseMove, false );
|
||
document.removeEventListener( 'mouseup', onMouseUp, false );
|
||
|
||
scope.dispatchEvent( endEvent );
|
||
|
||
state = STATE.NONE;
|
||
|
||
}
|
||
|
||
function onMouseWheel( event ) {
|
||
|
||
if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
|
||
|
||
event.preventDefault();
|
||
event.stopPropagation();
|
||
|
||
handleMouseWheel( event );
|
||
|
||
scope.dispatchEvent( startEvent ); // not sure why these are here...
|
||
scope.dispatchEvent( endEvent );
|
||
|
||
}
|
||
|
||
function onKeyDown( event ) {
|
||
|
||
if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
|
||
|
||
handleKeyDown( event );
|
||
|
||
}
|
||
|
||
function onTouchStart( event ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
|
||
switch ( event.touches.length ) {
|
||
|
||
case 1: // one-fingered touch: rotate
|
||
|
||
if ( scope.enableRotate === false ) return;
|
||
|
||
handleTouchStartRotate( event );
|
||
|
||
state = STATE.TOUCH_ROTATE;
|
||
|
||
break;
|
||
|
||
case 2: // two-fingered touch: dolly
|
||
|
||
if ( scope.enableZoom === false ) return;
|
||
|
||
handleTouchStartDolly( event );
|
||
|
||
state = STATE.TOUCH_DOLLY;
|
||
|
||
break;
|
||
|
||
case 3: // three-fingered touch: pan
|
||
|
||
if ( scope.enablePan === false ) return;
|
||
|
||
handleTouchStartPan( event );
|
||
|
||
state = STATE.TOUCH_PAN;
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
state = STATE.NONE;
|
||
|
||
}
|
||
|
||
if ( state !== STATE.NONE ) {
|
||
|
||
scope.dispatchEvent( startEvent );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function onTouchMove( event ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
|
||
event.preventDefault();
|
||
event.stopPropagation();
|
||
|
||
switch ( event.touches.length ) {
|
||
|
||
case 1: // one-fingered touch: rotate
|
||
|
||
if ( scope.enableRotate === false ) return;
|
||
if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?...
|
||
|
||
handleTouchMoveRotate( event );
|
||
|
||
break;
|
||
|
||
case 2: // two-fingered touch: dolly
|
||
|
||
if ( scope.enableZoom === false ) return;
|
||
if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?...
|
||
|
||
handleTouchMoveDolly( event );
|
||
|
||
break;
|
||
|
||
case 3: // three-fingered touch: pan
|
||
|
||
if ( scope.enablePan === false ) return;
|
||
if ( state !== STATE.TOUCH_PAN ) return; // is this needed?...
|
||
|
||
handleTouchMovePan( event );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
state = STATE.NONE;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function onTouchEnd( event ) {
|
||
|
||
if ( scope.enabled === false ) return;
|
||
|
||
handleTouchEnd( event );
|
||
|
||
scope.dispatchEvent( endEvent );
|
||
|
||
state = STATE.NONE;
|
||
|
||
}
|
||
|
||
function onContextMenu( event ) {
|
||
|
||
event.preventDefault();
|
||
|
||
}
|
||
|
||
//
|
||
|
||
scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
|
||
|
||
scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
|
||
scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
|
||
|
||
scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
|
||
scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
|
||
scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
|
||
|
||
window.addEventListener( 'keydown', onKeyDown, false );
|
||
|
||
// force an update at start
|
||
|
||
this.update();
|
||
|
||
}
|
||
|
||
OrbitControls.prototype = Object.create( EventDispatcher.prototype );
|
||
OrbitControls.prototype.constructor = OrbitControls;
|
||
|
||
//import { DirectionGlobe } from '../analysis/DirectionGlobe';
|
||
|
||
//import { LeakWatch } from '../../../../LeakWatch/src/LeakWatch';
|
||
|
||
var lightPosition = new Vector3( -1, -1, 0.5 );
|
||
var RETILE_TIMEOUT = 150; // ms pause after last movement before attempting retiling
|
||
|
||
var caveIsLoaded = false;
|
||
|
||
var container;
|
||
|
||
// THREE.js objects
|
||
|
||
var renderer;
|
||
var scene = new Scene();
|
||
var oCamera;
|
||
var pCamera;
|
||
|
||
var camera;
|
||
|
||
var mouse = new Vector2();
|
||
var mouseMode = MOUSE_MODE_NORMAL;
|
||
var mouseTargets = [];
|
||
|
||
var raycaster;
|
||
var terrain = null;
|
||
var directionalLight;
|
||
var survey;
|
||
var limits;
|
||
var stats = {};
|
||
var zScale;
|
||
|
||
var cursorHeight;
|
||
|
||
var shadingMode;
|
||
var surfaceShadingMode = SHADING_SINGLE;
|
||
var terrainShadingMode;
|
||
|
||
var overlays = {};
|
||
var activeOverlay = null;
|
||
|
||
var cameraMode;
|
||
var selectedSection = 0;
|
||
|
||
var controls;
|
||
var defaultTarget = new Vector3();
|
||
|
||
var cameraMove;
|
||
|
||
var lastActivityTime = 0;
|
||
//var leakWatcher;
|
||
|
||
var Viewer = Object.create( EventDispatcher.prototype );
|
||
|
||
function init ( domID, configuration ) { // public method
|
||
|
||
console.log( 'CaveView v' + VERSION );
|
||
|
||
container = document.getElementById( domID );
|
||
|
||
if ( ! container ) alert( 'No container DOM object [' + domID + '] available' );
|
||
|
||
setEnvironment( configuration );
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
renderer = new WebGLRenderer( { antialias: true } ) ;
|
||
|
||
renderer.setSize( width, height );
|
||
renderer.setPixelRatio( window.devicePixelRatio );
|
||
renderer.setClearColor( 0x000000 );
|
||
renderer.autoClear = false;
|
||
|
||
oCamera = new OrthographicCamera( -width / 2, width / 2, height / 2, -height / 2, 1, 4000 );
|
||
|
||
oCamera.rotateOnAxis( upAxis, Math.PI / 2 );
|
||
|
||
initCamera( oCamera );
|
||
|
||
pCamera = new PerspectiveCamera( 75, width / height, 1, 16000 );
|
||
|
||
initCamera( pCamera );
|
||
|
||
camera = pCamera;
|
||
|
||
scene.add( pCamera );
|
||
scene.add( oCamera );
|
||
|
||
directionalLight = new DirectionalLight( 0xffffff );
|
||
directionalLight.position.copy( lightPosition );
|
||
|
||
scene.add( directionalLight );
|
||
|
||
scene.add( new HemisphereLight( 0xffffff, 0x00ffff, 0.3 ) );
|
||
|
||
raycaster = new Raycaster();
|
||
|
||
renderer.clear();
|
||
|
||
container.appendChild( renderer.domElement );
|
||
|
||
controls = new OrbitControls( camera, renderer.domElement );
|
||
|
||
cameraMove = new CameraMove( controls, renderView, onCameraMoveEnd );
|
||
|
||
controls.addEventListener( 'change', function () { cameraMove.prepare( null, null ); cameraMove.start( 80 ); } );
|
||
|
||
controls.enableDamping = true;
|
||
|
||
// event handler
|
||
window.addEventListener( 'resize', resize );
|
||
|
||
Object.defineProperties( Viewer, {
|
||
|
||
'container': {
|
||
value: container
|
||
},
|
||
|
||
'terrain': {
|
||
writeable: true,
|
||
get: function () { return testCameraLayer( FEATURE_TERRAIN ); },
|
||
set: function ( x ) { loadTerrain( x ); }
|
||
},
|
||
|
||
'terrainShading': {
|
||
writeable: true,
|
||
get: function () { return terrainShadingMode; },
|
||
set: function ( x ) { _stateSetter( setTerrainShadingMode, 'terrainShading', x ); }
|
||
},
|
||
|
||
'hasTerrain': {
|
||
get: function () { return !! terrain; }
|
||
},
|
||
|
||
'terrainDatumShift': {
|
||
writeable: true,
|
||
get: function () { return !! terrain.activeDatumShift; },
|
||
set: function ( x ) { applyTerrainDatumShift( x ); }
|
||
},
|
||
|
||
'terrainOverlays': {
|
||
get: function () { if ( terrain.isTiled ) return Object.keys( overlays ); else return terrain.hasOverlay ? [ true ] : []; }
|
||
},
|
||
|
||
'terrainOverlay': {
|
||
writeable: true,
|
||
get: function () { return activeOverlay; },
|
||
set: function ( x ) { _stateSetter( setTerrainOverlay, 'terrainOverlay', x ); }
|
||
},
|
||
|
||
'terrainOpacity': {
|
||
writeable: true,
|
||
get: function () { return terrain.getOpacity(); },
|
||
set: function ( x ) { setTerrainOpacity( x ); }
|
||
},
|
||
|
||
'shadingMode': {
|
||
writeable: true,
|
||
get: function () { return shadingMode; },
|
||
set: function ( x ) { _stateSetter( setShadingMode, 'shadingMode', x ); }
|
||
},
|
||
|
||
'surfaceShading': {
|
||
writeable: true,
|
||
get: function () { return surfaceShadingMode; },
|
||
set: function ( x ) { _stateSetter( setSurfaceShadingMode, 'surfaceShading', x ); }
|
||
},
|
||
|
||
'cameraType': {
|
||
writeable: true,
|
||
get: function () { return cameraMode; },
|
||
set: function ( x ) { _stateSetter( setCameraMode, 'cameraType', x ); }
|
||
},
|
||
|
||
'view': {
|
||
writeable: true,
|
||
get: function () { return VIEW_NONE; },
|
||
set: function ( x ) { _stateSetter( setViewMode, 'view', x ); }
|
||
},
|
||
|
||
'cursorHeight': {
|
||
writeable: true,
|
||
get: function () { return cursorHeight; },
|
||
set: function ( x ) { setCursorHeight( x ); }
|
||
},
|
||
|
||
'initCursorHeight': {
|
||
writeable: true,
|
||
get: function () { return cursorHeight; },
|
||
set: function ( x ) { cursorHeight = x; }
|
||
},
|
||
|
||
'maxHeight': {
|
||
get: function () { return limits.max.z; }
|
||
},
|
||
|
||
'minHeight': {
|
||
get: function () { return limits.min.z; }
|
||
},
|
||
|
||
'maxLegLength': {
|
||
get: function () { return stats.maxLegLength; }
|
||
},
|
||
|
||
'minLegLength': {
|
||
get: function () { return stats.minLegLength; }
|
||
},
|
||
|
||
'section': {
|
||
writeable: true,
|
||
get: function () { return selectedSection; },
|
||
set: function ( x ) { _stateSetter( selectSection, 'section', x ); }
|
||
},
|
||
|
||
'highlight': {
|
||
writeable: true,
|
||
set: function ( x ) { _stateSetter( highlightSelection, 'highlight', x ); }
|
||
},
|
||
|
||
'routeEdit': {
|
||
writeable: true,
|
||
get: function () { return ( mouseMode === MOUSE_MODE_ROUTE_EDIT ); },
|
||
set: function ( x ) { _setRouteEdit( x ); this.dispatchEvent( { type: 'change', name: 'routeEdit' } ); }
|
||
},
|
||
|
||
'setPOI': {
|
||
writeable: true,
|
||
get: function () { return true; },
|
||
set: function ( x ) { _stateSetter( setCameraPOI, 'setPOI', x ); }
|
||
},
|
||
|
||
'developerInfo': {
|
||
writeable: true,
|
||
get: function () { return true; },
|
||
set: function ( x ) { showDeveloperInfo( x ); }
|
||
},
|
||
|
||
'HUD': {
|
||
writeable: true,
|
||
get: function () { return HUD.getVisibility(); },
|
||
set: function ( x ) { HUD.setVisibility( x ); }
|
||
},
|
||
|
||
'cut': {
|
||
writeable: true,
|
||
get: function () { return true; },
|
||
set: function () { cutSection(); }
|
||
},
|
||
|
||
'zScale': {
|
||
writeable: true,
|
||
get: function () { return zScale; },
|
||
set: function ( x ) { setZScale( x ); }
|
||
},
|
||
|
||
'autoRotate': {
|
||
writeable: true,
|
||
get: function () { return controls.autoRotate; },
|
||
set: function ( x ) { setAutoRotate( !! x ); }
|
||
},
|
||
|
||
'autoRotateSpeed': {
|
||
writeable: true,
|
||
get: function () { return controls.autoRotateSpeed / 11; },
|
||
set: function ( x ) { controls.autoRotateSpeed = x * 11; }
|
||
}
|
||
|
||
} );
|
||
|
||
_enableLayer( FEATURE_BOX, 'box' );
|
||
|
||
_conditionalLayer( FEATURE_ENTRANCES, 'entrances' );
|
||
_conditionalLayer( FEATURE_STATIONS, 'stations' );
|
||
_conditionalLayer( FEATURE_TRACES, 'traces' );
|
||
_conditionalLayer( FACE_SCRAPS, 'scraps' );
|
||
_conditionalLayer( FACE_WALLS, 'walls' );
|
||
_conditionalLayer( LEG_SPLAY, 'splays' );
|
||
_conditionalLayer( LEG_SURFACE, 'surfaceLegs' );
|
||
_conditionalLayer( LABEL_STATION, 'stationLabels' );
|
||
|
||
Materials$1.initCache( Viewer );
|
||
|
||
HUD.init( domID, renderer );
|
||
|
||
return;
|
||
|
||
function _enableLayer ( layerTag, name ) {
|
||
|
||
Object.defineProperty( Viewer, name, {
|
||
writeable: true,
|
||
get: function () { return testCameraLayer( layerTag ); },
|
||
set: function ( x ) { setCameraLayer( layerTag, x ); this.dispatchEvent( { type: 'change', name: name } ); }
|
||
} );
|
||
|
||
}
|
||
|
||
function _conditionalLayer ( layerTag, name ) {
|
||
|
||
_enableLayer ( layerTag, name );
|
||
|
||
name = 'has' + name.substr( 0, 1 ).toUpperCase() + name.substr( 1 );
|
||
|
||
Object.defineProperty( Viewer, name, {
|
||
get: function () { return survey.hasFeature( layerTag ); }
|
||
} );
|
||
|
||
}
|
||
|
||
function _stateSetter ( modeFunction, name, newMode ) {
|
||
|
||
modeFunction( isNaN( newMode ) ? newMode : Number( newMode ) );
|
||
|
||
Viewer.dispatchEvent( { type: 'change', name: name } );
|
||
|
||
}
|
||
|
||
function _setRouteEdit ( x ) {
|
||
|
||
mouseMode = x ? MOUSE_MODE_ROUTE_EDIT : MOUSE_MODE_NORMAL;
|
||
|
||
switch ( mouseMode ) {
|
||
|
||
case MOUSE_MODE_NORMAL:
|
||
|
||
mouseTargets = survey.pointTargets;
|
||
|
||
break;
|
||
|
||
case MOUSE_MODE_ROUTE_EDIT:
|
||
|
||
mouseTargets = survey.legTargets;
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'invalid mouse mode' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setZScale ( scale ) {
|
||
|
||
// scale - in range 0 - 1
|
||
|
||
var lastScale = Math.pow( 2, ( zScale - 0.5 ) * 4 );
|
||
var newScale = Math.pow( 2, ( scale - 0.5 ) * 4 );
|
||
|
||
survey.applyMatrix( new Matrix4().makeScale( 1, 1, newScale / lastScale ) );
|
||
|
||
zScale = scale;
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function setAutoRotate ( state ) {
|
||
|
||
controls.autoRotate = state;
|
||
|
||
if ( state ) {
|
||
|
||
cameraMove.prepare( null, null );
|
||
cameraMove.start( 2952000 );
|
||
|
||
} else {
|
||
|
||
cameraMove.stop();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setCursorHeight ( x ) {
|
||
|
||
cursorHeight = x;
|
||
Viewer.dispatchEvent( { type: 'cursorChange', name: 'cursorHeight' } );
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function setTerrainOpacity ( x ) {
|
||
|
||
terrain.setOpacity( x );
|
||
Viewer.dispatchEvent( { type: 'change', name: 'terrainOpacity' } );
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function applyTerrainDatumShift( x ) {
|
||
|
||
terrain.applyDatumShift( x );
|
||
Viewer.dispatchEvent( { type: 'change', name: 'terrainDatumShift' } );
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function showDeveloperInfo( /* x */ ) {
|
||
|
||
// console.log( renderer.info );
|
||
/*
|
||
var info = renderer.getResourceInfo();
|
||
|
||
if ( leakWatcher === undefined ) {
|
||
|
||
leakWatcher = new LeakWatch();
|
||
leakWatcher.setBaseline( scene, info );
|
||
|
||
} else {
|
||
|
||
leakWatcher.compare( scene, info );
|
||
|
||
}
|
||
*/
|
||
|
||
}
|
||
|
||
function renderDepthTexture () {
|
||
|
||
if ( terrain === null || ! terrain.isLoaded() ) return;
|
||
|
||
var dim = 512;
|
||
|
||
// set camera frustrum to cover region/survey area
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
var range = limits.getSize();
|
||
|
||
var scaleX = width / range.x;
|
||
var scaleY = height / range.y;
|
||
|
||
if ( scaleX < scaleY ) {
|
||
|
||
height = height * scaleX / scaleY;
|
||
|
||
} else {
|
||
|
||
width = width * scaleY / scaleX;
|
||
|
||
}
|
||
|
||
// render the terrain to a new canvas square canvas and extract image data
|
||
|
||
var rtCamera = new OrthographicCamera( -width / 2, width / 2, height / 2, -height / 2, -10000, 10000 );
|
||
|
||
rtCamera.layers.set( FEATURE_TERRAIN ); // just render the terrain
|
||
|
||
scene.overrideMaterial = Materials$1.getDepthMapMaterial( terrain );
|
||
|
||
var renderTarget = new WebGLRenderTarget( dim, dim, { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat } );
|
||
|
||
renderTarget.texture.generateMipmaps = false;
|
||
renderTarget.texture.name = 'CV.DepthMapTexture';
|
||
|
||
Materials$1.setTerrain( terrain );
|
||
|
||
renderer.setSize( dim, dim );
|
||
renderer.setPixelRatio( 1 );
|
||
|
||
renderer.clear();
|
||
renderer.render( scene, rtCamera, renderTarget, true );
|
||
|
||
// correct height between entrances and terrain ( compensates for mismatch beween CRS and datums )
|
||
|
||
terrain.addHeightMap( renderer, renderTarget );
|
||
|
||
survey.calibrateTerrain( terrain );
|
||
|
||
// restore renderer to normal render size and target
|
||
|
||
renderer.setRenderTarget(); // revert to screen canvas
|
||
|
||
renderer.setSize( container.clientWidth, container.clientHeight );
|
||
renderer.setPixelRatio( window.devicePixelRatio );
|
||
|
||
scene.overrideMaterial = null;
|
||
|
||
renderView();
|
||
|
||
// clear renderList to release objects on heap associated with rtCamera
|
||
renderer.renderLists.dispose();
|
||
|
||
}
|
||
|
||
function setCameraMode ( mode ) {
|
||
|
||
if ( mode === cameraMode ) return;
|
||
|
||
// get offset vector of current camera from target
|
||
|
||
var offset = camera.position.clone().sub( controls.target );
|
||
|
||
switch ( mode ) {
|
||
|
||
case CAMERA_PERSPECTIVE:
|
||
|
||
offset.setLength( CAMERA_OFFSET / oCamera.zoom );
|
||
|
||
camera = pCamera;
|
||
|
||
break;
|
||
|
||
case CAMERA_ORTHOGRAPHIC:
|
||
|
||
// calculate zoom from ratio of pCamera distance from target to base distance.
|
||
oCamera.zoom = CAMERA_OFFSET / offset.length();
|
||
|
||
offset.setLength( CAMERA_OFFSET * 2 );
|
||
|
||
camera = oCamera;
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'unknown camera mode', mode );
|
||
return;
|
||
|
||
}
|
||
|
||
// update new camera with position to give same apparent zoom and view
|
||
|
||
camera.position.copy( offset.add( controls.target ) );
|
||
|
||
camera.updateProjectionMatrix();
|
||
camera.lookAt( controls.target );
|
||
|
||
controls.object = camera;
|
||
|
||
cameraMode = mode;
|
||
|
||
HUD.update();
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function initCamera ( camera ) {
|
||
|
||
camera.up = upAxis;
|
||
camera.zoom = 1;
|
||
|
||
camera.layers.set( 0 );
|
||
|
||
camera.layers.enable( LEG_CAVE );
|
||
camera.layers.enable( FEATURE_ENTRANCES );
|
||
camera.layers.enable( FEATURE_BOX );
|
||
camera.layers.enable( FEATURE_SELECTED_BOX );
|
||
|
||
camera.position.set( 0, 0, CAMERA_OFFSET );
|
||
camera.lookAt( 0, 0, 0 );
|
||
camera.updateProjectionMatrix();
|
||
|
||
}
|
||
|
||
function setCameraLayer ( layerTag, enable ) {
|
||
|
||
if ( enable ) {
|
||
|
||
oCamera.layers.enable( layerTag );
|
||
pCamera.layers.enable( layerTag );
|
||
|
||
} else {
|
||
|
||
oCamera.layers.disable( layerTag );
|
||
pCamera.layers.disable( layerTag );
|
||
|
||
}
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function testCameraLayer ( layerTag ) {
|
||
|
||
return ( ( camera.layers.mask & 1 << layerTag ) > 0 );
|
||
|
||
}
|
||
|
||
function setViewMode ( mode, t ) {
|
||
|
||
var cameraPosition = new Vector3();
|
||
var tAnimate = t || 240;
|
||
|
||
switch ( mode ) {
|
||
|
||
case VIEW_PLAN:
|
||
|
||
// reset camera to start position
|
||
cameraPosition.set( 0, 0, CAMERA_OFFSET );
|
||
|
||
break;
|
||
|
||
case VIEW_ELEVATION_N:
|
||
|
||
cameraPosition.set( 0, CAMERA_OFFSET, 0 );
|
||
|
||
break;
|
||
|
||
case VIEW_ELEVATION_S:
|
||
|
||
cameraPosition.set( 0, -CAMERA_OFFSET, 0 );
|
||
|
||
break;
|
||
|
||
case VIEW_ELEVATION_E:
|
||
|
||
cameraPosition.set( CAMERA_OFFSET, 0, 0 );
|
||
|
||
break;
|
||
|
||
case VIEW_ELEVATION_W:
|
||
|
||
cameraPosition.set( -CAMERA_OFFSET, 0, 0 );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'invalid view mode specified: ', mode );
|
||
return;
|
||
|
||
}
|
||
|
||
cameraPosition.add( defaultTarget );
|
||
|
||
cameraMove.cancel();
|
||
cameraMove.prepare( cameraPosition, defaultTarget );
|
||
cameraMove.start( tAnimate );
|
||
|
||
}
|
||
|
||
function setTerrainShadingMode ( mode ) {
|
||
|
||
if ( terrain.setShadingMode( mode, renderView ) ) terrainShadingMode = mode;
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function setShadingMode ( mode ) {
|
||
|
||
if ( terrain === null && ( mode === SHADING_DEPTH || mode === SHADING_DEPTH_CURSOR ) ) return;
|
||
if ( survey.setShadingMode( mode ) ) shadingMode = mode;
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function setSurfaceShadingMode ( mode ) {
|
||
|
||
if ( survey.setLegShading( LEG_SURFACE, mode ) ) surfaceShadingMode = mode;
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function setTerrainOverlay ( overlayName ) {
|
||
|
||
if ( terrainShadingMode === SHADING_OVERLAY ) {
|
||
|
||
activeOverlay = overlayName;
|
||
|
||
terrain.setOverlay( overlays[ overlayName ], renderView );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function addOverlay ( name, overlayProvider ) {
|
||
|
||
overlays[ name ] = new Overlay( overlayProvider, container );
|
||
|
||
if ( Object.keys( overlays ).length === 1 ) {
|
||
|
||
activeOverlay = name;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function cutSection () {
|
||
|
||
if ( selectedSection === 0 ) return;
|
||
|
||
survey.remove( terrain );
|
||
survey.cutSection( selectedSection );
|
||
|
||
// grab a reference to prevent survey being destroyed in clearView()
|
||
var cutSurvey = survey;
|
||
|
||
// reset view
|
||
clearView();
|
||
|
||
loadSurvey( cutSurvey );
|
||
|
||
}
|
||
|
||
function highlightSelection ( id ) {
|
||
|
||
survey.highlightSelection( id );
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function selectSection ( id ) {
|
||
|
||
var node = survey.selectSection( id );
|
||
|
||
setShadingMode( shadingMode );
|
||
|
||
selectedSection = id;
|
||
|
||
if ( id === 0 ) return;
|
||
|
||
if ( node.p === undefined ) {
|
||
|
||
if ( node.boundingBox === undefined ) return;
|
||
// a section of the survey rather than a station
|
||
|
||
var boundingBox = node.boundingBox.clone();
|
||
|
||
cameraMove.prepare( null, boundingBox.applyMatrix4( survey.matrixWorld ) );
|
||
|
||
} else {
|
||
|
||
// a single station
|
||
|
||
cameraMove.prepare( null, survey.getWorldPosition( node.p ) );
|
||
|
||
}
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function resize () {
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
// adjust the renderer to the new canvas size
|
||
renderer.setSize( width, height );
|
||
|
||
if ( oCamera === undefined ) return;
|
||
|
||
// adjust cameras to new aspect ratio etc.
|
||
oCamera.left = -width / 2;
|
||
oCamera.right = width / 2;
|
||
oCamera.top = height / 2;
|
||
oCamera.bottom = -height / 2;
|
||
|
||
oCamera.updateProjectionMatrix();
|
||
|
||
pCamera.aspect = width / height;
|
||
|
||
pCamera.updateProjectionMatrix();
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function clearView () {
|
||
|
||
// clear the current cave model, and clear the screen
|
||
caveIsLoaded = false;
|
||
|
||
renderer.clear();
|
||
|
||
HUD.setVisibility( false );
|
||
|
||
if ( survey ) {
|
||
|
||
survey.remove( terrain );
|
||
scene.remove( survey );
|
||
|
||
}
|
||
|
||
controls.enabled = false;
|
||
|
||
survey = null;
|
||
terrain = null;
|
||
selectedSection = 0;
|
||
mouseMode = MOUSE_MODE_NORMAL;
|
||
mouseTargets = [];
|
||
|
||
shadingMode = SHADING_HEIGHT;
|
||
surfaceShadingMode = SHADING_SINGLE;
|
||
terrainShadingMode = SHADING_SHADED;
|
||
|
||
// remove event listeners
|
||
|
||
unloadTerrainListeners();
|
||
|
||
Materials$1.flushCache();
|
||
|
||
container.removeEventListener( 'mousedown', mouseDown );
|
||
|
||
initCamera( pCamera );
|
||
initCamera( oCamera );
|
||
|
||
Viewer.cameraType = CAMERA_PERSPECTIVE;
|
||
setViewMode( VIEW_PLAN, 1 );
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
function loadCave ( cave ) {
|
||
|
||
if ( ! cave ) {
|
||
|
||
alert( 'failed loading cave information' );
|
||
return;
|
||
|
||
}
|
||
|
||
loadSurvey( new Survey( cave ) );
|
||
|
||
}
|
||
|
||
function loadSurvey ( newSurvey ) {
|
||
|
||
var asyncTerrainLoading = false;
|
||
|
||
survey = newSurvey;
|
||
|
||
stats = survey.getFeature( LEG_CAVE ).stats;
|
||
|
||
setScale( survey );
|
||
|
||
terrain = survey.terrain;
|
||
|
||
scene.up = upAxis;
|
||
|
||
scene.add( survey );
|
||
// scene.add( new DirectionGlobe( survey ) );
|
||
|
||
caveIsLoaded = true;
|
||
|
||
selectSection( 0 );
|
||
|
||
mouseTargets = survey.pointTargets;
|
||
|
||
setSurfaceShadingMode( surfaceShadingMode );
|
||
// set if we have independant terrain maps
|
||
|
||
if ( terrain === null ) {
|
||
|
||
terrain = new WebTerrain( survey, _terrainReady, _tilesLoaded, renderView );
|
||
asyncTerrainLoading = true;
|
||
|
||
} else {
|
||
|
||
survey.add( terrain );
|
||
setTerrainShadingMode( terrainShadingMode );
|
||
|
||
renderDepthTexture();
|
||
|
||
}
|
||
|
||
scene.matrixAutoUpdate = false;
|
||
|
||
container.addEventListener( 'mousedown', mouseDown, false );
|
||
|
||
HUD.setVisibility( true );
|
||
|
||
// signal any listeners that we have a new cave
|
||
if ( ! asyncTerrainLoading ) Viewer.dispatchEvent( { type: 'newCave', name: 'newCave' } );
|
||
|
||
controls.object = camera;
|
||
controls.enabled = true;
|
||
|
||
survey.getRoutes().addEventListener( 'changed', _routesChanged );
|
||
|
||
setViewMode( VIEW_PLAN, 1 );
|
||
|
||
renderView();
|
||
|
||
function _terrainReady () {
|
||
|
||
if ( terrain.hasCoverage() ) {
|
||
|
||
setTerrainShadingMode( terrainShadingMode );
|
||
|
||
terrain.tileArea( survey.limits );
|
||
terrain.setDefaultOverlay( overlays[ activeOverlay ] );
|
||
|
||
survey.add( terrain );
|
||
|
||
} else {
|
||
|
||
terrain = null;
|
||
|
||
}
|
||
|
||
// delayed notification to ensure and event listeners get accurate terrain information
|
||
Viewer.dispatchEvent( { type: 'newCave', name: 'newCave' } );
|
||
|
||
}
|
||
|
||
function _tilesLoaded () {
|
||
|
||
renderView();
|
||
loadTerrainListeners();
|
||
|
||
if ( terrain.depthTexture === null ) renderDepthTexture();
|
||
|
||
}
|
||
|
||
function _routesChanged ( /* event */ ) {
|
||
|
||
setShadingMode( shadingMode );
|
||
renderView();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function loadTerrain ( mode ) {
|
||
|
||
if ( terrain.isLoaded() ) {
|
||
|
||
if ( mode ) {
|
||
|
||
loadTerrainListeners();
|
||
|
||
} else {
|
||
|
||
unloadTerrainListeners();
|
||
|
||
}
|
||
|
||
terrain.setVisibility( mode );
|
||
|
||
setCameraLayer( FEATURE_TERRAIN, mode );
|
||
|
||
Viewer.dispatchEvent( { type: 'change', name: 'terrain' } );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function loadTerrainListeners () {
|
||
|
||
clockStart();
|
||
|
||
controls.addEventListener( 'end', clockStart );
|
||
|
||
}
|
||
|
||
function unloadTerrainListeners () {
|
||
|
||
if ( ! controls ) return;
|
||
|
||
controls.removeEventListener( 'end', clockStart );
|
||
|
||
clockStop();
|
||
|
||
}
|
||
|
||
function clockStart ( /* event */ ) {
|
||
|
||
lastActivityTime = performance.now();
|
||
|
||
}
|
||
|
||
function clockStop ( /* event */ ) {
|
||
|
||
lastActivityTime = 0;
|
||
|
||
}
|
||
|
||
function mouseDown ( event ) {
|
||
|
||
var picked, result;
|
||
|
||
mouse.x = ( event.clientX / container.clientWidth ) * 2 - 1;
|
||
mouse.y = - ( event.clientY / container.clientHeight ) * 2 + 1;
|
||
|
||
raycaster.setFromCamera( mouse, camera );
|
||
|
||
var intersects = raycaster.intersectObjects( mouseTargets, false );
|
||
|
||
for ( var i = 0, l = intersects.length; i < l; i++ ) {
|
||
|
||
picked = intersects[ i ];
|
||
|
||
switch ( mouseMode ) {
|
||
|
||
case MOUSE_MODE_NORMAL:
|
||
|
||
if ( picked.object.isPoints ) {
|
||
|
||
result = _selectStation( picked );
|
||
|
||
} else {
|
||
|
||
result = _selectEntrance( picked );
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
case MOUSE_MODE_ROUTE_EDIT:
|
||
|
||
result = _selectSegment( picked );
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
if ( result ) break;
|
||
|
||
}
|
||
|
||
function _selectStation ( picked ) {
|
||
|
||
var station = survey.selectStation( picked.index );
|
||
|
||
renderView();
|
||
|
||
var depth = ( terrain ) ? station.p.z - terrain.getHeight( station.p ) : null;
|
||
|
||
var popup = new StationPopup( station, survey.getGeographicalPosition( station.p ), depth );
|
||
|
||
var p = survey.getWorldPosition( station.p );
|
||
|
||
popup.display( container, event.clientX, event.clientY, camera, p );
|
||
|
||
cameraMove.prepare( null, p.clone() );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function _selectSegment ( picked ) {
|
||
|
||
var routes = getRoutes();
|
||
|
||
routes.toggleSegment( picked.index );
|
||
|
||
setShadingMode( SHADING_PATH );
|
||
|
||
renderView();
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function _selectEntrance ( picked ) {
|
||
|
||
if ( ! Viewer.entrances ) return false;
|
||
|
||
var entrance = picked.object;
|
||
var position = entrance.getWorldPosition();
|
||
|
||
cameraMove.prepare( position.clone().add( new Vector3( 0, 0, 5 ) ), position );
|
||
|
||
console.log( entrance.type, entrance.name );
|
||
|
||
if ( survey.isRegion === true ) {
|
||
|
||
survey.loadFromEntrance( entrance, _loaded );
|
||
|
||
} else {
|
||
|
||
cameraMove.start( 80 );
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function _loaded () {
|
||
|
||
setShadingMode( shadingMode );
|
||
|
||
renderView();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var renderView = function () {
|
||
|
||
var lPosition = new Vector3();
|
||
var rotation = new Euler();
|
||
|
||
return function renderView () {
|
||
|
||
if ( ! caveIsLoaded ) return;
|
||
|
||
camera.getWorldRotation( rotation );
|
||
|
||
lPosition.copy( lightPosition );
|
||
|
||
directionalLight.position.copy( lPosition.applyAxisAngle( upAxis, rotation.z ) );
|
||
|
||
survey.update( camera, controls.target );
|
||
|
||
renderer.clear();
|
||
renderer.render( scene, camera );
|
||
|
||
HUD.renderHUD();
|
||
|
||
clockStart();
|
||
|
||
};
|
||
|
||
} ();
|
||
|
||
|
||
function onCameraMoveEnd () {
|
||
|
||
if ( terrain && terrain.isTiled && Viewer.terrain ) setTimeout( updateTerrain, RETILE_TIMEOUT );
|
||
|
||
}
|
||
|
||
function updateTerrain () {
|
||
|
||
if ( lastActivityTime && performance.now() - lastActivityTime > RETILE_TIMEOUT ) {
|
||
|
||
clockStop();
|
||
|
||
if ( terrain.zoomCheck( camera ) ) {
|
||
|
||
setTimeout( updateTerrain, RETILE_TIMEOUT * 5 );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function setCameraPOI ( /* fixme */ ) {
|
||
|
||
cameraMove.start( 200 );
|
||
|
||
}
|
||
|
||
function setScale ( obj ) {
|
||
|
||
var width = container.clientWidth;
|
||
var height = container.clientHeight;
|
||
|
||
// scaling to compensate distortion introduced by projection ( x and y coords only ) - approx only
|
||
var scaleFactor = survey.scaleFactor;
|
||
|
||
limits = survey.limits;
|
||
zScale = 0.5;
|
||
|
||
var range = limits.getSize();
|
||
|
||
// initialize cursor height to be mid range of heights
|
||
cursorHeight = 0;
|
||
|
||
var hScale = Math.min( width / range.x, height / range.y );
|
||
var vScale = hScale * scaleFactor;
|
||
|
||
var scale = new Vector3( hScale, hScale, vScale );
|
||
|
||
obj.scale.copy( scale );
|
||
|
||
obj.position.copy( survey.modelLimits.getCenter().multiply( scale ).negate() );
|
||
|
||
HUD.setScale( vScale );
|
||
|
||
// pass to survey to adjust size of symbology
|
||
|
||
obj.setScale( vScale );
|
||
|
||
}
|
||
|
||
function getStats () {
|
||
|
||
return stats;
|
||
|
||
}
|
||
|
||
function getControls () {
|
||
|
||
return controls;
|
||
|
||
}
|
||
|
||
function getMetadata () {
|
||
|
||
return survey.getMetadataURL();
|
||
|
||
}
|
||
|
||
function getRoutes () {
|
||
|
||
return survey.getRoutes();
|
||
|
||
}
|
||
|
||
function getSurveyTree () {
|
||
|
||
return survey.surveyTree;
|
||
|
||
}
|
||
|
||
// export public interface
|
||
|
||
Object.assign( Viewer, {
|
||
init: init,
|
||
clearView: clearView,
|
||
loadCave: loadCave,
|
||
getMetadata: getMetadata,
|
||
getRoutes: getRoutes,
|
||
getStats: getStats,
|
||
getSurveyTree: getSurveyTree,
|
||
getControls: getControls,
|
||
getState: Viewer,
|
||
renderView: renderView,
|
||
addOverlay: addOverlay
|
||
} );
|
||
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function Page( id, onTop ) {
|
||
|
||
var tab = document.createElement( 'div' );
|
||
var page = document.createElement( 'div' );
|
||
|
||
var frame = Page.frame;
|
||
|
||
page.classList.add( 'page' );
|
||
|
||
tab.id = id;
|
||
tab.classList.add( 'tab' );
|
||
tab.style.top = ( Page.position++ * 40 ) + 'px';
|
||
|
||
tab.addEventListener( 'click', this.tabHandleClick );
|
||
|
||
if ( onTop !== undefined ) {
|
||
|
||
// callback when this page is made visible
|
||
tab.addEventListener( 'click', onTop );
|
||
|
||
}
|
||
|
||
if ( frame === null ) {
|
||
|
||
// create UI side panel and reveal tabs
|
||
frame = document.createElement( 'div' );
|
||
|
||
frame.id = 'frame';
|
||
frame.style.display = 'block';
|
||
|
||
Page.frame = frame;
|
||
|
||
var close = document.createElement( 'div' );
|
||
|
||
close.id = 'close';
|
||
|
||
close.addEventListener( 'click', _closeFrame );
|
||
|
||
frame.appendChild( close );
|
||
|
||
}
|
||
|
||
frame.appendChild( tab );
|
||
frame.appendChild( page );
|
||
|
||
Page.pages.push( { tab: tab, page: page } );
|
||
|
||
this.page = page;
|
||
this.slide = undefined;
|
||
|
||
function _closeFrame ( event ) {
|
||
|
||
event.target.parentElement.classList.remove( 'onscreen' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
Page.pages = [];
|
||
Page.listeners = [];
|
||
Page.position = 0;
|
||
Page.inHandler = false;
|
||
Page.controls = [];
|
||
Page.frame = null;
|
||
|
||
Page.reset = function () {
|
||
|
||
Page.listeners = [];
|
||
Page.pages = [];
|
||
Page.position = 0;
|
||
Page.inHandler = false;
|
||
Page.controls = [];
|
||
Page.frame = null;
|
||
|
||
};
|
||
|
||
Page.clear = function () {
|
||
|
||
Page.frame.addEventListener( 'transitionend', _afterReset );
|
||
Page.frame.classList.remove( 'onscreen' );
|
||
|
||
var i, l, listener;
|
||
|
||
for ( i = 0, l = Page.listeners.length; i < l; i++ ) {
|
||
|
||
listener = Page.listeners[ i ];
|
||
|
||
listener.obj.removeEventListener( listener.name, listener.handler );
|
||
|
||
}
|
||
|
||
Page.listeners = [];
|
||
|
||
function _afterReset ( event ) {
|
||
|
||
var frame = event.target;
|
||
|
||
frame.removeEventListener( 'transitionend', _afterReset );
|
||
|
||
if ( frame !== null ) frame.parentElement.removeChild( frame );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
Page.addListener = function ( obj, name, handler ) {
|
||
|
||
obj.addEventListener( name, handler );
|
||
|
||
Page.listeners.push( {
|
||
obj: obj,
|
||
name: name,
|
||
handler: handler
|
||
} );
|
||
|
||
};
|
||
|
||
Page.handleChange = function ( event ) {
|
||
|
||
var obj = event.target;
|
||
var property = event.name;
|
||
|
||
if ( ! Page.inHandle ) {
|
||
|
||
if ( Page.controls[ property ] ) {
|
||
|
||
var ctrl = Page.controls[ property ];
|
||
|
||
switch ( ctrl.type ) {
|
||
|
||
case 'checkbox':
|
||
|
||
ctrl.checked = obj[ property ];
|
||
|
||
break;
|
||
|
||
case 'select-one':
|
||
case 'range':
|
||
|
||
ctrl.value = obj[ property ];
|
||
|
||
break;
|
||
|
||
case 'download':
|
||
|
||
ctrl.href = obj[ property ];
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Page.prototype.constructor = Page;
|
||
|
||
Page.prototype.addListener = function ( obj, name, handler ) {
|
||
|
||
Page.addListener( obj, name, handler ); // redirect to :: method - allows later rework to page specific destruction
|
||
|
||
};
|
||
|
||
Page.prototype.tabHandleClick = function ( event ) {
|
||
|
||
var tab = event.target;
|
||
var pages = Page.pages;
|
||
|
||
tab.classList.add( 'toptab' );
|
||
tab.parentElement.classList.add( 'onscreen' );
|
||
|
||
for ( var i = 0, l = pages.length; i < l; i++ ) {
|
||
|
||
var otherTab = pages[ i ].tab;
|
||
var otherPage = pages[ i ].page;
|
||
|
||
if ( otherTab === tab ) {
|
||
|
||
otherPage.style.display = 'block';
|
||
|
||
} else {
|
||
|
||
otherTab.classList.remove( 'toptab' );
|
||
otherPage.style.display = 'none';
|
||
|
||
}
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Page.prototype.appendChild = function ( domElement ) {
|
||
|
||
this.page.appendChild( domElement );
|
||
|
||
};
|
||
|
||
Page.prototype.addHeader = function ( text ) {
|
||
|
||
var div = document.createElement( 'div' );
|
||
|
||
div.classList.add( 'header' );
|
||
div.textContent = text;
|
||
|
||
this.page.appendChild( div );
|
||
|
||
return div;
|
||
|
||
};
|
||
|
||
Page.prototype.addText = function ( text ) {
|
||
|
||
var p = document.createElement( 'p' );
|
||
|
||
p.textContent = text;
|
||
this.page.appendChild( p );
|
||
|
||
return p;
|
||
|
||
};
|
||
|
||
Page.prototype.addSelect = function ( title, obj, trgObj, property, replace ) {
|
||
|
||
var div = document.createElement( 'div' );
|
||
var label = document.createElement( 'label' );
|
||
var select = document.createElement( 'select' );
|
||
var opt;
|
||
|
||
div.classList.add( 'control' );
|
||
|
||
if ( obj instanceof Array ) {
|
||
|
||
for ( var i = 0, l = obj.length; i < l; i++ ) {
|
||
|
||
opt = document.createElement( 'option' );
|
||
|
||
opt.value = obj[ i ];
|
||
opt.text = obj[ i ];
|
||
|
||
if ( opt.text === trgObj[ property ] ) opt.selected = true;
|
||
|
||
select.add( opt, null );
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
for ( var p in obj ) {
|
||
|
||
opt = document.createElement( 'option' );
|
||
|
||
opt.text = p;
|
||
opt.value = obj[ p ];
|
||
|
||
if ( opt.value == trgObj[ property ] ) opt.selected = true;
|
||
|
||
select.add( opt, null );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.addListener( select, 'change', function ( event ) { Page.inHandler = true; trgObj[ property ] = event.target.value; Page.inHandler = false; } );
|
||
|
||
label.textContent = title;
|
||
|
||
Page.controls[ property ] = select;
|
||
|
||
div.appendChild( label );
|
||
div.appendChild( select );
|
||
|
||
if ( replace === undefined ) {
|
||
|
||
this.page.appendChild( div );
|
||
|
||
} else {
|
||
|
||
this.page.replaceChild( div, replace );
|
||
|
||
}
|
||
|
||
return div;
|
||
|
||
};
|
||
|
||
Page.prototype.addCheckbox = function ( title, obj, property ) {
|
||
|
||
var label = document.createElement( 'label' );
|
||
var cb = document.createElement( 'input' );
|
||
|
||
label.textContent = title;
|
||
|
||
cb.type = 'checkbox';
|
||
cb.checked = obj[ property ];
|
||
|
||
this.addListener( cb, 'change', _checkboxChanged );
|
||
|
||
Page.controls[ property ] = cb;
|
||
|
||
label.appendChild( cb );
|
||
|
||
this.page.appendChild( label );
|
||
|
||
return label;
|
||
|
||
function _checkboxChanged ( event ) {
|
||
|
||
Page.inHandler = true;
|
||
|
||
obj[ property ] = event.target.checked;
|
||
|
||
Page.inHandler = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Page.prototype.addRange = function ( title, obj, property ) {
|
||
|
||
var div = document.createElement( 'div' );
|
||
var label = document.createElement( 'label' );
|
||
var range = document.createElement( 'input' );
|
||
|
||
div.classList.add( 'control' );
|
||
|
||
range.type = 'range';
|
||
|
||
range.min = 0;
|
||
range.max = 1;
|
||
|
||
range.step = 0.05;
|
||
range.value = obj[ property ];
|
||
|
||
this.addListener( range, 'input', _rangeChanged );
|
||
this.addListener( range, 'change', _rangeChanged ); // for IE11 support
|
||
|
||
label.textContent = title;
|
||
|
||
Page.controls[ property ] = range;
|
||
|
||
div.appendChild( label );
|
||
div.appendChild( range );
|
||
|
||
this.page.appendChild( div );
|
||
|
||
return div;
|
||
|
||
function _rangeChanged ( event ) {
|
||
|
||
Page.inHandler = true;
|
||
|
||
obj[ property ] = event.target.value;
|
||
|
||
Page.inHandler = false;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Page.prototype.addSlide = function ( domElement, depth, handleClick ) {
|
||
|
||
var slide = document.createElement( 'div' );
|
||
|
||
slide.classList.add( 'slide' );
|
||
slide.style.zIndex = 200 - depth;
|
||
|
||
slide.addEventListener( 'click', handleClick );
|
||
slide.appendChild( domElement );
|
||
|
||
this.page.appendChild( slide );
|
||
|
||
this.slide = slide;
|
||
this.slideDepth = depth;
|
||
|
||
return slide;
|
||
|
||
};
|
||
|
||
Page.prototype.replaceSlide = function ( domElement, depth, handleClick ) {
|
||
|
||
var newSlide = document.createElement( 'div' );
|
||
var oldSlide = this.slide;
|
||
var page = this.page;
|
||
var redraw; // eslint-disable-line no-unused-vars
|
||
|
||
newSlide.classList.add( 'slide' );
|
||
newSlide.style.zIndex = 200 - depth;
|
||
newSlide.addEventListener( 'click', handleClick );
|
||
|
||
if ( depth < this.slideDepth ) {
|
||
|
||
newSlide.classList.add( 'slide-out' );
|
||
|
||
}
|
||
|
||
newSlide.appendChild( domElement );
|
||
|
||
page.appendChild( newSlide );
|
||
|
||
if ( depth > this.slideDepth ) {
|
||
|
||
oldSlide.addEventListener( 'transitionend', afterSlideOut );
|
||
oldSlide.classList.add( 'slide-out' );
|
||
|
||
redraw = oldSlide.clientHeight;
|
||
|
||
} else if ( depth < this.slideDepth ) {
|
||
|
||
newSlide.addEventListener( 'transitionend', afterSlideIn );
|
||
|
||
redraw = newSlide.clientHeight;
|
||
|
||
newSlide.classList.remove( 'slide-out' );
|
||
|
||
} else {
|
||
|
||
page.removeChild( oldSlide );
|
||
|
||
}
|
||
|
||
this.slide = newSlide;
|
||
this.slideDepth = depth;
|
||
|
||
return;
|
||
|
||
function afterSlideOut () {
|
||
|
||
oldSlide.removeEventListener( 'transitionend', afterSlideOut );
|
||
page.removeChild( oldSlide );
|
||
|
||
}
|
||
|
||
function afterSlideIn () {
|
||
|
||
page.removeChild( oldSlide );
|
||
newSlide.removeEventListener( 'transitionend', afterSlideIn );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Page.prototype.addButton = function ( title, func ) {
|
||
|
||
var button = document.createElement( 'button' );
|
||
|
||
button.type = 'button';
|
||
button.textContent = title;
|
||
|
||
this.addListener( button, 'click', func );
|
||
|
||
this.page.appendChild( button );
|
||
|
||
return button;
|
||
|
||
};
|
||
|
||
|
||
Page.prototype.addTextBox = function ( labelText, placeholder, getResultGetter ) {
|
||
|
||
var div = document.createElement( 'div' );
|
||
var label = document.createElement( 'label' );
|
||
|
||
label.textContent = labelText;
|
||
|
||
var input = document.createElement( 'input' );
|
||
var value;
|
||
|
||
input.type = 'text';
|
||
|
||
input.placeholder = placeholder;
|
||
|
||
div.appendChild( label );
|
||
div.appendChild( input );
|
||
|
||
this.page.appendChild( div );
|
||
|
||
this.addListener( input, 'change', function ( e ) { value = e.target.value; return true; } ) ;
|
||
|
||
getResultGetter( _result );
|
||
|
||
return div;
|
||
|
||
function _result() {
|
||
|
||
input.value = '';
|
||
return value;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Page.prototype.addDownloadButton = function ( title, urlProvider, fileName ) {
|
||
|
||
var a = document.createElement( 'a' );
|
||
|
||
if ( typeof a.download === 'undefined' ) return null;
|
||
|
||
this.addListener( a, 'click', _setHref );
|
||
|
||
a.textContent = title;
|
||
a.type = 'download';
|
||
a.download = fileName;
|
||
a.href = 'javascript:void();';
|
||
|
||
a.classList.add( 'download' );
|
||
|
||
this.page.appendChild( a );
|
||
|
||
return a;
|
||
|
||
function _setHref() {
|
||
|
||
a.href = urlProvider();
|
||
|
||
}
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function ProgressBar ( container ) {
|
||
|
||
var offset = ( container.clientWidth - 300 ) / 2;
|
||
|
||
var statusText = document.createElement( 'div' );
|
||
|
||
statusText.id = 'status-text';
|
||
statusText.style.width = '300px';
|
||
statusText.style.left = offset + 'px';
|
||
|
||
var progressBar = document.createElement( 'progress' );
|
||
|
||
progressBar.id = 'progress-bar';
|
||
|
||
progressBar.style.width = '300px';
|
||
progressBar.style.left = offset + 'px';
|
||
|
||
progressBar.setAttribute( 'max', '100' );
|
||
|
||
this.container = container;
|
||
this.progressBar = progressBar;
|
||
this.statusText = statusText;
|
||
|
||
}
|
||
|
||
ProgressBar.prototype.constructor = ProgressBar;
|
||
|
||
ProgressBar.prototype.Start = function ( text ) {
|
||
|
||
var statusText = this.statusText;
|
||
var progressBar = this.progressBar;
|
||
|
||
statusText.textContent = text;
|
||
progressBar.value = 0;
|
||
|
||
this.container.appendChild( statusText );
|
||
this.container.appendChild( progressBar );
|
||
|
||
};
|
||
|
||
ProgressBar.prototype.Update = function ( pcent ) {
|
||
|
||
this.progressBar.value = pcent;
|
||
|
||
};
|
||
|
||
ProgressBar.prototype.Add = function ( pcent ) {
|
||
|
||
this.progressBar.value += pcent;
|
||
|
||
};
|
||
|
||
ProgressBar.prototype.End = function () {
|
||
|
||
var container = this.container;
|
||
|
||
container.removeChild( this.statusText );
|
||
container.removeChild( this.progressBar );
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
// Survex 3d file handler
|
||
|
||
function Svx3dHandler ( fileName ) {
|
||
|
||
this.fileName = fileName;
|
||
this.groups = [];
|
||
this.surface = [];
|
||
this.xGroups = [];
|
||
this.surveyTree = new Tree();
|
||
this.sourceCRS = null;
|
||
this.targetCRS = 'EPSG:3857'; // "web mercator"
|
||
this.projection = null;
|
||
|
||
}
|
||
|
||
Svx3dHandler.prototype.constructor = Svx3dHandler;
|
||
|
||
Svx3dHandler.prototype.type = 'arraybuffer';
|
||
Svx3dHandler.prototype.isRegion = 'false';
|
||
|
||
Svx3dHandler.prototype.parse = function ( dataStream, metadata ) {
|
||
|
||
this.metadata = metadata;
|
||
|
||
var source = dataStream; // file data as arrrayBuffer
|
||
var pos = 0; // file position
|
||
|
||
// read file header
|
||
|
||
readLF(); // Survex 3D Image File
|
||
var version = readLF(); // 3d version
|
||
var auxInfo = readNSLF();
|
||
readLF(); // Date
|
||
|
||
var sourceCRS = ( auxInfo[ 1 ] === undefined ) ? null : auxInfo[ 1 ]; // coordinate reference system ( proj4 format )
|
||
|
||
if ( sourceCRS !== null ) {
|
||
|
||
// work around lack of +init string support in proj4js
|
||
|
||
var matches = sourceCRS.match( /\+init=(.*)\s/);
|
||
|
||
if ( matches && matches.length === 2 ) {
|
||
|
||
switch( matches[ 1 ] ) {
|
||
|
||
case 'epsg:27700' :
|
||
|
||
sourceCRS = '+proj=tmerc +lat_0=49 +lon_0=-2 +k=0.9996012717 +x_0=400000 +y_0=-100000 +ellps=airy +datum=OSGB36 +units=m +no_defs';
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
sourceCRS = null;
|
||
console.warn( 'unsupported projection' );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// FIXME use NAD grid corrections OSTM15 etc ( UK Centric )
|
||
|
||
if ( sourceCRS !== null ) {
|
||
|
||
console.log( 'Reprojecting from', sourceCRS, 'to', this.targetCRS );
|
||
|
||
this.sourceCRS = sourceCRS;
|
||
this.projection = proj4( this.sourceCRS, this.targetCRS ); // eslint-disable-line no-undef
|
||
|
||
}
|
||
|
||
console.log( 'Survex .3d version ', version );
|
||
|
||
switch ( version ) {
|
||
|
||
case 'Bv0.01':
|
||
|
||
this.handleOld( source, pos, 1 );
|
||
|
||
break;
|
||
|
||
case 'v3':
|
||
case 'v4':
|
||
case 'v5':
|
||
case 'v6':
|
||
case 'v7':
|
||
case 'v8':
|
||
|
||
this.handleVx( source, pos, Number( version.charAt( 1 ) ) );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
alert( 'unknown .3d version ' + version );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
function readLF () { // read until Line feed
|
||
|
||
return readNSLF()[ 0 ];
|
||
|
||
}
|
||
|
||
function readNSLF () { // read until Line feed and split by null bytes
|
||
|
||
var bytes = new Uint8Array( source, 0 );
|
||
|
||
var lfString = [];
|
||
var b;
|
||
var strings = [];
|
||
|
||
do {
|
||
|
||
b = bytes[ pos++ ];
|
||
|
||
if ( b === 0x0a || b === 0 ) {
|
||
|
||
strings.push( String.fromCharCode.apply( null, lfString ).trim() );
|
||
lfString = [];
|
||
|
||
} else {
|
||
|
||
lfString.push( b );
|
||
|
||
}
|
||
|
||
} while ( b != 0x0a );
|
||
|
||
return strings;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Svx3dHandler.prototype.handleOld = function ( source, pos, version ) {
|
||
|
||
var groups = this.groups;
|
||
var surveyTree = this.surveyTree;
|
||
|
||
var self = this;
|
||
|
||
var cmd = [];
|
||
var legs = [];
|
||
var label = '';
|
||
var stations = new Map();
|
||
var sectionId = 0;
|
||
|
||
var data = new Uint8Array( source, 0 );
|
||
var dataLength = data.length;
|
||
var lastPosition = { x: 0, y:0, z: 0 }; // value to allow approach vector for xsect coord frame
|
||
var i, j, li, lj;
|
||
|
||
var dataView = new DataView( source, 0 );
|
||
|
||
// selected correct read coordinates function
|
||
|
||
var readCoordinates = ( this.projection === null ) ? __readCoordinates : __readCoordinatesProjected;
|
||
|
||
// range
|
||
|
||
var min = { x: Infinity, y: Infinity, z: Infinity };
|
||
var max = { x: -Infinity, y: -Infinity, z: -Infinity };
|
||
|
||
// init cmd handler table withh error handler for unsupported records or invalid records
|
||
|
||
function _errorHandler ( e ) { console.warn( 'unhandled command: ', e.toString( 16 ) ); return false; }
|
||
|
||
for ( i = 0; i < 256; i++ ) {
|
||
|
||
cmd[ i ] = _errorHandler;
|
||
|
||
}
|
||
|
||
cmd[ 0x00 ] = cmd_STOP;
|
||
cmd[ -1 ] = cmd_STOP;
|
||
|
||
cmd[ 0x01 ] = cmd_SKIP;
|
||
|
||
cmd[ 0x02 ] = cmd_LABEL_V1; // version numbers not related to Survex versions
|
||
cmd[ 0x03 ] = cmd_LABEL_V1;
|
||
|
||
cmd[ 0x04 ] = cmd_MOVE;
|
||
cmd[ 0x05 ] = cmd_LINE_V1;
|
||
|
||
cmd[ 0x06 ] = cmd_LABEL_V2;
|
||
cmd[ 0x07 ] = cmd_LABEL_V3;
|
||
|
||
for ( i = 0x40; i < 0x80; i++ ) {
|
||
|
||
cmd[ i ] = cmd_LABEL_V4;
|
||
|
||
}
|
||
|
||
for ( i = 0x80; i < 0x100; i++ ) {
|
||
|
||
cmd[ i ] = cmd_LINE_V2;
|
||
|
||
}
|
||
|
||
// dispatch table end
|
||
|
||
// common record iterator
|
||
// loop though data, handling record types as required.
|
||
|
||
if ( version === 1 ) {
|
||
|
||
while ( pos < dataLength ) {
|
||
|
||
var cmdCode = dataView.getInt32( pos, true );
|
||
pos += 4;
|
||
|
||
if ( ! cmd[ cmdCode ]() ) break;
|
||
|
||
}
|
||
|
||
} else {
|
||
|
||
alert( 'Unsupported version' + version );
|
||
|
||
while ( pos < dataLength ) {
|
||
|
||
if ( ! cmd[ data[ pos ] ]( data[ pos++ ] ) ) break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
groups.push( legs );
|
||
|
||
// assign survey ids to all leg vertices by looking up tree node for coords
|
||
var group, leg, coords, node;
|
||
|
||
for ( i = 0, li = groups.length; i < li; i++ ) {
|
||
|
||
group = groups[ i ];
|
||
|
||
for ( j = 0, lj = group.length; j < lj; j++ ) {
|
||
|
||
leg = group[ j ];
|
||
coords = leg.coords;
|
||
|
||
node = stations.get( coords.x + ':' + coords.y + ':' + coords.z );
|
||
|
||
if ( node === undefined ) continue;
|
||
|
||
leg.survey = node.parent.id;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var offsets = {
|
||
x: ( min.x + max.x ) / 2,
|
||
y: ( min.y + max.y ) / 2,
|
||
z: ( min.z + max.z ) / 2
|
||
};
|
||
|
||
surveyTree.traverse( adjustCoords );
|
||
|
||
this.offsets = offsets;
|
||
|
||
this.limits = {
|
||
min: min,
|
||
max: max
|
||
};
|
||
|
||
return;
|
||
|
||
function adjustCoords( node ) {
|
||
|
||
var coords = node.p;
|
||
|
||
if ( coords === undefined ) return;
|
||
|
||
coords.x -= offsets.x;
|
||
coords.y -= offsets.y;
|
||
coords.z -= offsets.z;
|
||
|
||
}
|
||
|
||
|
||
function cmd_STOP ( /* c */ ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_SKIP ( /* c */ ) {
|
||
|
||
console.log( 'SKIP' );
|
||
return false;
|
||
|
||
}
|
||
|
||
function cmd_LABEL_V1 ( /* c */ ) {
|
||
|
||
var db = [];
|
||
|
||
var nextByte = data[ pos++ ];
|
||
|
||
while ( nextByte !== 10 ) {
|
||
|
||
db.push( nextByte );
|
||
nextByte = data[ pos++ ];
|
||
|
||
}
|
||
|
||
if ( db[ 0 ] === 92 ) db.shift(); // remove initial '/' characters
|
||
|
||
label = String.fromCharCode.apply( null, db );
|
||
// console.log( 'NODE', label, lastPosition );
|
||
|
||
var node = surveyTree.addPath( label.split( '.' ), { p: lastPosition, type: STATION_NORMAL } );
|
||
|
||
// track coords to sectionId to allow survey ID's to be added to leg vertices
|
||
stations.set( lastPosition.x + ':' + lastPosition.y + ':' + lastPosition.z, node );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_LABEL_V2 ( /* c */ ) {
|
||
|
||
console.log( 'LABEL_V2' );
|
||
return false;
|
||
|
||
}
|
||
|
||
function cmd_LABEL_V3 ( /* c */ ) {
|
||
|
||
console.log( 'LABEL_V3' );
|
||
return false;
|
||
|
||
}
|
||
function cmd_LABEL_V4 ( /* c */ ) {
|
||
|
||
console.log( 'LABEL_V4' );
|
||
return false;
|
||
|
||
}
|
||
|
||
function cmd_MOVE ( /* c */ ) {
|
||
|
||
var coords = readCoordinates();
|
||
|
||
|
||
lastPosition = coords;
|
||
|
||
if ( version === 1 && dataView.getInt32( pos, true ) === 2 ) {
|
||
|
||
// version 1 uses MOVE+LABEL pairs to label stations
|
||
return true;
|
||
|
||
}
|
||
|
||
// console.log( 'MOVE', coords );
|
||
|
||
if ( legs.length > 1 ) groups.push( legs );
|
||
|
||
legs = [];
|
||
|
||
legs.push( { coords: coords } );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_LINE_V1 ( /* c */ ) {
|
||
|
||
var coords = readCoordinates();
|
||
|
||
legs.push( { coords: coords, type: LEG_CAVE, survey: sectionId } );
|
||
|
||
lastPosition = coords;
|
||
|
||
// console.log( 'LINE_V1', coords );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_LINE_V2 ( /* c */ ) {
|
||
|
||
console.log( 'LINE_V2' );
|
||
return false;
|
||
|
||
}
|
||
|
||
// functions aliased at runtime as required
|
||
|
||
function __readCoordinatesProjected () {
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
var projectedCoords = self.projection.forward( {
|
||
x: l.getInt32( 0, true ) / 100,
|
||
y: l.getInt32( 4, true ) / 100
|
||
} );
|
||
|
||
var coords = {
|
||
x: projectedCoords.x,
|
||
y: projectedCoords.y,
|
||
z: l.getInt32( 8, true ) / 100
|
||
};
|
||
|
||
min.x = Math.min( coords.x, min.x );
|
||
min.y = Math.min( coords.y, min.y );
|
||
min.z = Math.min( coords.z, min.z );
|
||
|
||
max.x = Math.max( coords.x, max.x );
|
||
max.y = Math.max( coords.y, max.y );
|
||
max.z = Math.max( coords.z, max.z );
|
||
|
||
pos += 12;
|
||
|
||
return coords;
|
||
|
||
}
|
||
|
||
function __readCoordinates () {
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
var coords = {
|
||
x: l.getInt32( 0, true ) / 100,
|
||
y: l.getInt32( 4, true ) / 100,
|
||
z: l.getInt32( 8, true ) / 100
|
||
};
|
||
|
||
min.x = Math.min( coords.x, min.x );
|
||
min.y = Math.min( coords.y, min.y );
|
||
min.z = Math.min( coords.z, min.z );
|
||
|
||
max.x = Math.max( coords.x, max.x );
|
||
max.y = Math.max( coords.y, max.y );
|
||
max.z = Math.max( coords.z, max.z );
|
||
|
||
pos += 12;
|
||
|
||
return coords;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Svx3dHandler.prototype.handleVx = function ( source, pos, version ) {
|
||
|
||
var groups = this.groups;
|
||
var xGroups = this.xGroups;
|
||
var surveyTree = this.surveyTree;
|
||
|
||
var self = this;
|
||
|
||
var cmd = [];
|
||
var legs = [];
|
||
var label = '';
|
||
var stations = new Map();
|
||
var lineEnds = new Set(); // implied line ends to fixnup xsects
|
||
var xSects = [];
|
||
var sectionId = 0;
|
||
var sectionLabels = new Set();
|
||
|
||
var data = new Uint8Array( source, 0 );
|
||
var dataLength = data.length;
|
||
var lastPosition = { x: 0, y:0, z: 0 }; // value to allow approach vector for xsect coord frame
|
||
var i;
|
||
var labelChanged = false;
|
||
|
||
// functions
|
||
|
||
var readLabel;
|
||
|
||
// selected correct read coordinates function
|
||
|
||
var readCoordinates = ( this.projection === null ) ? __readCoordinates : __readCoordinatesProjected;
|
||
|
||
// range
|
||
|
||
var min = { x: Infinity, y: Infinity, z: Infinity };
|
||
var max = { x: -Infinity, y: -Infinity, z: -Infinity };
|
||
|
||
// init cmd handler table withh error handler for unsupported records or invalid records
|
||
|
||
function _errorHandler ( e ) { console.warn( 'unhandled command: ', e.toString( 16 ) ); return false; }
|
||
|
||
for ( i = 0; i < 256; i++ ) {
|
||
|
||
cmd[ i ] = _errorHandler;
|
||
|
||
}
|
||
|
||
if ( version === 8 ) {
|
||
// v8 dispatch table start
|
||
|
||
cmd[ 0x00 ] = cmd_STYLE;
|
||
cmd[ 0x01 ] = cmd_STYLE;
|
||
cmd[ 0x02 ] = cmd_STYLE;
|
||
cmd[ 0x03 ] = cmd_STYLE;
|
||
cmd[ 0x04 ] = cmd_STYLE;
|
||
|
||
cmd[ 0x0f ] = cmd_MOVE;
|
||
cmd[ 0x10 ] = cmd_DATE_NODATE;
|
||
cmd[ 0x11 ] = cmd_DATEV8_1;
|
||
cmd[ 0x12 ] = cmd_DATEV8_2;
|
||
cmd[ 0x13 ] = cmd_DATEV8_3;
|
||
|
||
cmd[ 0x1F ] = cmd_ERROR;
|
||
|
||
cmd[ 0x30 ] = cmd_XSECT16;
|
||
cmd[ 0x31 ] = cmd_XSECT16;
|
||
|
||
cmd[ 0x32 ] = cmd_XSECT32;
|
||
cmd[ 0x33 ] = cmd_XSECT32;
|
||
|
||
for ( i = 0x40; i < 0x80; i++ ) {
|
||
|
||
cmd[ i ] = cmd_LINE;
|
||
|
||
}
|
||
|
||
for ( i = 0x80; i < 0x100; i++ ) {
|
||
|
||
cmd[ i ] = cmd_LABEL;
|
||
|
||
}
|
||
|
||
// dispatch table end
|
||
|
||
readLabel = readLabelV8;
|
||
|
||
// skip v8 file wide flags after header
|
||
pos++;
|
||
|
||
} else {
|
||
|
||
// dispatch table for v7 format
|
||
|
||
for ( i = 0x01; i < 0x0f; i++ ) {
|
||
|
||
cmd[ i ] = cmd_TRIM_PLUS;
|
||
|
||
}
|
||
|
||
cmd[ 0x0f ] = cmd_MOVE;
|
||
|
||
for ( i = 0x10; i < 0x20; i++ ) {
|
||
|
||
cmd[ i ] = cmd_TRIM;
|
||
|
||
}
|
||
|
||
cmd[ 0x00 ] = cmd_STOP;
|
||
cmd[ 0x20 ] = cmd_DATE_V7;
|
||
cmd[ 0x21 ] = cmd_DATE2_V7;
|
||
cmd[ 0x23 ] = cmd_DATE3_V7;
|
||
cmd[ 0x24 ] = cmd_DATE_NODATE;
|
||
cmd[ 0x22 ] = cmd_ERROR;
|
||
|
||
cmd[ 0x30 ] = cmd_XSECT16;
|
||
cmd[ 0x31 ] = cmd_XSECT16;
|
||
|
||
cmd[ 0x32 ] = cmd_XSECT32;
|
||
cmd[ 0x33 ] = cmd_XSECT32;
|
||
|
||
for ( i = 0x40; i < 0x80; i++ ) {
|
||
|
||
cmd[ i ] = cmd_LABEL;
|
||
|
||
}
|
||
|
||
for ( i = 0x80; i < 0xc0; i++ ) {
|
||
|
||
cmd[ i ] = cmd_LINE;
|
||
|
||
}
|
||
// dispatch table end
|
||
|
||
readLabel = readLabelV7;
|
||
|
||
}
|
||
|
||
if ( version === 6 ) {
|
||
|
||
cmd[ 0x20 ] = cmd_DATE_V4;
|
||
cmd[ 0x21 ] = cmd_DATE2_V4;
|
||
|
||
}
|
||
|
||
// common record iterator
|
||
// loop though data, handling record types as required.
|
||
|
||
while ( pos < dataLength ) {
|
||
|
||
if ( ! cmd[ data[ pos ] ]( data[ pos++ ] ) ) break;
|
||
|
||
}
|
||
|
||
if ( xSects.length > 1 ) {
|
||
|
||
xGroups.push( xSects );
|
||
|
||
}
|
||
|
||
groups.push( legs );
|
||
|
||
var offsets = {
|
||
x: ( min.x + max.x ) / 2,
|
||
y: ( min.y + max.y ) / 2,
|
||
z: ( min.z + max.z ) / 2
|
||
};
|
||
|
||
surveyTree.traverse( adjustCoords );
|
||
|
||
this.offsets = offsets;
|
||
|
||
this.limits = {
|
||
min: min,
|
||
max: max
|
||
};
|
||
|
||
return;
|
||
|
||
function adjustCoords( node ) {
|
||
|
||
var coords = node.p;
|
||
|
||
if ( coords === undefined ) return;
|
||
|
||
coords.x -= offsets.x;
|
||
coords.y -= offsets.y;
|
||
coords.z -= offsets.z;
|
||
|
||
}
|
||
|
||
function readLabelV7 () {
|
||
// find length of label and read label = v3 - v7 .3d format
|
||
|
||
var len = 0;
|
||
var l;
|
||
|
||
switch ( data[ pos ] ) {
|
||
|
||
case 0xfe:
|
||
|
||
l = new DataView( source, pos );
|
||
|
||
len = l.getUint16( 0, true ) + data[ pos ];
|
||
pos += 2;
|
||
|
||
break;
|
||
|
||
case 0xff:
|
||
|
||
l = new DataView( source, pos );
|
||
|
||
len = l.getUint32( 0, true );
|
||
pos += 4;
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
len = data[ pos++ ];
|
||
|
||
}
|
||
|
||
if ( len === 0 ) return;
|
||
|
||
var db = [];
|
||
|
||
for ( var i = 0; i < len; i++ ) {
|
||
|
||
db.push( data[ pos++ ] );
|
||
|
||
}
|
||
|
||
label += String.fromCharCode.apply( null, db );
|
||
labelChanged = true;
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
function readLabelV8 ( flags ) {
|
||
|
||
if ( flags & 0x20 ) return false; // no label change
|
||
|
||
var b = data[ pos++ ];
|
||
var add = 0;
|
||
var del = 0;
|
||
var l;
|
||
|
||
if ( b !== 0 ) {
|
||
|
||
// handle 4b= bit del/add codes
|
||
del = b >> 4; // left most 4 bits
|
||
add = b & 0x0f; // right most 4 bits
|
||
|
||
} else {
|
||
|
||
// handle 8 bit and 32 bit del/add codes
|
||
b = data[ pos++ ];
|
||
|
||
if ( b !== 0xff ) {
|
||
|
||
del = b;
|
||
|
||
} else {
|
||
|
||
l = new DataView( source, pos );
|
||
|
||
del = l.getUint32( 0, true );
|
||
pos += 4;
|
||
|
||
}
|
||
|
||
b = data[ pos++ ];
|
||
|
||
if ( b !== 0xff ) {
|
||
|
||
add = b;
|
||
|
||
} else {
|
||
|
||
l = new DataView( source, pos );
|
||
|
||
add = l.getUint32( 0, true );
|
||
pos += 4;
|
||
|
||
}
|
||
}
|
||
|
||
if ( add === 0 && del === 0 ) return;
|
||
|
||
if ( del ) label = label.slice( 0, -del );
|
||
|
||
if ( add ) {
|
||
|
||
var db = [];
|
||
|
||
for ( var i = 0; i < add; i++ ) {
|
||
|
||
db.push( data[ pos++ ] );
|
||
|
||
}
|
||
|
||
label += String.fromCharCode.apply( null, db );
|
||
|
||
}
|
||
|
||
labelChanged = true;
|
||
|
||
return;
|
||
|
||
}
|
||
|
||
function cmd_STOP ( /* c */ ) {
|
||
|
||
if ( label ) label = '';
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_TRIM_PLUS ( c ) { // v7 and previous
|
||
|
||
label = label.slice( 0, -16 );
|
||
|
||
if ( label.charAt( label.length - 1 ) === '.') label = label.slice( 0, -1 ); // strip trailing '.'
|
||
|
||
var parts = label.split( '.' );
|
||
|
||
parts.splice( -( c ) );
|
||
label = parts.join( '.' );
|
||
|
||
if ( label ) label += '.';
|
||
labelChanged = true;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_TRIM ( c ) { // v7 and previous
|
||
|
||
var trim = c - 15;
|
||
|
||
label = label.slice( 0, -trim );
|
||
labelChanged = true;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATE_V4 ( /* c */ ) {
|
||
|
||
pos += 4;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATE_V7 ( /* c */ ) {
|
||
|
||
pos += 2;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATE3_V7 ( /* c */ ) {
|
||
|
||
pos += 4;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATE2_V4 ( /* c */ ) {
|
||
|
||
pos += 8;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATE2_V7 ( /* c */ ) {
|
||
|
||
pos += 3;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_STYLE ( /* c */ ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATEV8_1 ( /* c */ ) {
|
||
|
||
pos += 2;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATEV8_2 ( /* c */ ) {
|
||
|
||
pos += 3;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_DATEV8_3 ( /* c */ ) {
|
||
|
||
pos += 4;
|
||
|
||
return true;
|
||
}
|
||
|
||
function cmd_DATE_NODATE ( /* c */ ) {
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_LINE ( c ) {
|
||
|
||
var flags = c & 0x3f;
|
||
|
||
readLabel( flags );
|
||
|
||
if ( labelChanged && label !== '' ) {
|
||
|
||
// we have a new section name
|
||
|
||
var path = label.split( '.' );
|
||
|
||
var partLabel = path[ 0 ];
|
||
|
||
// save valid survey station prefixes
|
||
|
||
sectionLabels.add( partLabel );
|
||
|
||
for ( var i = 1, l = path.length; i < l; i++ ) {
|
||
|
||
partLabel = partLabel + '.' + path[ i ];
|
||
sectionLabels.add( partLabel );
|
||
|
||
}
|
||
|
||
// add it to the survey tree
|
||
sectionId = surveyTree.addPath( path ).id; // consumes path
|
||
|
||
labelChanged = false;
|
||
|
||
}
|
||
|
||
var coords = readCoordinates();
|
||
|
||
if ( flags & 0x01 ) {
|
||
|
||
legs.push( { coords: coords, type: LEG_SURFACE, survey: sectionId } );
|
||
|
||
} else if ( flags & 0x04 ) {
|
||
|
||
legs.push( { coords: coords, type: LEG_SPLAY, survey: sectionId } );
|
||
|
||
} else {
|
||
|
||
legs.push( { coords: coords, type: LEG_CAVE, survey: sectionId } );
|
||
|
||
}
|
||
|
||
lastPosition = coords;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_MOVE ( /* c */ ) {
|
||
|
||
// new set of line segments
|
||
if ( legs.length > 1 ) groups.push( legs );
|
||
|
||
legs = [];
|
||
|
||
// heuristic to detect line ends. lastPosition was presumably set in a line sequence therefore is at the end
|
||
// of a line, Add the current label, presumably specified in the last LINE, to a Set of lineEnds.
|
||
|
||
lineEnds.add( lastPosition.x + ':' + lastPosition.y + ':' + lastPosition.z );
|
||
|
||
var coords = readCoordinates();
|
||
|
||
legs.push( { coords: coords } );
|
||
|
||
lastPosition = coords;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_ERROR ( /* c */ ) {
|
||
|
||
/*
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
var legs = l.getInt32( 0, true );
|
||
var length = l.getInt32( 4, true );
|
||
|
||
var E = l.getInt32( 8, true );
|
||
var H = l.getInt32( 12, true );
|
||
var V = l.getInt32( 16, true );
|
||
|
||
*/
|
||
|
||
pos += 20;
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_LABEL ( c ) {
|
||
|
||
var flags = c & 0x7f;
|
||
|
||
readLabel( 0 );
|
||
|
||
if ( ! ( flags & 0x0E ) || flags & 0x20 ) { // skip surface only stations
|
||
|
||
pos += 12; //skip coordinates
|
||
return true;
|
||
|
||
}
|
||
|
||
var coords = readCoordinates();
|
||
|
||
var path = label.split( '.' );
|
||
|
||
var prefix = path.slice( 0, -1 ).join( '.' );
|
||
|
||
if ( path.length > 1 && ! sectionLabels.has( prefix ) ) {
|
||
|
||
// handle station names containing separator character
|
||
|
||
var i = 0;
|
||
var test = path[ i ];
|
||
|
||
while ( sectionLabels.has( test ) ) {
|
||
|
||
test = test + '.' + path[ ++ i ];
|
||
|
||
}
|
||
|
||
var last = path.slice( i ).join( '.' );
|
||
|
||
path = path.slice( 0, i );
|
||
path.push( last );
|
||
|
||
}
|
||
|
||
stations.set( label, coords );
|
||
|
||
surveyTree.addPath( path, { p: coords, type: ( flags & 0x04 ) ? STATION_ENTRANCE : STATION_NORMAL } );
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
function cmd_XSECT16 ( c ) {
|
||
|
||
var flags = c & 0x01;
|
||
|
||
readLabel( flags );
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
pos += 8;
|
||
|
||
return commonXSECT(
|
||
flags,
|
||
{
|
||
l: l.getInt16( 0, true ) / 100,
|
||
r: l.getInt16( 2, true ) / 100,
|
||
u: l.getInt16( 4, true ) / 100,
|
||
d: l.getInt16( 6, true ) / 100
|
||
}
|
||
);
|
||
|
||
}
|
||
|
||
function cmd_XSECT32 ( c ) {
|
||
|
||
var flags = c & 0x01;
|
||
|
||
readLabel( flags );
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
pos += 16;
|
||
|
||
return commonXSECT(
|
||
flags,
|
||
{
|
||
l: l.getInt32( 0, true ) / 100,
|
||
r: l.getInt32( 0, true ) / 100,
|
||
u: l.getInt32( 0, true ) / 100,
|
||
d: l.getInt32( 0, true ) / 100
|
||
}
|
||
);
|
||
|
||
}
|
||
|
||
function commonXSECT ( flags, lrud ) {
|
||
|
||
var position = stations.get( label );
|
||
|
||
if ( ! position ) return;
|
||
|
||
var station = label.split( '.' );
|
||
|
||
// get survey path by removing last component of station name
|
||
station.pop();
|
||
|
||
var surveyId = surveyTree.getIdByPath( station );
|
||
|
||
// FIXME to get a approach vector for the first XSECT in a run so we can add it to the display
|
||
xSects.push( { start: lastPosition, end: position, lrud: lrud, survey: surveyId } );
|
||
|
||
lastPosition = position;
|
||
|
||
// some XSECTS are not flagged as last in passage
|
||
// heuristic - the last line position before a move is an implied line end.
|
||
// cmd_MOVE saves these in the set lineEnds.
|
||
// this fixes up surveys that display incorrectly withg 'fly-back' artefacts in Aven and Loch.
|
||
|
||
var endRun = false;
|
||
|
||
if ( flags ) {
|
||
|
||
endRun = true;
|
||
|
||
} else if ( lineEnds.has( [ position.x, position.y, position.z ].toString() ) ) {
|
||
|
||
endRun = true;
|
||
// console.warn( 'unterminated LRUD passage at ', label );
|
||
|
||
}
|
||
|
||
if ( endRun ) {
|
||
|
||
if ( xSects.length > 0 ) xGroups.push( xSects );
|
||
|
||
lastPosition = { x: 0, y: 0, z: 0 };
|
||
xSects = [];
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
// functions aliased at runtime as required
|
||
|
||
function __readCoordinatesProjected () {
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
var projectedCoords = self.projection.forward( {
|
||
x: l.getInt32( 0, true ) / 100,
|
||
y: l.getInt32( 4, true ) / 100
|
||
} );
|
||
|
||
var coords = {
|
||
x: projectedCoords.x,
|
||
y: projectedCoords.y,
|
||
z: l.getInt32( 8, true ) / 100
|
||
};
|
||
|
||
min.x = Math.min( coords.x, min.x );
|
||
min.y = Math.min( coords.y, min.y );
|
||
min.z = Math.min( coords.z, min.z );
|
||
|
||
max.x = Math.max( coords.x, max.x );
|
||
max.y = Math.max( coords.y, max.y );
|
||
max.z = Math.max( coords.z, max.z );
|
||
|
||
pos += 12;
|
||
|
||
return coords;
|
||
|
||
}
|
||
|
||
function __readCoordinates () {
|
||
|
||
var l = new DataView( source, pos );
|
||
|
||
var coords = {
|
||
x: l.getInt32( 0, true ) / 100,
|
||
y: l.getInt32( 4, true ) / 100,
|
||
z: l.getInt32( 8, true ) / 100
|
||
};
|
||
|
||
min.x = Math.min( coords.x, min.x );
|
||
min.y = Math.min( coords.y, min.y );
|
||
min.z = Math.min( coords.z, min.z );
|
||
|
||
max.x = Math.max( coords.x, max.x );
|
||
max.y = Math.max( coords.y, max.y );
|
||
max.z = Math.max( coords.z, max.z );
|
||
|
||
pos += 12;
|
||
|
||
return coords;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
Svx3dHandler.prototype.getLineSegments = function () {
|
||
|
||
var lineSegments = [];
|
||
var groups = this.groups;
|
||
var offsets = this.offsets;
|
||
|
||
for ( var i = 0, l = groups.length; i < l; i++ ) {
|
||
|
||
var g = groups[ i ];
|
||
|
||
for ( var v = 0, vMax = g.length - 1; v < vMax; v++ ) {
|
||
|
||
// create vertex pairs for each line segment.
|
||
// all vertices except first and last are duplicated.
|
||
var from = g[ v ];
|
||
var to = g[ v + 1 ];
|
||
|
||
|
||
// move coordinates around origin
|
||
|
||
from.coords.x -= offsets.x;
|
||
from.coords.y -= offsets.y;
|
||
from.coords.z -= offsets.z;
|
||
|
||
var fromCoords = from.coords;
|
||
var toCoords = to.coords;
|
||
|
||
// skip repeated points ( co-located stations )
|
||
if ( fromCoords.x === toCoords.x && fromCoords.y === toCoords.y && fromCoords.z === toCoords.z ) continue;
|
||
|
||
lineSegments.push( { from: fromCoords, to: toCoords, type: to.type, survey: to.survey } );
|
||
|
||
}
|
||
|
||
// move coordinates around origin
|
||
|
||
to.coords.x -= offsets.x;
|
||
to.coords.y -= offsets.y;
|
||
to.coords.z -= offsets.z;
|
||
|
||
}
|
||
|
||
return lineSegments;
|
||
|
||
};
|
||
|
||
Svx3dHandler.prototype.getTerrainDimensions = function () {
|
||
|
||
return { lines: 0, samples: 0 };
|
||
|
||
};
|
||
|
||
Svx3dHandler.prototype.getTerrainBitmap = function () {
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
Svx3dHandler.prototype.getSurvey = function () {
|
||
|
||
return {
|
||
title: this.fileName,
|
||
surveyTree: this.surveyTree,
|
||
sourceCRS: this.sourceCRS,
|
||
targetCRS: this.targetCRS,
|
||
limits: this.limits,
|
||
offsets: this.offsets,
|
||
lineSegments: this.getLineSegments(),
|
||
crossSections: this.xGroups,
|
||
scraps: [],
|
||
hasTerrain: false,
|
||
metadata: this.metadata
|
||
};
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function loxHandler ( fileName ) {
|
||
|
||
this.fileName = fileName;
|
||
this.scraps = [];
|
||
this.faults = [];
|
||
this.lineSegments = [];
|
||
this.xGroups = [];
|
||
this.surveyTree = new Tree( '', 0 );
|
||
this.terrain = {};
|
||
this.hasTerrain = false;
|
||
|
||
}
|
||
|
||
loxHandler.prototype.constructor = loxHandler;
|
||
|
||
loxHandler.prototype.type = 'arraybuffer';
|
||
loxHandler.prototype.isRegion = 'false';
|
||
|
||
loxHandler.prototype.parse = function( dataStream, metadata ) {
|
||
|
||
this.metadata = metadata;
|
||
|
||
var lineSegments = [];
|
||
var stations = [];
|
||
var self = this;
|
||
var surveyTree = this.surveyTree;
|
||
|
||
// assumes little endian data ATM - FIXME
|
||
|
||
var source = dataStream;
|
||
var pos = 0; // file position
|
||
var dataStart;
|
||
var f = new DataView( source, 0 );
|
||
var l = source.byteLength;
|
||
|
||
var xGroup = [];
|
||
var lastTo;
|
||
|
||
// range
|
||
|
||
var min = { x: Infinity, y: Infinity, z: Infinity };
|
||
var max = { x: -Infinity, y: -Infinity, z: -Infinity };
|
||
|
||
while ( pos < l ) readChunkHdr();
|
||
|
||
this.lineSegments = lineSegments;
|
||
|
||
// Drop data to give GC a chance ASAP
|
||
source = null;
|
||
|
||
this.limits = {
|
||
min: min,
|
||
max: max
|
||
};
|
||
|
||
var offsets = {
|
||
x: ( min.x + max.x ) / 2,
|
||
y: ( min.y + max.y ) / 2,
|
||
z: ( min.z + max.z ) / 2
|
||
};
|
||
|
||
this.offsets = offsets;
|
||
|
||
// convert to origin centered coordinates
|
||
|
||
var i, j, coords, vertices;
|
||
|
||
for ( i = 0; i < stations.length; i++ ) {
|
||
|
||
coords = stations[ i ];
|
||
|
||
coords.x -= offsets.x;
|
||
coords.y -= offsets.y;
|
||
coords.z -= offsets.z;
|
||
|
||
}
|
||
|
||
var scraps = this.scraps;
|
||
|
||
// covert scraps coordinates
|
||
|
||
for ( i = 0; i < scraps.length; i++ ) {
|
||
|
||
vertices = scraps[ i ].vertices;
|
||
|
||
for ( j = 0; j < vertices.length; j++ ) {
|
||
|
||
coords = vertices[ j ];
|
||
|
||
coords.x -= offsets.x;
|
||
coords.y -= offsets.y;
|
||
coords.z -= offsets.z;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
// .lox parsing functions
|
||
|
||
function readChunkHdr () {
|
||
|
||
var m_type = readUint();
|
||
var m_recSize = readUint();
|
||
var m_recCount = readUint();
|
||
var m_dataSize = readUint();
|
||
var doFunction;
|
||
|
||
// offset of data region for out of line strings/images/scrap data.
|
||
dataStart = pos + m_recSize;
|
||
|
||
switch ( m_type ) {
|
||
|
||
case 1:
|
||
|
||
doFunction = readSurvey;
|
||
|
||
break;
|
||
|
||
case 2:
|
||
|
||
doFunction = readStation;
|
||
|
||
break;
|
||
|
||
case 3:
|
||
|
||
doFunction = readShot;
|
||
|
||
break;
|
||
|
||
case 4:
|
||
|
||
doFunction = readScrap;
|
||
|
||
break;
|
||
|
||
case 5:
|
||
|
||
doFunction = readSurface;
|
||
|
||
break;
|
||
|
||
case 6:
|
||
|
||
doFunction = readSurfaceBMP;
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'unknown chunk header. type : ', m_type );
|
||
|
||
}
|
||
|
||
if ( doFunction !== undefined ) {
|
||
|
||
for ( var i = 0; i < m_recCount; i++ ) {
|
||
|
||
doFunction();
|
||
|
||
}
|
||
|
||
}
|
||
|
||
skipData( m_dataSize );
|
||
|
||
}
|
||
|
||
function readUint () {
|
||
|
||
var i = f.getUint32( pos, true );
|
||
|
||
pos += 4;
|
||
|
||
return i;
|
||
|
||
}
|
||
|
||
function skipData ( i ) {
|
||
|
||
pos += i;
|
||
|
||
}
|
||
|
||
function readSurvey () {
|
||
|
||
var m_id = readUint();
|
||
var namePtr = readDataPtr();
|
||
var m_parent = readUint();
|
||
var titlePtr = readDataPtr();
|
||
|
||
if ( m_parent != m_id ) {
|
||
|
||
if ( ! surveyTree.addById( readString( namePtr ), m_id, m_parent ) ) console.warn( 'error constructing survey tree for', readString( titlePtr ) );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function readDataPtr () {
|
||
|
||
var m_position = readUint();
|
||
var m_size = readUint();
|
||
|
||
return { position: m_position, size: m_size };
|
||
|
||
}
|
||
|
||
function readString ( ptr ) {
|
||
|
||
// strings are null terminated. Igore last byte in string
|
||
var bytes = new Uint8Array( source, dataStart + ptr.position, ptr.size - 1 );
|
||
|
||
return String.fromCharCode.apply( null, bytes );
|
||
|
||
}
|
||
|
||
function readStation () {
|
||
|
||
var m_id = readUint();
|
||
var m_surveyId = readUint();
|
||
var namePtr = readDataPtr();
|
||
|
||
readDataPtr(); // commentPtr
|
||
|
||
var m_flags = readUint();
|
||
var coords = readCoords();
|
||
|
||
stations[ m_id ] = coords;
|
||
|
||
// add stations to surveyTree make station id negative to avoid clashes with survey id space.
|
||
|
||
// m_flags & 0x01 = surface
|
||
|
||
surveyTree.addById( readString( namePtr ), - m_id, m_surveyId, { p: coords, type: ( m_flags & 0x02 ) ? STATION_ENTRANCE : STATION_NORMAL } );
|
||
|
||
}
|
||
|
||
function readCoords () {
|
||
|
||
var f = new DataView( source, pos );
|
||
|
||
pos += 24;
|
||
|
||
coords = {
|
||
x: f.getFloat64( 0, true ),
|
||
y: f.getFloat64( 8, true ),
|
||
z: f.getFloat64( 16, true )
|
||
};
|
||
|
||
min.x = Math.min( coords.x, min.x );
|
||
min.y = Math.min( coords.y, min.y );
|
||
min.z = Math.min( coords.z, min.z );
|
||
|
||
max.x = Math.max( coords.x, max.x );
|
||
max.y = Math.max( coords.y, max.y );
|
||
max.z = Math.max( coords.z, max.z );
|
||
|
||
return coords;
|
||
|
||
}
|
||
|
||
function readShot () {
|
||
|
||
var m_from = readUint();
|
||
var m_to = readUint();
|
||
|
||
var fromLRUD = readLRUD();
|
||
var toLRUD = readLRUD();
|
||
|
||
var m_flags = readUint();
|
||
|
||
var m_sectionType = readUint();
|
||
|
||
var m_surveyId = readUint();
|
||
|
||
f.getFloat64( pos, true ); // m_threshold
|
||
|
||
var type = LEG_CAVE;
|
||
|
||
pos += 8;
|
||
|
||
if ( m_flags & 0x01 ) type = LEG_SURFACE;
|
||
if ( m_flags & 0x08 ) type = LEG_SPLAY;
|
||
|
||
var from = stations[ m_from ];
|
||
var to = stations[ m_to ];
|
||
|
||
if ( m_sectionType !== 0x00 ) {
|
||
|
||
if ( m_from !== lastTo ) {
|
||
|
||
// new set of shots
|
||
|
||
xGroup = [];
|
||
self.xGroups.push( xGroup );
|
||
|
||
xGroup.push( { start: to, end: from, lrud: fromLRUD, survey: m_surveyId } );
|
||
|
||
}
|
||
|
||
xGroup.push( { start: from, end: to, lrud: toLRUD, survey: m_surveyId } );
|
||
|
||
}
|
||
|
||
if ( from.x === to.x && from.y === to.y && from.z === to.z ) return;
|
||
|
||
lineSegments.push( { from: from, to: to, type: type, survey: m_surveyId } );
|
||
|
||
lastTo = m_to;
|
||
|
||
}
|
||
|
||
function readLRUD () {
|
||
|
||
var f = new DataView( source, pos );
|
||
|
||
pos += 32;
|
||
|
||
return {
|
||
l: f.getFloat64( 0, true ),
|
||
r: f.getFloat64( 8, true ),
|
||
u: f.getFloat64( 16, true ),
|
||
d: f.getFloat64( 24, true )
|
||
};
|
||
|
||
}
|
||
|
||
function readScrap () {
|
||
|
||
readUint(); // m_id
|
||
|
||
var m_surveyId = readUint();
|
||
|
||
var m_numPoints = readUint();
|
||
var pointsPtr = readDataPtr();
|
||
|
||
var m_num3Angles = readUint();
|
||
var facesPtr = readDataPtr();
|
||
|
||
var scrap = { vertices: [], faces: [], survey: m_surveyId };
|
||
var lastFace;
|
||
var i, offset, f;
|
||
|
||
for ( i = 0; i < m_numPoints; i++ ) {
|
||
|
||
offset = dataStart + pointsPtr.position + i * 24; // 24 = 3 * sizeof( double )
|
||
f = new DataView( source, offset );
|
||
|
||
scrap.vertices.push( {
|
||
x: f.getFloat64( 0, true ),
|
||
y: f.getFloat64( 8, true ),
|
||
z: f.getFloat64( 16, true )
|
||
} );
|
||
|
||
}
|
||
|
||
// read faces from out of line data area
|
||
|
||
for ( i = 0; i < m_num3Angles; i++ ) {
|
||
|
||
offset = dataStart + facesPtr.position + i * 12; // 12 = 3 * sizeof( uint32 )
|
||
f = new DataView( source, offset );
|
||
|
||
var face = [
|
||
f.getUint32( 0, true ),
|
||
f.getUint32( 4, true ),
|
||
f.getUint32( 8, true )
|
||
];
|
||
|
||
// check for face winding order == orientation
|
||
|
||
fix_direction: { if ( lastFace !== undefined ) {
|
||
|
||
var j;
|
||
|
||
for ( j = 0; j < 3; j++ ) { // this case triggers more often than those below.
|
||
|
||
if ( face[ j ] == lastFace[ ( j + 2 ) % 3 ] && face[ ( j + 1 ) % 3 ] == lastFace[ ( j + 3 ) % 3 ] ) {
|
||
|
||
face.reverse();
|
||
break fix_direction;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( j = 0; j < 3; j++ ) {
|
||
|
||
if ( face[ j ] == lastFace[ j ] && face[ ( j + 1 ) % 3 ] == lastFace[ ( j + 1 ) % 3 ] ) {
|
||
|
||
face.reverse();
|
||
break fix_direction;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
for ( j = 0; j < 3; j++ ) {
|
||
|
||
if ( face[ j ] == lastFace[ ( j + 1 ) % 3 ] && face[ ( j + 1 ) % 3 ] == lastFace[ ( j + 2 ) % 3 ] ) {
|
||
|
||
face.reverse();
|
||
break fix_direction;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
} }
|
||
|
||
scrap.faces.push( face );
|
||
lastFace = face;
|
||
|
||
}
|
||
|
||
self.scraps.push( scrap );
|
||
|
||
}
|
||
|
||
function readSurface () {
|
||
|
||
readUint(); // m_id
|
||
|
||
var m_width = readUint();
|
||
var m_height = readUint();
|
||
|
||
var surfacePtr = readDataPtr();
|
||
var m_calib = readCalibration();
|
||
|
||
var ab = source.slice( pos, pos + surfacePtr.size ); // required for 64b alignment
|
||
|
||
var dtm = new Float64Array( ab, 0 );
|
||
|
||
// flip y direction
|
||
|
||
var data = [];
|
||
|
||
for ( var i = 0; i < m_height; i++ ) {
|
||
|
||
var offset = ( m_height - 1 - i ) * m_width;
|
||
|
||
for ( var j = 0; j < m_width; j++ ) {
|
||
|
||
data.push( dtm[ offset + j ] );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
var terrain = self.terrain;
|
||
|
||
terrain.dtm = {
|
||
data: data,
|
||
samples: m_width,
|
||
lines: m_height,
|
||
xOrigin: m_calib[ 0 ],
|
||
yOrigin: m_calib[ 1 ],
|
||
xx: m_calib[ 2 ],
|
||
xy: m_calib[ 3 ],
|
||
yx: m_calib[ 4 ],
|
||
yy: m_calib[ 5 ]
|
||
};
|
||
|
||
self.hasTerrain = true;
|
||
|
||
}
|
||
|
||
function readCalibration () {
|
||
|
||
var f = new DataView( source, pos );
|
||
var m_calib = [];
|
||
|
||
m_calib[ 0 ] = f.getFloat64( 0, true ); // x origin
|
||
m_calib[ 1 ] = f.getFloat64( 8, true ); // y origin
|
||
m_calib[ 2 ] = f.getFloat64( 16, true ); // xx ( 2 x 2 ) rotate and scale matrix
|
||
m_calib[ 3 ] = f.getFloat64( 24, true ); // xy "
|
||
m_calib[ 4 ] = f.getFloat64( 32, true ); // yx "
|
||
m_calib[ 5 ] = f.getFloat64( 40, true ); // yy "
|
||
|
||
pos += 48;
|
||
|
||
return m_calib;
|
||
|
||
}
|
||
|
||
function readSurfaceBMP () {
|
||
|
||
readUint(); // m_type
|
||
readUint(); // m_surfaceId
|
||
|
||
var imagePtr = readDataPtr();
|
||
|
||
var m_calib = readCalibration();
|
||
|
||
self.terrain.bitmap = {
|
||
image: extractImage( imagePtr ),
|
||
xOrigin: m_calib[ 0 ],
|
||
yOrigin: m_calib[ 1 ],
|
||
xx: m_calib[ 2 ],
|
||
xy: m_calib[ 3 ],
|
||
yx: m_calib[ 4 ],
|
||
yy: m_calib[ 5 ]
|
||
};
|
||
|
||
}
|
||
|
||
function extractImage ( imagePtr ) {
|
||
|
||
var imgData = new Uint8Array( source, dataStart + imagePtr.position, imagePtr.size );
|
||
var type;
|
||
|
||
var b1 = imgData[ 0 ];
|
||
var b2 = imgData[ 1 ];
|
||
|
||
if ( b1 === 0xff && b2 === 0xd8 ) {
|
||
|
||
type = 'image/jpeg';
|
||
|
||
} else if ( b1 === 0x89 && b2 === 0x50 ) {
|
||
|
||
type = 'image/png';
|
||
|
||
}
|
||
|
||
if ( ! type ) return '';
|
||
|
||
var blob = new Blob( [ imgData ], { type: type } );
|
||
var blobURL = URL.createObjectURL( blob );
|
||
|
||
return blobURL;
|
||
|
||
}
|
||
|
||
};
|
||
|
||
loxHandler.prototype.getSurvey = function () {
|
||
|
||
return {
|
||
title: this.fileName,
|
||
surveyTree: this.surveyTree,
|
||
sourceCRS: null,
|
||
targetCRS: null,
|
||
lineSegments: this.lineSegments,
|
||
crossSections: this.xGroups,
|
||
scraps: this.scraps,
|
||
hasTerrain: this.hasTerrain,
|
||
metadata: this.metadata,
|
||
terrain: this.terrain,
|
||
limits: this.limits,
|
||
offsets: this.offsets
|
||
};
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
// Survex kml file handler
|
||
|
||
//import { LEG_CAVE, LEG_SPLAY, LEG_SURFACE, STATION_NORMAL, STATION_ENTRANCE } from '../core/constants';
|
||
function kmlHandler ( fileName ) {
|
||
|
||
this.fileName = fileName;
|
||
this.groups = [];
|
||
this.surface = [];
|
||
this.xGroups = [];
|
||
this.surveyTree = new Tree();
|
||
this.sourceCRS = null;
|
||
this.targetCRS = 'EPSG:3857'; // "web mercator"
|
||
this.projection = null;
|
||
|
||
}
|
||
|
||
kmlHandler.prototype.constructor = kmlHandler;
|
||
|
||
kmlHandler.prototype.type = 'document';
|
||
kmlHandler.prototype.isRegion = 'false';
|
||
kmlHandler.prototype.mimeType = 'text/xml';
|
||
|
||
kmlHandler.prototype.parse = function ( dataStream, metadata ) {
|
||
|
||
this.metadata = metadata;
|
||
|
||
console.log( 'x', dataStream );
|
||
for ( var n in dataStream ) {
|
||
|
||
console.log( ':', n );
|
||
|
||
}
|
||
|
||
return this;
|
||
|
||
};
|
||
|
||
|
||
kmlHandler.prototype.getLineSegments = function () {
|
||
|
||
var lineSegments = [];
|
||
var groups = this.groups;
|
||
var offsets = this.offsets;
|
||
|
||
for ( var i = 0, l = groups.length; i < l; i++ ) {
|
||
|
||
var g = groups[ i ];
|
||
|
||
for ( var v = 0, vMax = g.length - 1; v < vMax; v++ ) {
|
||
|
||
// create vertex pairs for each line segment.
|
||
// all vertices except first and last are duplicated.
|
||
var from = g[ v ];
|
||
var to = g[ v + 1 ];
|
||
|
||
|
||
// move coordinates around origin
|
||
|
||
from.coords.x -= offsets.x;
|
||
from.coords.y -= offsets.y;
|
||
from.coords.z -= offsets.z;
|
||
|
||
var fromCoords = from.coords;
|
||
var toCoords = to.coords;
|
||
|
||
// skip repeated points ( co-located stations )
|
||
if ( fromCoords.x === toCoords.x && fromCoords.y === toCoords.y && fromCoords.z === toCoords.z ) continue;
|
||
|
||
lineSegments.push( { from: fromCoords, to: toCoords, type: to.type, survey: to.survey } );
|
||
|
||
}
|
||
|
||
// move coordinates around origin
|
||
|
||
to.coords.x -= offsets.x;
|
||
to.coords.y -= offsets.y;
|
||
to.coords.z -= offsets.z;
|
||
|
||
}
|
||
|
||
return lineSegments;
|
||
|
||
};
|
||
|
||
kmlHandler.prototype.getTerrainDimensions = function () {
|
||
|
||
return { lines: 0, samples: 0 };
|
||
|
||
};
|
||
|
||
kmlHandler.prototype.getTerrainBitmap = function () {
|
||
|
||
return false;
|
||
|
||
};
|
||
|
||
kmlHandler.prototype.getSurvey = function () {
|
||
|
||
return {
|
||
title: this.fileName,
|
||
surveyTree: this.surveyTree,
|
||
sourceCRS: this.sourceCRS,
|
||
targetCRS: this.targetCRS,
|
||
limits: this.limits,
|
||
offsets: this.offsets,
|
||
lineSegments: this.getLineSegments(),
|
||
crossSections: this.xGroups,
|
||
scraps: [],
|
||
hasTerrain: false,
|
||
metadata: this.metadata
|
||
};
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function RegionHandler ( filename ) {
|
||
|
||
this.filename = filename;
|
||
this.box = new Box3();
|
||
|
||
}
|
||
|
||
RegionHandler.prototype.constructor = RegionHandler;
|
||
|
||
RegionHandler.prototype.type = 'json';
|
||
RegionHandler.prototype.isRegion = 'true';
|
||
|
||
RegionHandler.prototype.parse = function ( dataStream ) {
|
||
|
||
this.data = dataStream;
|
||
|
||
var entrances = [];
|
||
var caves = this.data.caves;
|
||
var caveName;
|
||
|
||
var min = this.box.min;
|
||
var max = this.box.max;
|
||
|
||
for ( caveName in caves ) {
|
||
|
||
var i;
|
||
var e = caves[ caveName ].entrances;
|
||
|
||
for ( i = 0; i < e.length; i++ ) {
|
||
|
||
var entrance = e[ i ];
|
||
|
||
min.min( entrance.position );
|
||
max.max( entrance.position );
|
||
|
||
entrances.push( entrance );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
this.data.entrances = entrances;
|
||
this.data.surveyTree = new Tree( this.data.title );
|
||
|
||
};
|
||
|
||
RegionHandler.prototype.getSurvey = function () {
|
||
|
||
return this.data;
|
||
|
||
};
|
||
|
||
RegionHandler.prototype.getLimits = function () {
|
||
|
||
return this.box;
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
function CaveLoader ( callback, progress ) {
|
||
|
||
if ( ! callback ) {
|
||
|
||
alert( 'No callback specified' );
|
||
|
||
}
|
||
|
||
this.callback = callback;
|
||
this.progress = progress;
|
||
this.dataResponse = null;
|
||
this.metadataResponse = null;
|
||
this.taskCount = 0;
|
||
|
||
}
|
||
|
||
CaveLoader.prototype.constructor = CaveLoader;
|
||
|
||
CaveLoader.prototype.setHandler = function ( fileName ) {
|
||
|
||
var rev = fileName.split( '.' ).reverse();
|
||
|
||
this.extention = rev.shift().toLowerCase();
|
||
|
||
var handler;
|
||
|
||
switch ( this.extention ) {
|
||
|
||
case '3d':
|
||
|
||
handler = new Svx3dHandler( fileName );
|
||
|
||
break;
|
||
|
||
case 'lox':
|
||
|
||
handler = new loxHandler( fileName );
|
||
|
||
break;
|
||
|
||
|
||
case 'kml':
|
||
|
||
handler = new kmlHandler( fileName );
|
||
|
||
break;
|
||
|
||
case 'reg':
|
||
case 'json':
|
||
|
||
handler = new RegionHandler( fileName );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
console.warn( 'Cave: unknown response extension [', self.extention, ']' );
|
||
return false;
|
||
|
||
}
|
||
|
||
this.handler = handler;
|
||
|
||
return true;
|
||
|
||
};
|
||
|
||
CaveLoader.prototype.loadURL = function ( fileName ) {
|
||
|
||
var self = this;
|
||
var prefix = getEnvironmentValue( 'surveyDirectory', '' );
|
||
|
||
// setup file handler
|
||
if ( ! this.setHandler( fileName ) ) {
|
||
|
||
alert( 'Cave: unknown file extension [' + self.extention + ']' );
|
||
return false;
|
||
|
||
}
|
||
|
||
var handler = this.handler;
|
||
|
||
this.doneCount = 0;
|
||
this.taskCount = handler.isRegion ? 1 : 2;
|
||
|
||
var loader = new FileLoader().setPath( prefix );
|
||
|
||
// request metadata file if not a region
|
||
|
||
if ( ! handler.isRegion ) {
|
||
|
||
loader.setResponseType( 'json' ).load( replaceExtension( fileName, 'json' ), _metadataLoaded, undefined, _metadataError );
|
||
|
||
}
|
||
|
||
if ( handler.mimeType !== undefined ) loader.setMimeType( 'text/xml' );
|
||
|
||
loader.setResponseType( handler.type );
|
||
|
||
loader.load( fileName, _dataLoaded, _progress, _dataError );
|
||
|
||
return true;
|
||
|
||
function _dataLoaded ( result ) {
|
||
|
||
self.doneCount++;
|
||
self.dataResponse = result;
|
||
|
||
if ( self.doneCount === self.taskCount ) self.callHandler();
|
||
|
||
}
|
||
|
||
function _metadataLoaded ( result ) {
|
||
|
||
self.doneCount++;
|
||
self.metadataResponse = result;
|
||
|
||
if ( self.doneCount === self.taskCount ) self.callHandler();
|
||
|
||
}
|
||
|
||
function _progress ( e ) {
|
||
|
||
if ( self.progress) self.progress( Math.round( 100 * e.loaded / e.total ) );
|
||
|
||
}
|
||
|
||
function _dataError ( event ) {
|
||
|
||
self.doneCount++;
|
||
|
||
console.warn( ' error event', event );
|
||
|
||
if ( self.doneCount === self.taskCount ) self.callHandler( fileName );
|
||
|
||
}
|
||
|
||
function _metadataError ( /* event */ ) {
|
||
|
||
self.doneCount++;
|
||
|
||
if ( self.doneCount === self.taskCount ) self.callHandler( fileName );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
CaveLoader.prototype.loadFile = function ( file ) {
|
||
|
||
var self = this;
|
||
var fileName = file.name;
|
||
|
||
if ( ! this.setHandler( fileName ) ) {
|
||
|
||
alert( 'Cave: unknown file extension [' + this.extention + ']' );
|
||
return false;
|
||
|
||
}
|
||
|
||
var type = this.handler.type;
|
||
var fLoader = new FileReader();
|
||
|
||
fLoader.addEventListener( 'load', _loaded );
|
||
fLoader.addEventListener( 'progress', _progress );
|
||
|
||
switch ( type ) {
|
||
|
||
case 'arraybuffer':
|
||
|
||
fLoader.readAsArrayBuffer( file );
|
||
|
||
break;
|
||
|
||
default:
|
||
|
||
alert( 'unknown file data type' );
|
||
return false;
|
||
|
||
}
|
||
|
||
return true;
|
||
|
||
function _loaded () {
|
||
|
||
self.dataResponse = fLoader.result;
|
||
self.callHandler();
|
||
|
||
}
|
||
|
||
function _progress ( e ) {
|
||
|
||
if ( self.progress ) self.progress( Math.round( 100 * e.loaded / e.total ) );
|
||
|
||
}
|
||
|
||
};
|
||
|
||
CaveLoader.prototype.callHandler = function () {
|
||
|
||
if ( this.dataResponse === null ) {
|
||
|
||
this.callback( false );
|
||
return;
|
||
|
||
}
|
||
|
||
var data = this.dataResponse;
|
||
var metadata = this.metadataResponse;
|
||
|
||
this.dataResponse = null;
|
||
this.metadataResponse = null;
|
||
|
||
this.callback( this.handler.parse( data, metadata ) );
|
||
|
||
};
|
||
|
||
|
||
|
||
// EOF
|
||
|
||
var cave;
|
||
var caveLoader;
|
||
var routes = null;
|
||
|
||
var caveIndex = Infinity;
|
||
var caveList = [];
|
||
var guiState = {};
|
||
var surveyTree;
|
||
var currentTop;
|
||
|
||
var isCaveLoaded = false;
|
||
|
||
var container$2;
|
||
|
||
var file;
|
||
var progressBar;
|
||
|
||
var terrainControls = [];
|
||
var routeControls = [];
|
||
|
||
var terrainOverlay = null;
|
||
|
||
var legShadingModes = {
|
||
'by height': SHADING_HEIGHT,
|
||
'by leg length': SHADING_LENGTH,
|
||
'by leg inclination': SHADING_INCLINATION,
|
||
'height cursor': SHADING_CURSOR,
|
||
'fixed': SHADING_SINGLE,
|
||
'survey': SHADING_SURVEY,
|
||
'route': SHADING_PATH
|
||
};
|
||
|
||
var surfaceShadingModes = {
|
||
'by height': SHADING_HEIGHT,
|
||
'by leg inclination': SHADING_INCLINATION,
|
||
'height cursor': SHADING_CURSOR,
|
||
'fixed': SHADING_SINGLE
|
||
};
|
||
|
||
var terrainShadingModes = {
|
||
'Relief shading': SHADING_SHADED,
|
||
'by height': SHADING_HEIGHT
|
||
};
|
||
|
||
var cameraViews = {
|
||
'<select viewpoint>': VIEW_NONE,
|
||
'Plan': VIEW_PLAN,
|
||
'N Elevation': VIEW_ELEVATION_N,
|
||
'S Elevation': VIEW_ELEVATION_S,
|
||
'E Elevation': VIEW_ELEVATION_E,
|
||
'W Elevation': VIEW_ELEVATION_W
|
||
};
|
||
|
||
var cameraModes = {
|
||
'Orthographic': CAMERA_ORTHOGRAPHIC,
|
||
'Perspective': CAMERA_PERSPECTIVE
|
||
};
|
||
|
||
function init$2 ( domID, configuration ) { // public method
|
||
|
||
container$2 = document.getElementById( domID );
|
||
|
||
if ( ! container$2 ) {
|
||
|
||
alert( 'No container DOM object [' + domID + '] available' );
|
||
return;
|
||
|
||
}
|
||
|
||
progressBar = new ProgressBar( container$2 );
|
||
|
||
Viewer.init( domID, configuration );
|
||
|
||
caveLoader = new CaveLoader( caveLoaded, progress );
|
||
|
||
// event handlers
|
||
document.addEventListener( 'keydown', keyDown );
|
||
|
||
container$2.addEventListener( 'drop', handleDrop );
|
||
container$2.addEventListener( 'dragover', handleDragover );
|
||
|
||
Object.defineProperty( guiState, 'file', {
|
||
get: function () { return file; },
|
||
set: function ( value ) { loadCave$1( value ); file = value; },
|
||
} );
|
||
|
||
|
||
Viewer.addEventListener( 'change', Page.handleChange );
|
||
Viewer.addEventListener( 'change', handleChange );
|
||
|
||
Viewer.addEventListener( 'newCave', viewComplete );
|
||
|
||
}
|
||
|
||
function setControlsVisibility( list, visible ) {
|
||
|
||
var display = visible ? 'block' : 'none';
|
||
var element;
|
||
|
||
for ( var i = 0, l = list.length; i < l; i++ ) {
|
||
|
||
element = list[ i ];
|
||
|
||
if ( element === null ) continue;
|
||
|
||
element.style.display = display;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function handleChange ( event ) {
|
||
|
||
// change UI dynamicly to only display useful controls
|
||
switch ( event.name ) {
|
||
|
||
case 'routeEdit':
|
||
|
||
setControlsVisibility( routeControls, Viewer.routeEdit );
|
||
|
||
break;
|
||
|
||
case 'terrain':
|
||
|
||
setControlsVisibility( terrainControls, Viewer.terrain );
|
||
|
||
case 'terrainShading': // eslint-disable-line no-fallthrough
|
||
|
||
// only show overlay selection when terrain shading is set to overlay
|
||
if ( Viewer.terrain && terrainOverlay && Viewer.terrainShading === SHADING_OVERLAY ) {
|
||
|
||
terrainOverlay.style.display = 'block';
|
||
|
||
} else if ( terrainOverlay ) {
|
||
|
||
terrainOverlay.style.display = 'none';
|
||
|
||
}
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function initSelectionPage () {
|
||
|
||
var titleBar = document.createElement( 'div' );
|
||
var page;
|
||
var depth = 0;
|
||
var currentHover = 0;
|
||
|
||
var stringCompare = new Intl.Collator( 'en-GB', { numeric: true } ).compare;
|
||
|
||
currentTop = surveyTree;
|
||
|
||
if ( ! isCaveLoaded ) return;
|
||
|
||
page = new Page( 'icon_explore' );
|
||
|
||
page.addHeader( 'Selection' );
|
||
|
||
titleBar.id = 'ui-path';
|
||
|
||
page.addListener( titleBar, 'click', _handleSelectTopSurvey );
|
||
|
||
page.appendChild( titleBar );
|
||
|
||
page.addSlide( _displayPanel( currentTop ), depth, _handleSelectSurvey );
|
||
|
||
var redraw = container$2.clientHeight; // eslint-disable-line no-unused-vars
|
||
|
||
page.addListener( Viewer, 'change', _handleChange );
|
||
|
||
return;
|
||
|
||
function _handleChange( event ) {
|
||
|
||
if ( ! isCaveLoaded ) return;
|
||
|
||
if ( event.name === 'section' || event.name === 'shadingMode' || event.name === 'splays' ) {
|
||
|
||
page.replaceSlide( _displayPanel( currentTop ), depth, _handleSelectSurvey );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _displayPanel ( top ) {
|
||
|
||
var ul;
|
||
var tmp;
|
||
var span;
|
||
|
||
var surveyColourMap = SurveyColours.getSurveyColourMap( surveyTree, Viewer.section );
|
||
|
||
while ( tmp = titleBar.firstChild ) titleBar.removeChild( tmp ); // eslint-disable-line no-cond-assign
|
||
|
||
if ( top.parent === null ) {
|
||
|
||
titleBar.textContent = ( top.name === '' ) ? '[model]' : top.name;
|
||
|
||
} else {
|
||
|
||
span = document.createElement( 'span' );
|
||
span.textContent = ' \u25C4';
|
||
|
||
page.addListener( span, 'click', _handleSelectSurveyBack );
|
||
|
||
titleBar.appendChild( span );
|
||
titleBar.appendChild( document.createTextNode( ' ' + top.name ) );
|
||
|
||
}
|
||
|
||
ul = document.createElement( 'ul' );
|
||
|
||
var children = top.children;
|
||
|
||
if ( ! children.sorted ) {
|
||
|
||
children.sort( _sortSurveys );
|
||
children.sorted = true;
|
||
|
||
}
|
||
|
||
// FIXME need to add listener to allow survey list to be updated on dynamic load of survey
|
||
|
||
top.forEachChild( _addLine );
|
||
|
||
currentTop = top;
|
||
|
||
page.addListener( ul, 'mouseover', _handleMouseover );
|
||
page.addListener( ul, 'mouseleave', _handleMouseleave );
|
||
|
||
return ul;
|
||
|
||
function _addLine ( child ) {
|
||
|
||
if ( child.hitCount === 0 && ! Viewer.splays ) return; // skip spays if not displayed
|
||
|
||
var li = document.createElement( 'li' );
|
||
var txt = document.createTextNode( child.name );
|
||
var key = document.createElement( 'span' );
|
||
|
||
li.id = 'sv' + child.id;
|
||
|
||
if ( Viewer.section === child.id ) li.classList.add( 'selected' );
|
||
|
||
if ( child.hitCount === undefined ) {
|
||
|
||
var colour;
|
||
|
||
if ( Viewer.shadingMode === SHADING_SURVEY && surveyColourMap[ child.id ] !== undefined ) {
|
||
|
||
colour = surveyColourMap[ child.id ].getHexString();
|
||
|
||
} else {
|
||
|
||
colour = '444444';
|
||
|
||
}
|
||
|
||
key.style.color = '#' + colour;
|
||
key.textContent = '\u2588 ';
|
||
|
||
} else if ( child.type !== undefined && child.type === STATION_ENTRANCE ) {
|
||
|
||
key.style.color = 'yellow';
|
||
key.textContent = '\u2229 ';
|
||
|
||
} else if ( child.hitCount > 2 ) { // station at junction
|
||
|
||
key.style.color = 'yellow';
|
||
key.textContent = '\u25fc ';
|
||
|
||
} else if ( child.hitCount === 0 ) { // end of splay
|
||
|
||
key.style.color = 'red';
|
||
key.textContent = '\u25fb ';
|
||
|
||
} else { // normal station in middle or end of leg
|
||
|
||
key.style.color = 'red';
|
||
key.textContent = '\u25fc ';
|
||
|
||
}
|
||
|
||
li.appendChild( key );
|
||
li.appendChild( txt );
|
||
|
||
if ( child.children.length > 0 ) {
|
||
|
||
var descend = document.createElement( 'div' );
|
||
|
||
descend.classList.add( 'descend-tree' );
|
||
descend.id = 'ssv' + child.id;
|
||
descend.textContent = '\u25bA';
|
||
|
||
li.appendChild( descend );
|
||
|
||
}
|
||
|
||
ul.appendChild( li );
|
||
|
||
}
|
||
|
||
function _sortSurveys ( s1, s2 ) {
|
||
|
||
return stringCompare( s1.name, s2.name );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function _handleMouseleave ( event ) {
|
||
|
||
event.stopPropagation();
|
||
Viewer.highlight = 0;
|
||
|
||
}
|
||
|
||
function _handleMouseover ( event ) {
|
||
|
||
event.stopPropagation();
|
||
|
||
var target = event.target;
|
||
|
||
if ( target.nodeName !== 'LI' ) return;
|
||
|
||
var id = Number( target.id.split( 'v' )[ 1 ] );
|
||
|
||
if ( id !== currentHover ) {
|
||
|
||
Viewer.highlight = ( Viewer.section !== id ) ? id : 0;
|
||
currentHover = id;
|
||
|
||
}
|
||
|
||
return false;
|
||
|
||
}
|
||
|
||
function _handleSelectSurveyBack ( event ) {
|
||
|
||
event.stopPropagation();
|
||
|
||
if ( currentTop.parent === null ) return;
|
||
|
||
page.replaceSlide( _displayPanel( currentTop.parent ), --depth, _handleSelectSurvey );
|
||
|
||
}
|
||
|
||
function _handleSelectTopSurvey ( /* event */ ) {
|
||
|
||
Viewer.section = currentTop.id;
|
||
|
||
}
|
||
|
||
function _handleSelectSurvey ( event ) {
|
||
|
||
var target = event.target;
|
||
var id = Number( target.id.split( 'v' )[ 1 ] );
|
||
|
||
event.stopPropagation();
|
||
|
||
switch ( target.nodeName ) {
|
||
|
||
case 'LI':
|
||
|
||
Viewer.section = ( Viewer.section !== id ) ? id : 0;
|
||
Viewer.setPOI = true;
|
||
|
||
break;
|
||
|
||
case 'DIV':
|
||
|
||
if ( id ) page.replaceSlide( _displayPanel( currentTop.findById( id ) ), ++depth, _handleSelectSurvey );
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function initRoutePage () {
|
||
|
||
var page = new Page( 'icon_route', _onTop );
|
||
var routeSelector;
|
||
var getNewRouteName;
|
||
var routeNames = routes.getRouteNames();
|
||
|
||
page.addHeader( 'Routes' );
|
||
|
||
page.addCheckbox( 'Edit Routes', Viewer, 'routeEdit' );
|
||
|
||
routeSelector = page.addSelect( 'Current Route', routeNames, routes, 'setRoute' );
|
||
|
||
routeControls.push( page.addButton( 'Save', _saveRoute ) );
|
||
|
||
routeControls.push( page.addTextBox( 'New Route', '---', function ( getter ) { getNewRouteName = getter; } ) );
|
||
|
||
routeControls.push( page.addButton( 'Add', _newRoute ) );
|
||
|
||
routeControls.push( page.addDownloadButton( 'Download', Viewer.getMetadata, replaceExtension( file, 'json' ) ) );
|
||
|
||
setControlsVisibility( routeControls, false );
|
||
|
||
page.addListener( routes, 'changed', Page.handleChange );
|
||
|
||
return;
|
||
|
||
function _newRoute () {
|
||
|
||
routes.addRoute( getNewRouteName() );
|
||
|
||
// update selector
|
||
|
||
routeSelector = page.addSelect( 'Current Route', routes.getRouteNames(), routes, 'setRoute', routeSelector );
|
||
|
||
}
|
||
|
||
function _saveRoute () {
|
||
|
||
routes.saveCurrent();
|
||
|
||
}
|
||
|
||
function _onTop () {
|
||
|
||
// when selecting route editing mode - select correct leg shading mode
|
||
Viewer.shadingMode = SHADING_PATH;
|
||
|
||
// display first route if present
|
||
|
||
if ( ! routes.setRoute && routeNames.length > 0 ) routes.setRoute = routeNames[ 0 ];
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function initHelpPage () {
|
||
|
||
var help = new Page( 'icon_help' );
|
||
var dl;
|
||
|
||
help.addHeader( 'Help - key commands' );
|
||
|
||
help.addHeader( 'Shading' );
|
||
|
||
dl = document.createElement( 'dl' );
|
||
|
||
_addKey( '1', 'height' );
|
||
_addKey( '2', 'leg angle' );
|
||
_addKey( '3', 'leg length' );
|
||
_addKey( '4', 'height cursor ' );
|
||
_addKey( '5', 'single colour' );
|
||
_addKey( '6', 'survey section' );
|
||
_addKey( '7', 'route' );
|
||
_addKey( '8', 'depth from surface' );
|
||
_addKey( '9', 'depth cursor' );
|
||
|
||
_addKey( '[', 'move depth cursor up' );
|
||
_addKey( ']', 'move depth cursor down' );
|
||
|
||
if ( caveList.length > 0 ) _addKey( 'n', 'next cave' );
|
||
|
||
help.appendChild( dl );
|
||
|
||
help.addHeader( 'View' );
|
||
|
||
dl = document.createElement( 'dl' );
|
||
|
||
_addKey( 'O', 'orthogonal view' );
|
||
_addKey( 'P', 'perspective view' );
|
||
_addKey( 'R', 'reset to plan view' );
|
||
_addKey( '.', 'center view on last feature selected' );
|
||
|
||
help.appendChild( dl );
|
||
|
||
help.addHeader( 'Visibility' );
|
||
|
||
dl = document.createElement( 'dl' );
|
||
|
||
_addKey( 'C', 'scraps on/off [lox only]' );
|
||
_addKey( 'J', 'station labels on/off' );
|
||
_addKey( 'L', 'labels on/off' );
|
||
_addKey( 'Q', 'splay legs on/off' );
|
||
_addKey( 'S', 'surface legs on/off' );
|
||
_addKey( 'T', 'terrain on/off' );
|
||
_addKey( 'W', 'LRUD walls on/off' );
|
||
_addKey( 'Z', 'stations on/off' );
|
||
|
||
_addKey( '', '-' );
|
||
|
||
_addKey( '<', 'Decrease terrain opacity' );
|
||
_addKey( '>', 'Increase terrain opacity' );
|
||
|
||
help.appendChild( dl );
|
||
|
||
help.addHeader( 'Selection' );
|
||
|
||
dl = document.createElement( 'dl' );
|
||
|
||
_addKey( 'V', 'Remove all except selected section' );
|
||
|
||
help.appendChild( dl );
|
||
|
||
function _addKey( key, description ) {
|
||
|
||
var dt = document.createElement( 'dt' );
|
||
var dd = document.createElement( 'dd' );
|
||
|
||
dt.textContent = key;
|
||
dd.textContent = description;
|
||
|
||
dl.appendChild( dt );
|
||
dl.appendChild( dd );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function initInfoPage () {
|
||
|
||
var page = new Page( 'icon_info' );
|
||
|
||
page.addHeader( 'Information' );
|
||
|
||
page.addText( 'CaveView v' + VERSION + ' - a work in progress 3d cave viewer for Survex (.3d) and Therion (.lox) models.' );
|
||
|
||
page.addText( 'Requires a browser supporting WebGL (IE 11+ and most other recent browsers), no plugins required. Created using the THREE.js 3D library and chroma,js colour handling library.' );
|
||
|
||
}
|
||
|
||
function initSettingsPage () {
|
||
|
||
// reset
|
||
|
||
var legShadingModesActive = Object.assign( {}, legShadingModes );
|
||
|
||
if ( Viewer.hasTerrain ) {
|
||
|
||
legShadingModesActive[ 'depth' ] = SHADING_DEPTH;
|
||
legShadingModesActive[ 'depth cursor' ] = SHADING_DEPTH_CURSOR;
|
||
|
||
}
|
||
|
||
var page = new Page( 'icon_settings' );
|
||
|
||
page.addHeader( 'Survey' );
|
||
|
||
if ( caveList.length > 0 ) page.addSelect( 'File', caveList, guiState, 'file' );
|
||
|
||
page.addHeader( 'View' );
|
||
|
||
page.addSelect( 'Camera Type', cameraModes, Viewer, 'cameraType' );
|
||
page.addSelect( 'View', cameraViews, Viewer, 'view' );
|
||
|
||
page.addRange( 'Vertical scaling', Viewer, 'zScale' );
|
||
|
||
page.addCheckbox( 'Auto Rotate', Viewer, 'autoRotate' );
|
||
|
||
page.addRange( 'Rotation Speed', Viewer, 'autoRotateSpeed' );
|
||
|
||
page.addHeader( 'Shading' );
|
||
|
||
page.addSelect( 'Underground Legs', legShadingModesActive, Viewer, 'shadingMode' );
|
||
|
||
page.addHeader( 'Visibility' );
|
||
|
||
if ( Viewer.hasEntrances ) page.addCheckbox( 'Entrances', Viewer, 'entrances' );
|
||
if ( Viewer.hasStations ) page.addCheckbox( 'Stations', Viewer, 'stations' );
|
||
if ( Viewer.hasStationLabels ) page.addCheckbox( 'Station Labels', Viewer, 'stationLabels' );
|
||
if ( Viewer.hasSplays ) page.addCheckbox( 'Splay Legs', Viewer, 'splays' );
|
||
if ( Viewer.hasWalls ) page.addCheckbox( 'Walls (LRUD)', Viewer, 'walls' );
|
||
if ( Viewer.hasScraps ) page.addCheckbox( 'Scraps', Viewer, 'scraps' );
|
||
if ( Viewer.hasTraces ) page.addCheckbox( 'Dye Traces', Viewer, 'traces' );
|
||
|
||
page.addCheckbox( 'Indicators', Viewer, 'HUD' );
|
||
page.addCheckbox( 'Bounding Box', Viewer, 'box' );
|
||
|
||
}
|
||
|
||
function initSurfacePage () {
|
||
|
||
// reset
|
||
terrainOverlay = null;
|
||
terrainControls = [];
|
||
|
||
var page = new Page( 'icon_terrain' );
|
||
|
||
page.addHeader( 'Surface Features' );
|
||
|
||
if ( Viewer.hasSurfaceLegs ) {
|
||
|
||
page.addCheckbox( 'Surface Legs', Viewer, 'surfaceLegs' );
|
||
page.addSelect( 'Leg Shading', surfaceShadingModes, Viewer, 'surfaceShading' );
|
||
|
||
}
|
||
|
||
if ( Viewer.hasTerrain ) {
|
||
|
||
page.addHeader( 'Terrain' );
|
||
|
||
page.addCheckbox( 'Terrain', Viewer, 'terrain' );
|
||
|
||
var overlays = Viewer.terrainOverlays;
|
||
var terrainShadingModesActive = Object.assign( {}, terrainShadingModes );
|
||
|
||
if ( overlays.length > 0 ) terrainShadingModesActive[ 'map overlay' ] = SHADING_OVERLAY;
|
||
|
||
terrainControls.push( page.addSelect( 'Shading', terrainShadingModesActive, Viewer, 'terrainShading' ) );
|
||
|
||
if ( overlays.length > 1 ) {
|
||
|
||
terrainOverlay = page.addSelect( 'Overlay', overlays, Viewer, 'terrainOverlay' );
|
||
terrainControls.push( terrainOverlay );
|
||
|
||
}
|
||
|
||
terrainControls.push( page.addRange( 'Terrain opacity', Viewer, 'terrainOpacity' ) );
|
||
|
||
terrainControls.push( page.addCheckbox( 'Vertical datum shift', Viewer, 'terrainDatumShift' ) );
|
||
|
||
setControlsVisibility( terrainControls, false );
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function initUI () {
|
||
|
||
Page.reset();
|
||
|
||
// create UI side panel and reveal tabs
|
||
|
||
initSettingsPage();
|
||
initSurfacePage();
|
||
initSelectionPage();
|
||
initRoutePage();
|
||
initInfoPage();
|
||
initHelpPage();
|
||
|
||
container$2.appendChild( Page.frame );
|
||
|
||
}
|
||
|
||
function handleDragover ( event ) {
|
||
|
||
event.preventDefault();
|
||
event.dataTransfer.dropEffect = 'copy';
|
||
|
||
}
|
||
|
||
function handleDrop ( event ) {
|
||
|
||
var dt = event.dataTransfer;
|
||
|
||
event.preventDefault();
|
||
|
||
if ( dt.files.length === 1 ) loadCaveLocalFile( dt.files[ 0 ] );
|
||
|
||
}
|
||
|
||
function resetUI () {
|
||
|
||
if ( isCaveLoaded ) {
|
||
|
||
isCaveLoaded = false;
|
||
|
||
Page.clear();
|
||
|
||
surveyTree = null;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
function loadCaveList ( list ) {
|
||
|
||
caveList = list;
|
||
nextCave();
|
||
|
||
}
|
||
|
||
function nextCave () {
|
||
|
||
//cycle through caves in list provided
|
||
if ( caveList.length === 0 ) return false;
|
||
|
||
if ( ++caveIndex >= caveList.length ) caveIndex = 0;
|
||
|
||
guiState.file = caveList[ caveIndex ];
|
||
|
||
}
|
||
|
||
function loadCave$1 ( inFile ) {
|
||
|
||
file = inFile;
|
||
|
||
resetUI();
|
||
Viewer.clearView();
|
||
|
||
progressBar.Start( 'Loading file ' + file + ' ...' );
|
||
|
||
caveLoader.loadURL( file );
|
||
|
||
|
||
}
|
||
|
||
function loadCaveLocalFile ( file ) {
|
||
|
||
resetUI();
|
||
Viewer.clearView();
|
||
|
||
progressBar.Start( 'Loading file ' + file.name + ' ...' );
|
||
|
||
caveLoader.loadFile( file );
|
||
|
||
}
|
||
|
||
function progress ( pcent ) {
|
||
|
||
progressBar.Update( pcent );
|
||
|
||
}
|
||
|
||
function caveLoaded ( inCave ) {
|
||
|
||
cave = inCave;
|
||
|
||
// slight delay to allow repaint to display 100%.
|
||
setTimeout( _delayedTasks1, 100 );
|
||
|
||
function _delayedTasks1 () {
|
||
|
||
progressBar.End();
|
||
progressBar.Start( 'Rendering...' );
|
||
|
||
setTimeout( _delayedTasks2, 100 );
|
||
|
||
}
|
||
|
||
function _delayedTasks2 () {
|
||
|
||
Viewer.loadCave( cave );
|
||
progressBar.End();
|
||
|
||
// viewComplete executed as 'newCave'' event handler
|
||
}
|
||
|
||
}
|
||
|
||
function viewComplete () {
|
||
|
||
// display shading mode and initialize
|
||
|
||
Viewer.shadingMode = SHADING_HEIGHT;
|
||
|
||
surveyTree = Viewer.getSurveyTree();
|
||
routes = Viewer.getRoutes();
|
||
|
||
isCaveLoaded = true;
|
||
|
||
cave = null; // drop reference to cave to free heap space
|
||
|
||
initUI();
|
||
|
||
}
|
||
|
||
function keyDown ( event ) {
|
||
|
||
if ( ! isCaveLoaded ) return;
|
||
|
||
switch ( event.keyCode ) {
|
||
|
||
case 49: // change colouring scheme to depth - '1'
|
||
|
||
Viewer.shadingMode = SHADING_HEIGHT;
|
||
|
||
break;
|
||
|
||
case 50: // change colouring scheme to angle - '2'
|
||
|
||
Viewer.shadingMode = SHADING_INCLINATION;
|
||
|
||
break;
|
||
|
||
case 51: // change colouring scheme to length - '3'
|
||
|
||
Viewer.shadingMode = SHADING_LENGTH;
|
||
|
||
break;
|
||
|
||
case 52: // change colouring scheme to height cursor - '4'
|
||
|
||
Viewer.shadingMode = SHADING_CURSOR;
|
||
|
||
break;
|
||
|
||
case 53: // change colouring scheme to white - '5'
|
||
|
||
Viewer.shadingMode = SHADING_SINGLE;
|
||
|
||
break;
|
||
|
||
case 54: // change colouring scheme to per survey section - '6'
|
||
|
||
Viewer.shadingMode = SHADING_SURVEY;
|
||
|
||
break;
|
||
|
||
case 55: // change colouring scheme to per survey section - '7'
|
||
|
||
Viewer.shadingMode = SHADING_PATH;
|
||
|
||
break;
|
||
|
||
case 56: // change colouring scheme to per survey section - '8'
|
||
|
||
Viewer.shadingMode = SHADING_DEPTH;
|
||
|
||
break;
|
||
|
||
case 57: // change colouring scheme to depth - '9'
|
||
|
||
Viewer.shadingMode = SHADING_DEPTH_CURSOR;
|
||
|
||
break;
|
||
|
||
case 67: // toggle scraps visibility - 'c'
|
||
|
||
if ( Viewer.hasScraps ) Viewer.scraps = ! Viewer.scraps;
|
||
|
||
break;
|
||
|
||
case 68: // toggle dye traces visibility - 'd'
|
||
|
||
if ( Viewer.hasTraces ) Viewer.traces = ! Viewer.traces;
|
||
|
||
break;
|
||
|
||
case 73: // toggle entrance labels - 'i'
|
||
|
||
Viewer.developerInfo = true;
|
||
|
||
break;
|
||
|
||
case 74: // toggle entrance labels - 'j'
|
||
|
||
if ( Viewer.hasStationLabels ) Viewer.stationLabels = ! Viewer.stationLabels;
|
||
|
||
break;
|
||
|
||
case 76: // toggle entrance labels - 'l'
|
||
|
||
if ( Viewer.hasEntrances ) Viewer.entrances = ! Viewer.entrances;
|
||
|
||
break;
|
||
|
||
case 78: // load next cave in list - 'n'
|
||
|
||
nextCave();
|
||
|
||
break;
|
||
|
||
case 79: // switch view to orthoganal - 'o'
|
||
|
||
Viewer.cameraType = CAMERA_ORTHOGRAPHIC;
|
||
|
||
break;
|
||
|
||
case 80: // switch view to perspective -'p'
|
||
|
||
Viewer.cameraType = CAMERA_PERSPECTIVE;
|
||
|
||
break;
|
||
|
||
case 81: // switch view to perspective -'q'
|
||
|
||
if ( Viewer.hasSplays ) Viewer.splays = ! Viewer.splays;
|
||
|
||
break;
|
||
|
||
case 82: // reset camera positions and settings to initial plan view -'r'
|
||
|
||
Viewer.view = VIEW_PLAN;
|
||
|
||
break;
|
||
|
||
case 83: // switch view to perspective - 's'
|
||
|
||
if ( Viewer.hasSurfaceLegs ) Viewer.surfaceLegs = ! Viewer.surfaceLegs;
|
||
|
||
break;
|
||
|
||
case 84: // switch terrain on/off - 't'
|
||
|
||
if ( Viewer.hasTerrain ) Viewer.terrain = ! Viewer.terrain;
|
||
|
||
break;
|
||
|
||
case 86: // cut selected survey section - 'v'
|
||
|
||
resetUI();
|
||
Viewer.cut = true;
|
||
|
||
break;
|
||
|
||
case 87: // switch walls on/off - 'w'
|
||
|
||
if ( Viewer.hasWalls ) Viewer.walls = ! Viewer.walls;
|
||
|
||
break;
|
||
|
||
case 88: // look ast last POI - 'x'
|
||
|
||
Viewer.setPOI = true; // actual value here is ignored.
|
||
|
||
break;
|
||
|
||
case 90: // show station markers - 'z'
|
||
|
||
Viewer.stations = ! Viewer.stations;
|
||
|
||
break;
|
||
|
||
case 107: // increase cursor depth - '+' (keypad)
|
||
case 219: // '[' key
|
||
|
||
Viewer.cursorHeight++;
|
||
|
||
break;
|
||
|
||
case 109: // decrease cursor depth - '-' (keypad)
|
||
case 221: // ']' key
|
||
|
||
Viewer.cursorHeight--;
|
||
|
||
break;
|
||
|
||
case 188: // decrease terrain opacity '<' key
|
||
|
||
if ( Viewer.hasTerrain ) Viewer.terrainOpacity = Math.max( Viewer.terrainOpacity - 0.05, 0 );
|
||
|
||
break;
|
||
|
||
case 190: // increase terrain opacity '>' key
|
||
|
||
if ( Viewer.hasTerrain ) Viewer.terrainOpacity = Math.min( Viewer.terrainOpacity + 0.05, 1 );
|
||
|
||
break;
|
||
|
||
}
|
||
|
||
}
|
||
|
||
// export public interface
|
||
|
||
var UI = {
|
||
init: init$2,
|
||
loadCave: loadCave$1,
|
||
loadCaveList: loadCaveList
|
||
};
|
||
|
||
|
||
// EOF
|
||
|
||
exports.setEnvironment = setEnvironment;
|
||
exports.Viewer = Viewer;
|
||
exports.UI = UI;
|
||
exports.CaveLoader = CaveLoader;
|
||
exports.VERSION = VERSION;
|
||
exports.MATERIAL_LINE = MATERIAL_LINE;
|
||
exports.MATERIAL_SURFACE = MATERIAL_SURFACE;
|
||
exports.CAMERA_ORTHOGRAPHIC = CAMERA_ORTHOGRAPHIC;
|
||
exports.CAMERA_PERSPECTIVE = CAMERA_PERSPECTIVE;
|
||
exports.CAMERA_OFFSET = CAMERA_OFFSET;
|
||
exports.VIEW_NONE = VIEW_NONE;
|
||
exports.VIEW_PLAN = VIEW_PLAN;
|
||
exports.VIEW_ELEVATION_N = VIEW_ELEVATION_N;
|
||
exports.VIEW_ELEVATION_S = VIEW_ELEVATION_S;
|
||
exports.VIEW_ELEVATION_E = VIEW_ELEVATION_E;
|
||
exports.VIEW_ELEVATION_W = VIEW_ELEVATION_W;
|
||
exports.MOUSE_MODE_NORMAL = MOUSE_MODE_NORMAL;
|
||
exports.MOUSE_MODE_ROUTE_EDIT = MOUSE_MODE_ROUTE_EDIT;
|
||
exports.SHADING_HEIGHT = SHADING_HEIGHT;
|
||
exports.SHADING_LENGTH = SHADING_LENGTH;
|
||
exports.SHADING_INCLINATION = SHADING_INCLINATION;
|
||
exports.SHADING_CURSOR = SHADING_CURSOR;
|
||
exports.SHADING_SINGLE = SHADING_SINGLE;
|
||
exports.SHADING_SURVEY = SHADING_SURVEY;
|
||
exports.SHADING_OVERLAY = SHADING_OVERLAY;
|
||
exports.SHADING_SHADED = SHADING_SHADED;
|
||
exports.SHADING_DEPTH = SHADING_DEPTH;
|
||
exports.SHADING_PATH = SHADING_PATH;
|
||
exports.SHADING_DEPTH_CURSOR = SHADING_DEPTH_CURSOR;
|
||
exports.LEG_CAVE = LEG_CAVE;
|
||
exports.LEG_SPLAY = LEG_SPLAY;
|
||
exports.LEG_SURFACE = LEG_SURFACE;
|
||
exports.FEATURE_BOX = FEATURE_BOX;
|
||
exports.FEATURE_SELECTED_BOX = FEATURE_SELECTED_BOX;
|
||
exports.FEATURE_ENTRANCES = FEATURE_ENTRANCES;
|
||
exports.FEATURE_TERRAIN = FEATURE_TERRAIN;
|
||
exports.FEATURE_STATIONS = FEATURE_STATIONS;
|
||
exports.FEATURE_TRACES = FEATURE_TRACES;
|
||
exports.FACE_WALLS = FACE_WALLS;
|
||
exports.FACE_SCRAPS = FACE_SCRAPS;
|
||
exports.LABEL_STATION = LABEL_STATION;
|
||
exports.NORMAL = NORMAL;
|
||
exports.SURFACE = SURFACE;
|
||
exports.SPLAY = SPLAY;
|
||
exports.DIVING = DIVING;
|
||
exports.STATION_NORMAL = STATION_NORMAL;
|
||
exports.STATION_ENTRANCE = STATION_ENTRANCE;
|
||
exports.upAxis = upAxis;
|
||
|
||
Object.defineProperty(exports, '__esModule', { value: true });
|
||
|
||
})));
|