diff --git a/octoprint/server.py b/octoprint/server.py index a5878b2..1b40dda 100644 --- a/octoprint/server.py +++ b/octoprint/server.py @@ -30,7 +30,8 @@ def index(): return render_template( "index.html", webcamStream=settings().get("webcam", "stream"), - enableTimelapse=(settings().get("webcam", "snapshot") is not None and settings().get("webcam", "ffmpeg") is not None) + enableTimelapse=(settings().get("webcam", "snapshot") is not None and settings().get("webcam", "ffmpeg") is not None), + enableGCodeVisualizer=settings().get("feature", "gCodeVisualizer") ) #~~ Printer state @@ -231,6 +232,10 @@ def getCustomControls(): def readGcodeFiles(): return jsonify(files=gcodeManager.getAllFileData()) +@app.route("/gcodefile/", methods=["GET"]) +def readGcodeFile(filename): + return send_from_directory(UPLOAD_FOLDER, filename, as_attachment=True) + @app.route(BASEURL + "gcodefiles/upload", methods=["POST"]) def uploadGcodeFile(): if "gcode_file" in request.files.keys(): diff --git a/octoprint/settings.py b/octoprint/settings.py index e90f61a..c3fb1c0 100644 --- a/octoprint/settings.py +++ b/octoprint/settings.py @@ -39,6 +39,7 @@ old_default_settings = { "timelapse_tmp": None }, "feature": { + "gCodeVisualizer": True }, } diff --git a/octoprint/static/gcodeviewer/css/cupertino/images/background.jpg b/octoprint/static/gcodeviewer/css/cupertino/images/background.jpg new file mode 100644 index 0000000..b82c135 Binary files /dev/null and b/octoprint/static/gcodeviewer/css/cupertino/images/background.jpg differ diff --git a/octoprint/static/gcodeviewer/css/cupertino/images/ui-bg_diagonals-thick_90_eeeeee_40x40.png b/octoprint/static/gcodeviewer/css/cupertino/images/ui-bg_diagonals-thick_90_eeeeee_40x40.png new file mode 100644 index 0000000..6348115 Binary files /dev/null and b/octoprint/static/gcodeviewer/css/cupertino/images/ui-bg_diagonals-thick_90_eeeeee_40x40.png differ diff --git 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b/octoprint/static/gcodeviewer/css/cupertino/jquery-ui-1.9.0.custom.css new file mode 100644 index 0000000..7398260 --- /dev/null +++ b/octoprint/static/gcodeviewer/css/cupertino/jquery-ui-1.9.0.custom.css @@ -0,0 +1,458 @@ +/*! jQuery UI - v1.9.0 - 2012-10-21 +* http://jqueryui.com +* Includes: jquery.ui.core.css, jquery.ui.resizable.css, jquery.ui.selectable.css, jquery.ui.accordion.css, jquery.ui.autocomplete.css, jquery.ui.button.css, jquery.ui.datepicker.css, jquery.ui.dialog.css, jquery.ui.menu.css, jquery.ui.progressbar.css, jquery.ui.slider.css, jquery.ui.spinner.css, jquery.ui.tabs.css, jquery.ui.tooltip.css +* To view and modify this theme, visit http://jqueryui.com/themeroller/?ffDefault=Lucida%20Grande%2CLucida%20Sans%2CArial%2Csans-serif&fwDefault=bold&fsDefault=1.1em&cornerRadius=6px&bgColorHeader=deedf7&bgTextureHeader=03_highlight_soft.png&bgImgOpacityHeader=100&borderColorHeader=aed0ea&fcHeader=222222&iconColorHeader=72a7cf&bgColorContent=f2f5f7&bgTextureContent=04_highlight_hard.png&bgImgOpacityContent=100&borderColorContent=dddddd&fcContent=362b36&iconColorContent=72a7cf&bgColorDefault=d7ebf9&bgTextureDefault=02_glass.png&bgImgOpacityDefault=80&borderColorDefault=aed0ea&fcDefault=2779aa&iconColorDefault=3d80b3&bgColorHover=e4f1fb&bgTextureHover=02_glass.png&bgImgOpacityHover=100&borderColorHover=74b2e2&fcHover=0070a3&iconColorHover=2694e8&bgColorActive=3baae3&bgTextureActive=02_glass.png&bgImgOpacityActive=50&borderColorActive=2694e8&fcActive=ffffff&iconColorActive=ffffff&bgColorHighlight=ffef8f&bgTextureHighlight=03_highlight_soft.png&bgImgOpacityHighlight=25&borderColorHighlight=f9dd34&fcHighlight=363636&iconColorHighlight=2e83ff&bgColorError=cd0a0a&bgTextureError=01_flat.png&bgImgOpacityError=15&borderColorError=cd0a0a&fcError=ffffff&iconColorError=ffffff&bgColorOverlay=eeeeee&bgTextureOverlay=08_diagonals_thick.png&bgImgOpacityOverlay=90&opacityOverlay=80&bgColorShadow=000000&bgTextureShadow=04_highlight_hard.png&bgImgOpacityShadow=70&opacityShadow=30&thicknessShadow=7px&offsetTopShadow=-7px&offsetLeftShadow=-7px&cornerRadiusShadow=8px +* Copyright (c) 2012 jQuery Foundation and other contributors Licensed MIT */ + +/* Layout helpers +----------------------------------*/ +.ui-helper-hidden { display: none; } +.ui-helper-hidden-accessible { position: absolute !important; clip: rect(1px 1px 1px 1px); clip: rect(1px,1px,1px,1px); } +.ui-helper-reset { margin: 0; padding: 0; border: 0; outline: 0; line-height: 1.3; text-decoration: none; font-size: 100%; list-style: none; } +.ui-helper-clearfix:before, .ui-helper-clearfix:after { content: ""; display: table; } +.ui-helper-clearfix:after { clear: both; } +.ui-helper-clearfix { zoom: 1; } +.ui-helper-zfix { width: 100%; height: 100%; top: 0; left: 0; position: absolute; opacity: 0; filter:Alpha(Opacity=0); } + + +/* Interaction Cues +----------------------------------*/ +.ui-state-disabled { cursor: default !important; } + + +/* Icons +----------------------------------*/ + +/* states and images */ +.ui-icon { display: block; text-indent: -99999px; overflow: hidden; background-repeat: no-repeat; } + + +/* Misc visuals +----------------------------------*/ + +/* Overlays */ +.ui-widget-overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; } +.ui-resizable { position: relative;} +.ui-resizable-handle { position: absolute;font-size: 0.1px; display: block; } +.ui-resizable-disabled .ui-resizable-handle, .ui-resizable-autohide .ui-resizable-handle { display: none; } +.ui-resizable-n { cursor: n-resize; height: 7px; width: 100%; top: -5px; left: 0; } +.ui-resizable-s { cursor: s-resize; height: 7px; width: 100%; bottom: -5px; left: 0; } +.ui-resizable-e { cursor: e-resize; width: 7px; right: -5px; top: 0; height: 100%; } +.ui-resizable-w { cursor: w-resize; width: 7px; left: -5px; top: 0; height: 100%; } +.ui-resizable-se { cursor: se-resize; width: 12px; height: 12px; right: 1px; bottom: 1px; } +.ui-resizable-sw { cursor: sw-resize; width: 9px; height: 9px; left: -5px; bottom: -5px; } +.ui-resizable-nw { cursor: nw-resize; width: 9px; height: 9px; left: -5px; top: -5px; } +.ui-resizable-ne { cursor: ne-resize; width: 9px; height: 9px; right: -5px; top: -5px;}.ui-selectable-helper { position: absolute; z-index: 100; border:1px dotted black; } +.ui-accordion .ui-accordion-header { display: block; cursor: pointer; position: relative; margin-top: 2px; padding: .5em .5em .5em .7em; zoom: 1; } +.ui-accordion .ui-accordion-icons { padding-left: 2.2em; } +.ui-accordion .ui-accordion-noicons { padding-left: .7em; } +.ui-accordion .ui-accordion-icons .ui-accordion-icons { padding-left: 2.2em; } +.ui-accordion .ui-accordion-header .ui-accordion-header-icon { position: absolute; left: .5em; top: 50%; margin-top: -8px; } +.ui-accordion .ui-accordion-content { padding: 1em 2.2em; border-top: 0; overflow: auto; zoom: 1; } +.ui-autocomplete { position: absolute; cursor: default; } + +/* workarounds */ +* html .ui-autocomplete { width:1px; } /* without this, the menu expands to 100% in IE6 */ +.ui-button { display: inline-block; position: relative; padding: 0; margin-right: .1em; cursor: pointer; text-align: center; zoom: 1; overflow: visible; } /* the overflow property removes extra width in IE */ +.ui-button, .ui-button:link, .ui-button:visited, .ui-button:hover, .ui-button:active { text-decoration: none; } +.ui-button-icon-only { width: 2.2em; } /* to make room for the icon, a width needs to be set here */ +button.ui-button-icon-only { width: 2.4em; } /* button elements seem to need a little more width */ +.ui-button-icons-only { width: 3.4em; } +button.ui-button-icons-only { width: 3.7em; } + +/*button text element */ +.ui-button .ui-button-text { display: block; line-height: 1.4; } +.ui-button-text-only .ui-button-text { padding: .4em 1em; } +.ui-button-icon-only .ui-button-text, .ui-button-icons-only .ui-button-text { padding: .4em; text-indent: -9999999px; } +.ui-button-text-icon-primary .ui-button-text, .ui-button-text-icons .ui-button-text { padding: .4em 1em .4em 2.1em; } +.ui-button-text-icon-secondary .ui-button-text, .ui-button-text-icons .ui-button-text { padding: .4em 2.1em .4em 1em; } +.ui-button-text-icons .ui-button-text { padding-left: 2.1em; padding-right: 2.1em; } +/* no icon support for input elements, provide padding by default */ +input.ui-button { padding: .4em 1em; } + +/*button icon element(s) */ +.ui-button-icon-only .ui-icon, .ui-button-text-icon-primary .ui-icon, .ui-button-text-icon-secondary .ui-icon, .ui-button-text-icons .ui-icon, .ui-button-icons-only .ui-icon { position: absolute; top: 50%; margin-top: -8px; } +.ui-button-icon-only .ui-icon { left: 50%; margin-left: -8px; } +.ui-button-text-icon-primary .ui-button-icon-primary, .ui-button-text-icons .ui-button-icon-primary, .ui-button-icons-only .ui-button-icon-primary { left: .5em; } +.ui-button-text-icon-secondary .ui-button-icon-secondary, .ui-button-text-icons .ui-button-icon-secondary, .ui-button-icons-only .ui-button-icon-secondary { right: .5em; } +.ui-button-text-icons .ui-button-icon-secondary, .ui-button-icons-only .ui-button-icon-secondary { right: .5em; } + +/*button sets*/ +.ui-buttonset { margin-right: 7px; } +.ui-buttonset .ui-button { margin-left: 0; margin-right: -.3em; } + +/* workarounds */ +button.ui-button::-moz-focus-inner { border: 0; padding: 0; } /* reset extra padding in Firefox */ +.ui-datepicker { width: 17em; padding: .2em .2em 0; display: none; } +.ui-datepicker .ui-datepicker-header { position:relative; padding:.2em 0; } +.ui-datepicker .ui-datepicker-prev, .ui-datepicker .ui-datepicker-next { position:absolute; top: 2px; width: 1.8em; height: 1.8em; } +.ui-datepicker .ui-datepicker-prev-hover, .ui-datepicker .ui-datepicker-next-hover { top: 1px; } +.ui-datepicker .ui-datepicker-prev { left:2px; } +.ui-datepicker .ui-datepicker-next { right:2px; } +.ui-datepicker .ui-datepicker-prev-hover { left:1px; } +.ui-datepicker .ui-datepicker-next-hover { right:1px; } +.ui-datepicker .ui-datepicker-prev span, .ui-datepicker .ui-datepicker-next span { display: block; position: absolute; left: 50%; margin-left: -8px; top: 50%; margin-top: -8px; } +.ui-datepicker .ui-datepicker-title { margin: 0 2.3em; line-height: 1.8em; text-align: center; } +.ui-datepicker .ui-datepicker-title select { font-size:1em; margin:1px 0; } +.ui-datepicker select.ui-datepicker-month-year {width: 100%;} +.ui-datepicker select.ui-datepicker-month, +.ui-datepicker select.ui-datepicker-year { width: 49%;} +.ui-datepicker table {width: 100%; font-size: .9em; border-collapse: collapse; margin:0 0 .4em; } +.ui-datepicker th { padding: .7em .3em; text-align: center; font-weight: bold; border: 0; } +.ui-datepicker td { border: 0; padding: 1px; } +.ui-datepicker td span, .ui-datepicker td a { display: block; padding: .2em; text-align: right; text-decoration: none; } +.ui-datepicker .ui-datepicker-buttonpane { background-image: none; margin: .7em 0 0 0; padding:0 .2em; border-left: 0; border-right: 0; border-bottom: 0; } +.ui-datepicker .ui-datepicker-buttonpane button { float: right; margin: .5em .2em .4em; cursor: pointer; padding: .2em .6em .3em .6em; width:auto; overflow:visible; } +.ui-datepicker .ui-datepicker-buttonpane button.ui-datepicker-current { float:left; } + +/* with multiple calendars */ +.ui-datepicker.ui-datepicker-multi { width:auto; } +.ui-datepicker-multi .ui-datepicker-group { float:left; } +.ui-datepicker-multi .ui-datepicker-group table { width:95%; margin:0 auto .4em; } +.ui-datepicker-multi-2 .ui-datepicker-group { width:50%; } +.ui-datepicker-multi-3 .ui-datepicker-group { width:33.3%; } +.ui-datepicker-multi-4 .ui-datepicker-group { width:25%; } +.ui-datepicker-multi .ui-datepicker-group-last .ui-datepicker-header { border-left-width:0; } +.ui-datepicker-multi .ui-datepicker-group-middle .ui-datepicker-header { border-left-width:0; } +.ui-datepicker-multi .ui-datepicker-buttonpane { clear:left; } +.ui-datepicker-row-break { clear:both; width:100%; font-size:0em; } + +/* RTL support */ +.ui-datepicker-rtl { direction: rtl; } +.ui-datepicker-rtl .ui-datepicker-prev { right: 2px; left: auto; } +.ui-datepicker-rtl .ui-datepicker-next { left: 2px; right: auto; } +.ui-datepicker-rtl .ui-datepicker-prev:hover { right: 1px; left: auto; } +.ui-datepicker-rtl .ui-datepicker-next:hover { left: 1px; right: auto; } +.ui-datepicker-rtl .ui-datepicker-buttonpane { clear:right; } +.ui-datepicker-rtl .ui-datepicker-buttonpane button { float: left; } +.ui-datepicker-rtl .ui-datepicker-buttonpane button.ui-datepicker-current { float:right; } +.ui-datepicker-rtl .ui-datepicker-group { float:right; } +.ui-datepicker-rtl .ui-datepicker-group-last .ui-datepicker-header { border-right-width:0; border-left-width:1px; } +.ui-datepicker-rtl .ui-datepicker-group-middle .ui-datepicker-header { border-right-width:0; border-left-width:1px; } + +/* IE6 IFRAME FIX (taken from datepicker 1.5.3 */ +.ui-datepicker-cover { + position: absolute; /*must have*/ + z-index: -1; /*must have*/ + filter: mask(); /*must have*/ + top: -4px; /*must have*/ + left: -4px; /*must have*/ + width: 200px; /*must have*/ + height: 200px; /*must have*/ +}.ui-dialog { position: absolute; padding: .2em; width: 300px; overflow: hidden; } +.ui-dialog .ui-dialog-titlebar { padding: .4em 1em; position: relative; } +.ui-dialog .ui-dialog-title { float: left; margin: .1em 16px .1em 0; } +.ui-dialog .ui-dialog-titlebar-close { position: absolute; right: .3em; top: 50%; width: 19px; margin: -10px 0 0 0; padding: 1px; height: 18px; } +.ui-dialog .ui-dialog-titlebar-close span { display: block; margin: 1px; } +.ui-dialog .ui-dialog-titlebar-close:hover, .ui-dialog .ui-dialog-titlebar-close:focus { padding: 0; } +.ui-dialog .ui-dialog-content { position: relative; border: 0; padding: .5em 1em; background: none; overflow: auto; zoom: 1; } +.ui-dialog .ui-dialog-buttonpane { text-align: left; border-width: 1px 0 0 0; background-image: none; margin: .5em 0 0 0; padding: .3em 1em .5em .4em; } +.ui-dialog .ui-dialog-buttonpane .ui-dialog-buttonset { float: right; } +.ui-dialog .ui-dialog-buttonpane button { margin: .5em .4em .5em 0; cursor: pointer; } +.ui-dialog .ui-resizable-se { width: 14px; height: 14px; right: 3px; bottom: 3px; } +.ui-draggable .ui-dialog-titlebar { cursor: move; } +.ui-menu { list-style:none; padding: 2px; margin: 0; display:block; outline: none; } +.ui-menu .ui-menu { margin-top: -3px; position: absolute; } +.ui-menu .ui-menu-item { margin: 0; padding: 0; zoom: 1; width: 100%; } +.ui-menu .ui-menu-divider { margin: 5px -2px 5px -2px; height: 0; font-size: 0; line-height: 0; border-width: 1px 0 0 0; } +.ui-menu .ui-menu-item a { text-decoration: none; display: block; padding: 2px .4em; line-height: 1.5; zoom: 1; font-weight: normal; } +.ui-menu .ui-menu-item a.ui-state-focus, +.ui-menu .ui-menu-item a.ui-state-active { font-weight: normal; margin: -1px; } + +.ui-menu .ui-state-disabled { font-weight: normal; margin: .4em 0 .2em; line-height: 1.5; } +.ui-menu .ui-state-disabled a { cursor: default; } + +/* icon support */ +.ui-menu-icons { position: relative; } +.ui-menu-icons .ui-menu-item a { position: relative; padding-left: 2em; } + +/* left-aligned */ +.ui-menu .ui-icon { position: absolute; top: .2em; left: .2em; } + +/* right-aligned */ +.ui-menu .ui-menu-icon { position: static; float: right; } +.ui-progressbar { height:2em; text-align: left; overflow: hidden; } +.ui-progressbar .ui-progressbar-value {margin: -1px; height:100%; }.ui-slider { position: relative; text-align: left; } +.ui-slider .ui-slider-handle { position: absolute; z-index: 2; width: 1.2em; height: 1.2em; cursor: default; } +.ui-slider .ui-slider-range { position: absolute; z-index: 1; font-size: .7em; display: block; border: 0; background-position: 0 0; } + +.ui-slider-horizontal { height: .8em; } +.ui-slider-horizontal .ui-slider-handle { top: -.3em; margin-left: -.6em; } +.ui-slider-horizontal .ui-slider-range { top: 0; height: 100%; } +.ui-slider-horizontal .ui-slider-range-min { left: 0; } +.ui-slider-horizontal .ui-slider-range-max { right: 0; } + +.ui-slider-vertical { width: .8em; height: 100px; } +.ui-slider-vertical .ui-slider-handle { left: -.3em; margin-left: 0; margin-bottom: -.6em; } +.ui-slider-vertical .ui-slider-range { left: 0; width: 100%; } +.ui-slider-vertical .ui-slider-range-min { bottom: 0; } +.ui-slider-vertical .ui-slider-range-max { top: 0; }.ui-spinner { position:relative; display: inline-block; overflow: hidden; padding: 0; vertical-align: middle; } +.ui-spinner-input { border: none; background: none; padding: 0; margin: .2em 0; vertical-align: middle; margin-left: .4em; margin-right: 22px; } +.ui-spinner-button { width: 16px; height: 50%; font-size: .5em; padding: 0; margin: 0; z-index: 100; text-align: center; position: absolute; cursor: default; display: block; overflow: hidden; right: 0; } +.ui-spinner a.ui-spinner-button { border-top: none; border-bottom: none; border-right: none; } /* more specificity required here to overide default borders */ +.ui-spinner .ui-icon { position: absolute; margin-top: -8px; top: 50%; left: 0; } /* vertical centre icon */ +.ui-spinner-up { top: 0; } +.ui-spinner-down { bottom: 0; } + +/* TR overrides */ +span.ui-spinner { background: none; } +.ui-spinner .ui-icon-triangle-1-s { + /* need to fix icons sprite */ + background-position:-65px -16px; +} +.ui-tabs { position: relative; padding: .2em; zoom: 1; } /* position: relative prevents IE scroll bug (element with position: relative inside container with overflow: auto appear as "fixed") */ +.ui-tabs .ui-tabs-nav { margin: 0; padding: .2em .2em 0; } +.ui-tabs .ui-tabs-nav li { list-style: none; float: left; position: relative; top: 0; margin: 1px .2em 0 0; border-bottom: 0; padding: 0; white-space: nowrap; } +.ui-tabs .ui-tabs-nav li a { float: left; padding: .5em 1em; text-decoration: none; } +.ui-tabs .ui-tabs-nav li.ui-tabs-active { margin-bottom: -1px; padding-bottom: 1px; } +.ui-tabs .ui-tabs-nav li.ui-tabs-active a, .ui-tabs .ui-tabs-nav li.ui-state-disabled a, .ui-tabs .ui-tabs-nav li.ui-tabs-loading a { cursor: text; } +.ui-tabs .ui-tabs-nav li a, .ui-tabs-collapsible .ui-tabs-nav li.ui-tabs-active a { cursor: pointer; } /* first selector in group seems obsolete, but required to overcome bug in Opera applying cursor: text overall if defined elsewhere... */ +.ui-tabs .ui-tabs-panel { display: block; border-width: 0; padding: 1em 1.4em; background: none; } +.ui-tooltip { + padding:8px; + position:absolute; + z-index:9999; + -o-box-shadow: 0 0 5px #aaa; + -moz-box-shadow: 0 0 5px #aaa; + -webkit-box-shadow: 0 0 5px #aaa; + box-shadow: 0 0 5px #aaa; +} +/* Fades and background-images don't work well together in IE6, drop the image */ +* html .ui-tooltip { + background-image: none; +} +body .ui-tooltip { border-width:2px; } + +/* Component containers +----------------------------------*/ +.ui-widget { font-family: Lucida Grande,Lucida Sans,Arial,sans-serif; font-size: 1em; } +.ui-widget .ui-widget { font-size: 1em; } +.ui-widget input, .ui-widget select, .ui-widget textarea, .ui-widget button { font-family: Lucida Grande,Lucida Sans,Arial,sans-serif; font-size: 1em; } +.ui-widget-content { border: 1px solid #dddddd; background: #f2f5f7 url(images/ui-bg_highlight-hard_100_f2f5f7_1x100.png) 50% top repeat-x; color: #362b36; } +.ui-widget-content a { color: #362b36; } +.ui-widget-header { border: 1px solid #aed0ea; background: #deedf7 url(images/ui-bg_highlight-soft_100_deedf7_1x100.png) 50% 50% repeat-x; color: #222222; font-weight: bold; } +.ui-widget-header a { color: #222222; } + +/* Interaction states +----------------------------------*/ +.ui-state-default, .ui-widget-content .ui-state-default, .ui-widget-header .ui-state-default { border: 1px solid #aed0ea; background: #d7ebf9 url(images/ui-bg_glass_80_d7ebf9_1x400.png) 50% 50% repeat-x; font-weight: bold; color: #2779aa; } +.ui-state-default a, .ui-state-default a:link, .ui-state-default a:visited { color: #2779aa; text-decoration: none; } +.ui-state-hover, .ui-widget-content .ui-state-hover, .ui-widget-header .ui-state-hover, .ui-state-focus, .ui-widget-content .ui-state-focus, .ui-widget-header .ui-state-focus { border: 1px solid #74b2e2; background: #e4f1fb url(images/ui-bg_glass_100_e4f1fb_1x400.png) 50% 50% repeat-x; font-weight: bold; color: #0070a3; } +.ui-state-hover a, .ui-state-hover a:hover { color: #0070a3; text-decoration: none; } +.ui-state-active, .ui-widget-content .ui-state-active, .ui-widget-header .ui-state-active { border: 1px solid #2694e8; background: #3baae3 url(images/ui-bg_glass_50_3baae3_1x400.png) 50% 50% repeat-x; font-weight: bold; color: #ffffff; } +.ui-state-active a, .ui-state-active a:link, .ui-state-active a:visited { color: #ffffff; text-decoration: none; } + +/* Interaction Cues +----------------------------------*/ +.ui-state-highlight, .ui-widget-content .ui-state-highlight, .ui-widget-header .ui-state-highlight {border: 1px solid #f9dd34; background: #ffef8f url(images/ui-bg_highlight-soft_25_ffef8f_1x100.png) 50% top repeat-x; color: #363636; } +.ui-state-highlight a, .ui-widget-content .ui-state-highlight a,.ui-widget-header .ui-state-highlight a { color: #363636; } +.ui-state-error, .ui-widget-content .ui-state-error, .ui-widget-header .ui-state-error {border: 1px solid #cd0a0a; background: #cd0a0a url(images/ui-bg_flat_15_cd0a0a_40x100.png) 50% 50% repeat-x; color: #ffffff; } +.ui-state-error a, .ui-widget-content .ui-state-error a, .ui-widget-header .ui-state-error a { color: #ffffff; } +.ui-state-error-text, .ui-widget-content .ui-state-error-text, .ui-widget-header .ui-state-error-text { color: #ffffff; } +.ui-priority-primary, .ui-widget-content .ui-priority-primary, .ui-widget-header .ui-priority-primary { font-weight: bold; } +.ui-priority-secondary, .ui-widget-content .ui-priority-secondary, .ui-widget-header .ui-priority-secondary { opacity: .7; filter:Alpha(Opacity=70); font-weight: normal; } +.ui-state-disabled, .ui-widget-content .ui-state-disabled, .ui-widget-header .ui-state-disabled { opacity: .35; filter:Alpha(Opacity=35); background-image: none; } + +/* Icons +----------------------------------*/ + +/* states and images */ +.ui-icon { width: 16px; height: 16px; background-image: url(images/ui-icons_72a7cf_256x240.png); } +.ui-widget-content .ui-icon {background-image: url(images/ui-icons_72a7cf_256x240.png); } +.ui-widget-header .ui-icon {background-image: url(images/ui-icons_72a7cf_256x240.png); } +.ui-state-default .ui-icon { background-image: url(images/ui-icons_3d80b3_256x240.png); } +.ui-state-hover .ui-icon, .ui-state-focus .ui-icon {background-image: url(images/ui-icons_2694e8_256x240.png); } +.ui-state-active .ui-icon {background-image: url(images/ui-icons_ffffff_256x240.png); } +.ui-state-highlight .ui-icon {background-image: url(images/ui-icons_2e83ff_256x240.png); } +.ui-state-error .ui-icon, .ui-state-error-text .ui-icon {background-image: url(images/ui-icons_ffffff_256x240.png); } + +/* positioning */ +.ui-icon-carat-1-n { background-position: 0 0; } +.ui-icon-carat-1-ne { background-position: -16px 0; } +.ui-icon-carat-1-e { background-position: -32px 0; } +.ui-icon-carat-1-se { background-position: -48px 0; } +.ui-icon-carat-1-s { background-position: -64px 0; } +.ui-icon-carat-1-sw { background-position: -80px 0; } +.ui-icon-carat-1-w { background-position: -96px 0; } +.ui-icon-carat-1-nw { background-position: -112px 0; } +.ui-icon-carat-2-n-s { background-position: -128px 0; } +.ui-icon-carat-2-e-w { background-position: -144px 0; } +.ui-icon-triangle-1-n { background-position: 0 -16px; } +.ui-icon-triangle-1-ne { background-position: -16px -16px; } +.ui-icon-triangle-1-e { background-position: -32px -16px; } +.ui-icon-triangle-1-se { background-position: -48px -16px; } +.ui-icon-triangle-1-s { background-position: -64px -16px; } +.ui-icon-triangle-1-sw { background-position: -80px -16px; } +.ui-icon-triangle-1-w { background-position: -96px -16px; } +.ui-icon-triangle-1-nw { background-position: -112px -16px; } +.ui-icon-triangle-2-n-s { background-position: -128px -16px; } +.ui-icon-triangle-2-e-w { background-position: -144px -16px; } +.ui-icon-arrow-1-n { background-position: 0 -32px; } +.ui-icon-arrow-1-ne { background-position: -16px -32px; } +.ui-icon-arrow-1-e { background-position: -32px -32px; } +.ui-icon-arrow-1-se { background-position: -48px -32px; } +.ui-icon-arrow-1-s { background-position: -64px -32px; } +.ui-icon-arrow-1-sw { background-position: -80px -32px; } +.ui-icon-arrow-1-w { background-position: -96px -32px; } +.ui-icon-arrow-1-nw { background-position: -112px -32px; } +.ui-icon-arrow-2-n-s { background-position: -128px -32px; } +.ui-icon-arrow-2-ne-sw { background-position: -144px -32px; } +.ui-icon-arrow-2-e-w { background-position: -160px -32px; } +.ui-icon-arrow-2-se-nw { background-position: -176px -32px; } +.ui-icon-arrowstop-1-n { background-position: -192px -32px; } +.ui-icon-arrowstop-1-e { background-position: -208px -32px; } +.ui-icon-arrowstop-1-s { background-position: -224px -32px; } +.ui-icon-arrowstop-1-w { background-position: -240px -32px; } +.ui-icon-arrowthick-1-n { background-position: 0 -48px; } +.ui-icon-arrowthick-1-ne { background-position: -16px -48px; } +.ui-icon-arrowthick-1-e { background-position: -32px -48px; } +.ui-icon-arrowthick-1-se { background-position: -48px -48px; } +.ui-icon-arrowthick-1-s { background-position: -64px -48px; } +.ui-icon-arrowthick-1-sw { background-position: -80px -48px; } +.ui-icon-arrowthick-1-w { background-position: -96px -48px; } +.ui-icon-arrowthick-1-nw { background-position: -112px -48px; } +.ui-icon-arrowthick-2-n-s { background-position: -128px -48px; } +.ui-icon-arrowthick-2-ne-sw { background-position: -144px -48px; } +.ui-icon-arrowthick-2-e-w { background-position: -160px -48px; } +.ui-icon-arrowthick-2-se-nw { background-position: -176px -48px; } +.ui-icon-arrowthickstop-1-n { background-position: -192px -48px; } +.ui-icon-arrowthickstop-1-e { background-position: -208px -48px; } +.ui-icon-arrowthickstop-1-s { background-position: -224px -48px; } +.ui-icon-arrowthickstop-1-w { background-position: -240px -48px; } +.ui-icon-arrowreturnthick-1-w { background-position: 0 -64px; } +.ui-icon-arrowreturnthick-1-n { background-position: -16px -64px; } +.ui-icon-arrowreturnthick-1-e { background-position: -32px -64px; } +.ui-icon-arrowreturnthick-1-s { background-position: -48px -64px; } +.ui-icon-arrowreturn-1-w { background-position: -64px -64px; } +.ui-icon-arrowreturn-1-n { background-position: -80px -64px; } +.ui-icon-arrowreturn-1-e { background-position: -96px -64px; } +.ui-icon-arrowreturn-1-s { background-position: -112px -64px; } +.ui-icon-arrowrefresh-1-w { background-position: -128px -64px; } +.ui-icon-arrowrefresh-1-n { background-position: -144px -64px; } +.ui-icon-arrowrefresh-1-e { background-position: -160px -64px; } +.ui-icon-arrowrefresh-1-s { background-position: -176px -64px; } +.ui-icon-arrow-4 { background-position: 0 -80px; } +.ui-icon-arrow-4-diag { background-position: -16px -80px; } +.ui-icon-extlink { background-position: -32px -80px; } +.ui-icon-newwin { background-position: -48px -80px; } +.ui-icon-refresh { background-position: -64px -80px; } +.ui-icon-shuffle { background-position: -80px -80px; } +.ui-icon-transfer-e-w { background-position: -96px -80px; } +.ui-icon-transferthick-e-w { background-position: -112px -80px; } +.ui-icon-folder-collapsed { background-position: 0 -96px; } +.ui-icon-folder-open { background-position: -16px -96px; } +.ui-icon-document { background-position: -32px -96px; } +.ui-icon-document-b { background-position: -48px -96px; } +.ui-icon-note { background-position: -64px -96px; } +.ui-icon-mail-closed { background-position: -80px -96px; } +.ui-icon-mail-open { background-position: -96px -96px; } +.ui-icon-suitcase { background-position: -112px -96px; } +.ui-icon-comment { background-position: -128px -96px; } +.ui-icon-person { background-position: -144px -96px; } +.ui-icon-print { background-position: -160px -96px; } +.ui-icon-trash { background-position: -176px -96px; } +.ui-icon-locked { background-position: -192px -96px; } +.ui-icon-unlocked { background-position: -208px -96px; } +.ui-icon-bookmark { background-position: -224px -96px; } +.ui-icon-tag { background-position: -240px -96px; } +.ui-icon-home { background-position: 0 -112px; } +.ui-icon-flag { background-position: -16px -112px; } +.ui-icon-calendar { background-position: -32px -112px; } +.ui-icon-cart { background-position: -48px -112px; } +.ui-icon-pencil { background-position: -64px -112px; } +.ui-icon-clock { background-position: -80px -112px; } +.ui-icon-disk { background-position: -96px -112px; } +.ui-icon-calculator { background-position: -112px -112px; } +.ui-icon-zoomin { background-position: -128px -112px; } +.ui-icon-zoomout { background-position: -144px -112px; } +.ui-icon-search { background-position: -160px -112px; } +.ui-icon-wrench { background-position: -176px -112px; } +.ui-icon-gear { background-position: -192px -112px; } +.ui-icon-heart { background-position: -208px -112px; } +.ui-icon-star { background-position: -224px -112px; } +.ui-icon-link { background-position: -240px -112px; } +.ui-icon-cancel { background-position: 0 -128px; } +.ui-icon-plus { background-position: -16px -128px; } +.ui-icon-plusthick { background-position: -32px -128px; } +.ui-icon-minus { background-position: -48px -128px; } +.ui-icon-minusthick { background-position: -64px -128px; } +.ui-icon-close { background-position: -80px -128px; } +.ui-icon-closethick { background-position: -96px -128px; } +.ui-icon-key { background-position: -112px -128px; } +.ui-icon-lightbulb { background-position: -128px -128px; } +.ui-icon-scissors { background-position: -144px -128px; } +.ui-icon-clipboard { background-position: -160px -128px; } +.ui-icon-copy { background-position: -176px -128px; } +.ui-icon-contact { background-position: -192px -128px; } +.ui-icon-image { background-position: -208px -128px; } +.ui-icon-video { background-position: -224px -128px; } +.ui-icon-script { background-position: -240px -128px; } +.ui-icon-alert { background-position: 0 -144px; } +.ui-icon-info { background-position: -16px -144px; } +.ui-icon-notice { background-position: -32px -144px; } +.ui-icon-help { background-position: -48px -144px; } +.ui-icon-check { background-position: -64px -144px; } +.ui-icon-bullet { background-position: -80px -144px; } +.ui-icon-radio-on { background-position: -96px -144px; } +.ui-icon-radio-off { background-position: -112px -144px; } +.ui-icon-pin-w { background-position: -128px -144px; } +.ui-icon-pin-s { background-position: -144px -144px; } +.ui-icon-play { background-position: 0 -160px; } +.ui-icon-pause { background-position: -16px -160px; } +.ui-icon-seek-next { background-position: -32px -160px; } +.ui-icon-seek-prev { background-position: -48px -160px; } +.ui-icon-seek-end { background-position: -64px -160px; } +.ui-icon-seek-start { background-position: -80px -160px; } +/* ui-icon-seek-first is deprecated, use ui-icon-seek-start instead */ +.ui-icon-seek-first { background-position: -80px -160px; } +.ui-icon-stop { background-position: -96px -160px; } +.ui-icon-eject { background-position: -112px -160px; } +.ui-icon-volume-off { background-position: -128px -160px; } +.ui-icon-volume-on { background-position: -144px -160px; } +.ui-icon-power { background-position: 0 -176px; } +.ui-icon-signal-diag { background-position: -16px -176px; } +.ui-icon-signal { background-position: -32px -176px; } +.ui-icon-battery-0 { background-position: -48px -176px; } +.ui-icon-battery-1 { background-position: -64px -176px; } +.ui-icon-battery-2 { background-position: -80px -176px; } +.ui-icon-battery-3 { background-position: -96px -176px; } +.ui-icon-circle-plus { background-position: 0 -192px; } +.ui-icon-circle-minus { background-position: -16px -192px; } +.ui-icon-circle-close { background-position: -32px -192px; } +.ui-icon-circle-triangle-e { background-position: -48px -192px; } +.ui-icon-circle-triangle-s { background-position: -64px -192px; } +.ui-icon-circle-triangle-w { background-position: -80px -192px; } +.ui-icon-circle-triangle-n { background-position: -96px -192px; } +.ui-icon-circle-arrow-e { background-position: -112px -192px; } +.ui-icon-circle-arrow-s { background-position: -128px -192px; } +.ui-icon-circle-arrow-w { background-position: -144px -192px; } +.ui-icon-circle-arrow-n { background-position: -160px -192px; } +.ui-icon-circle-zoomin { background-position: -176px -192px; } +.ui-icon-circle-zoomout { background-position: -192px -192px; } +.ui-icon-circle-check { background-position: -208px -192px; } +.ui-icon-circlesmall-plus { background-position: 0 -208px; } +.ui-icon-circlesmall-minus { background-position: -16px -208px; } +.ui-icon-circlesmall-close { background-position: -32px -208px; } +.ui-icon-squaresmall-plus { background-position: -48px -208px; } +.ui-icon-squaresmall-minus { background-position: -64px -208px; } +.ui-icon-squaresmall-close { background-position: -80px -208px; } +.ui-icon-grip-dotted-vertical { background-position: 0 -224px; } +.ui-icon-grip-dotted-horizontal { background-position: -16px -224px; } +.ui-icon-grip-solid-vertical { background-position: -32px -224px; } +.ui-icon-grip-solid-horizontal { background-position: -48px -224px; } +.ui-icon-gripsmall-diagonal-se { background-position: -64px -224px; } +.ui-icon-grip-diagonal-se { background-position: -80px -224px; } + + +/* Misc visuals +----------------------------------*/ + +/* Corner radius */ +.ui-corner-all, .ui-corner-top, .ui-corner-left, .ui-corner-tl { -moz-border-radius-topleft: 6px; -webkit-border-top-left-radius: 6px; -khtml-border-top-left-radius: 6px; border-top-left-radius: 6px; } +.ui-corner-all, .ui-corner-top, .ui-corner-right, .ui-corner-tr { -moz-border-radius-topright: 6px; -webkit-border-top-right-radius: 6px; -khtml-border-top-right-radius: 6px; border-top-right-radius: 6px; } +.ui-corner-all, .ui-corner-bottom, .ui-corner-left, .ui-corner-bl { -moz-border-radius-bottomleft: 6px; -webkit-border-bottom-left-radius: 6px; -khtml-border-bottom-left-radius: 6px; border-bottom-left-radius: 6px; } +.ui-corner-all, .ui-corner-bottom, .ui-corner-right, .ui-corner-br { -moz-border-radius-bottomright: 6px; -webkit-border-bottom-right-radius: 6px; -khtml-border-bottom-right-radius: 6px; border-bottom-right-radius: 6px; } + +/* Overlays */ +.ui-widget-overlay { background: #eeeeee url(images/ui-bg_diagonals-thick_90_eeeeee_40x40.png) 50% 50% repeat; opacity: .8;filter:Alpha(Opacity=80); } +.ui-widget-shadow { margin: -7px 0 0 -7px; padding: 7px; background: #000000 url(images/ui-bg_highlight-hard_70_000000_1x100.png) 50% top repeat-x; opacity: .3;filter:Alpha(Opacity=30); -moz-border-radius: 8px; -khtml-border-radius: 8px; -webkit-border-radius: 8px; border-radius: 8px; } \ No newline at end of file diff --git a/octoprint/static/gcodeviewer/css/cupertino/jquery-ui-1.9.0.custom.min.css b/octoprint/static/gcodeviewer/css/cupertino/jquery-ui-1.9.0.custom.min.css new file mode 100644 index 0000000..5f3ad40 --- /dev/null +++ b/octoprint/static/gcodeviewer/css/cupertino/jquery-ui-1.9.0.custom.min.css @@ -0,0 +1,5 @@ +/*! jQuery UI - v1.9.0 - 2012-10-21 +* http://jqueryui.com +* Includes: jquery.ui.core.css, jquery.ui.resizable.css, jquery.ui.selectable.css, jquery.ui.accordion.css, jquery.ui.autocomplete.css, jquery.ui.button.css, jquery.ui.datepicker.css, jquery.ui.dialog.css, jquery.ui.menu.css, jquery.ui.progressbar.css, jquery.ui.slider.css, jquery.ui.spinner.css, jquery.ui.tabs.css, jquery.ui.tooltip.css +* To view and modify this theme, visit 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-7px;padding:7px;background:#000 url(images/ui-bg_highlight-hard_70_000000_1x100.png) 50% top repeat-x;opacity:.3;filter:Alpha(Opacity=30);-moz-border-radius:8px;-khtml-border-radius:8px;-webkit-border-radius:8px;border-radius:8px} \ No newline at end of file diff --git a/octoprint/static/gcodeviewer/css/style.css b/octoprint/static/gcodeviewer/css/style.css new file mode 100644 index 0000000..985e738 --- /dev/null +++ b/octoprint/static/gcodeviewer/css/style.css @@ -0,0 +1,161 @@ +/*body,*/ +/*#wrap {*/ + /*width:1000px;*/ + /*height: 680px;*/ + /*position: absolute;*/ + /*top: 50%;*/ + /*margin-top: -350px;*/ + /*left: 50%;*/ + /*margin-left: -500px;*/ + /**/ + /*background:#ffffff;*/ + /*border: 5px outset #bbb;*/ + /*-moz-border-radius: 5px;*/ + /*-webkit-border-radius: 5px;*/ + /*border-radius: 5px;*/ +/*}*/ +/*#control {*/ + /*float:left;*/ + /*width:300px;*/ + /*margin-top: 10px;*/ + /*margin-left: 10px;*/ + /*background:#ffffff;*/ + /*margin-right: 10px;*/ + /*height: 680px;*/ +/*}*/ +#file_block { + /*margin-top: 20px;*/ + /*margin-left: 20px;*/ +} + +#control_bottom { + position: absolute; + bottom: 0; + width: 300px; + margin-bottom: 10px; +} +#options{ + float: left; + margin-left: 5px; + margin-bottom: 5px; +} +#gcode { + background: #ffffff; + float:right; + width: 680px; + height: 680px; + border-width: 2px; + border-style: none none none solid; +} + +#canvas{ + /*float: left;*/ + clear:none; +} + +#drop_zone { + border: 2px dashed #bbb; + -moz-border-radius: 5px; + -webkit-border-radius: 5px; + border-radius: 5px; + padding: 40px; + margin: 5px; + text-align: center; + font: 20pt bold; + color: #bbb +} +#slider-vertical { + /*position: absolute;*/ + /*right: 0;*/ + /*top: 0;*/ + height: 580px; + width: 10px; + float: right; +} +#slider-horizontal { + height: 10px; + width: 570px; + /*position: absolute;*/ + /*bottom: 0;*/ +} + +#main_button_block { + /*float: right;*/ + margin-bottom: 5px; + margin-right: 5px; +} + +.mbut{ + height:60px; + width: 250px; + font-size: 1em; +} + +#tabs-min { + height: 680px; + padding: 0px; +} + +.mtab{ + background: transparent; + border: none; + font-weight: normal; + font-size: 0.5em; +} + +.mtab-defstate{ + background: transparent; + border: none; + +} + +.mtab-content{ + background: #ffffff; + background-image: none; + border: 0px none #dddddd; + border-bottom-style: none; + margin: 0px; +} + +.bar { + -webkit-transition: width 0s linear !important; + -moz-transition: width 0s linear !important; + -o-transition: width 0s linear !important; + transition: width 0s linear !important; +} + +.nav { + margin-bottom: 0px !important; +} + +.tab-content { + overflow: visible; +} + +.aboutpage { + margin: 10px; +} + +#accordion_top .ui-accordion-content{ + padding: 5px; +} + +#tabs-min .ui-tabs-panel { + padding: 0px; +} + +#progressBlock { + margin-left: 10px; + margin-right: 10px; + margin-bottom: 10px; +} + +.colorBox { + width: 50px; + height: 15px; + border: 1px solid #000000; + float:left; +} + +.activeline {background: #fff0b6 !important;} + diff --git a/octoprint/static/gcodeviewer/js/Worker.js b/octoprint/static/gcodeviewer/js/Worker.js new file mode 100644 index 0000000..98b39b2 --- /dev/null +++ b/octoprint/static/gcodeviewer/js/Worker.js @@ -0,0 +1,502 @@ +/** + * User: hudbrog (hudbrog@gmail.com) + * Date: 10/24/12 + * Time: 12:18 PM + */ + + var gcode; + var firstReport; + var z_heights = {}; + var model = []; + var gCodeOptions = { + sortLayers: false, + purgeEmptyLayers: true, + analyzeModel: false + }; + var max = {x: undefined, y: undefined, z: undefined}; + var min = {x: undefined, y: undefined, z: undefined}; + var modelSize = {x: undefined, y: undefined, z: undefined}; + var filamentByLayer = {}; + var totalFilament=0; + var printTime=0; + var printTimeByLayer = {}; + var layerHeight=0; + var layerCnt = 0; + var speeds = {extrude: [], retract: [], move: []}; + var speedsByLayer = {extrude: {}, retract: {}, move: {}}; + + + + var sendLayerToParent = function(layerNum, z, progress){ + self.postMessage({ + "cmd": "returnLayer", + "msg": { + cmds: model[layerNum], + layerNum: layerNum, + zHeightObject: {zValue: z, layer: z_heights[z]}, + isEmpty: false, + progress: progress + } + }); + }; + + var sendMultiLayerToParent = function(layerNum, z, progress){ + var tmpModel = []; + var tmpZHeight = {}; + + for(var i=0;iparseFloat(cmds[j].x)?parseFloat(max.x):parseFloat(cmds[j].x); + max.x = parseFloat(max.x)>parseFloat(cmds[j].prevX)?parseFloat(max.x):parseFloat(cmds[j].prevX); + min.x = parseFloat(min.x)parseFloat(cmds[j].y)?parseFloat(max.y):parseFloat(cmds[j].y); + max.y = parseFloat(max.y)>parseFloat(cmds[j].prevY)?parseFloat(max.y):parseFloat(cmds[j].prevY); + min.y = parseFloat(min.y)parseFloat(cmds[j].prevZ)?parseFloat(max.z):parseFloat(cmds[j].prevZ); + min.z = parseFloat(min.z)=tmp2?tmp1:tmp2; + }else if(cmds[j].retract!==0){ + printTimeAdd = Math.abs(parseFloat(cmds[j].extrusion)/(cmds[j].speed/60)); + } + + printTime += printTimeAdd; + if(typeof(printTimeByLayer[cmds[j].prevZ])==='undefined'){printTimeByLayer[cmds[j].prevZ]=0;} + printTimeByLayer[cmds[j].prevZ] += printTimeAdd; + + if(cmds[j].extrude&&cmds[j].retract===0){ + type = 'extrude'; + }else if(cmds[j].retract!==0){ + type = 'retract'; + }else if(!cmds[j].extrude&&cmds[j].retract===0){ + type = 'move'; + // if(cmds[j].prevZ == '17.1'){ + // self.postMessage({cmd: 'Got speed ' + cmds[j].speed + 'with line ' + cmds[j].gcodeLine}); + // } + }else { + self.postMessage({cmd: 'unknown type of move'}); + type = 'unknown'; + } + speedIndex = speeds[type].indexOf(cmds[j].speed); + if (speedIndex === -1) { + speeds[type].push(cmds[j].speed); + speedIndex = speeds[type].indexOf(cmds[j].speed); + } + if(typeof(speedsByLayer[type][cmds[j].prevZ]) === 'undefined'){ + speedsByLayer[type][cmds[j].prevZ] = []; + } + if(speedsByLayer[type][cmds[j].prevZ].indexOf(cmds[j].speed) === -1){ + speedsByLayer[type][cmds[j].prevZ][speedIndex] = cmds[j].speed; + } + + } + sendSizeProgress(i/model.length*100); + + } + purgeLayers(); + + modelSize.x = Math.abs(max.x - min.x); + modelSize.y = Math.abs(max.y - min.y); + modelSize.z = Math.abs(max.z - min.z); + layerHeight = (max.z-min.z)/(layerCnt-1); + + sendAnalyzeDone(); + }; + + var doParse = function(){ + var argChar, numSlice; + model=[]; + var sendLayer = undefined; + var sendLayerZ = 0; + var sendMultiLayer = []; + var sendMultiLayerZ = []; + var lastSend = 0; + // console.time("parseGCode timer"); + var reg = new RegExp(/^(?:G0|G1)\s/i); + var comment = new RegExp() + var j, layer= 0, extrude=false, prevRetract= 0, retract=0, x, y, z=0, f, prevZ=0, prevX, prevY,lastF=4000, prev_extrude = {a: undefined, b: undefined, c: undefined, e: undefined, abs: undefined}, extrudeRelative=false; + var dcExtrude=false; + var assumeNonDC = false; + + for(var i=0;i0; + if(prev_extrude["abs"]<0){ + prevRetract = -1; + retract = -1; + } + else if(prev_extrude["abs"]==0){ + // if(prevRetract <0 )prevRetract=retract; + retract = 0; + }else if(prev_extrude["abs"]>0&&prevRetract < 0){ + prevRetract = 0; + retract = 1; + } else { + // prevRetract = retract; + retract = 0; + } + prev_extrude[argChar] = numSlice; + + break; + case 'f': + numSlice = args[j].slice(1); + lastF = numSlice; + break; + default: + break; + } + } + if(dcExtrude&&!assumeNonDC){ + extrude = true; + prev_extrude["abs"] = Math.sqrt((prevX-x)*(prevX-x)+(prevY-y)*(prevY-y)); + } + if(!model[layer])model[layer]=[]; + if(typeof(x) !== 'undefined' || typeof(y) !== 'undefined' ||typeof(z) !== 'undefined'||retract!=0) model[layer][model[layer].length] = {x: Number(x), y: Number(y), z: Number(z), extrude: extrude, retract: Number(retract), noMove: false, extrusion: (extrude||retract)?Number(prev_extrude["abs"]):0, prevX: Number(prevX), prevY: Number(prevY), prevZ: Number(prevZ), speed: Number(lastF), gcodeLine: Number(i)}; + //{x: x, y: y, z: z, extrude: extrude, retract: retract, noMove: false, extrusion: (extrude||retract)?prev_extrude["abs"]:0, prevX: prevX, prevY: prevY, prevZ: prevZ, speed: lastF, gcodeLine: i}; + if(typeof(x) !== 'undefined') prevX = x; + if(typeof(y) !== 'undefined') prevY = y; + } else if(gcode[i].match(/^(?:M82)/i)){ + extrudeRelative = false; + }else if(gcode[i].match(/^(?:G91)/i)){ + extrudeRelative=true; + }else if(gcode[i].match(/^(?:G90)/i)){ + extrudeRelative=false; + }else if(gcode[i].match(/^(?:M83)/i)){ + extrudeRelative=true; + }else if(gcode[i].match(/^(?:M101)/i)){ + dcExtrude=true; + }else if(gcode[i].match(/^(?:M103)/i)){ + dcExtrude=false; + }else if(gcode[i].match(/^(?:G92)/i)){ + var args = gcode[i].split(/\s/); + for(j=0;j gcode.length*0.02 && sendMultiLayer.length != 0){ + lastSend = i; + sendMultiLayerToParent(sendMultiLayer, sendMultiLayerZ, i/gcode.length*100); + sendMultiLayer = []; + sendMultiLayerZ = []; + } + sendMultiLayer[sendMultiLayer.length] = sendLayer; + sendMultiLayerZ[sendMultiLayerZ.length] = sendLayerZ; + sendLayer = undefined; + sendLayerZ = undefined; + } + } +// sendMultiLayer[sendMultiLayer.length] = layer; +// sendMultiLayerZ[sendMultiLayerZ.length] = z; + sendMultiLayerToParent(sendMultiLayer, sendMultiLayerZ, i/gcode.length*100); + +// if(gCodeOptions["sortLayers"])sortLayers(); +// if(gCodeOptions["purgeEmptyLayers"])purgeLayers(); + + }; + + + var parseGCode = function(message){ + gcode = message.gcode; + firstReport = message.options.firstReport; + + + doParse(); + gcode = []; + self.postMessage({ + "cmd": "returnModel", + "msg": { +// model: model + } + }); + + }; + + var runAnalyze = function(message){ + analyzeModel(); + model = []; + z_heights = []; + gcode = undefined; + firstReport = undefined; + z_heights = {}; + model = []; + max = {x: undefined, y: undefined, z: undefined}; + min = {x: undefined, y: undefined, z: undefined}; + modelSize = {x: undefined, y: undefined, z: undefined}; + filamentByLayer = {}; + totalFilament=0; + printTime=0; + printTimeByLayer = {}; + layerHeight=0; + layerCnt = 0; + speeds = {extrude: [], retract: [], move: []}; + speedsByLayer = {extrude: {}, retract: {}, move: {}}; + }; + var setOption = function(options){ + for(var opt in options){ + gCodeOptions[opt] = options[opt]; + } + }; + +onmessage = function (e){ + var data = e.data; + // for some reason firefox doesn't garbage collect when something inside closures is deleted, so we delete and recreate whole object eaech time + switch (data.cmd) { + case 'parseGCode': + parseGCode(data.msg); + break; + case 'setOption': + setOption(data.msg); + break; + case 'analyzeModel': + runAnalyze(data.msg); + break; + + default: + self.postMessage('Unknown command: ' + data.msg); + } + +}; diff --git a/octoprint/static/gcodeviewer/js/gCodeReader.js b/octoprint/static/gcodeviewer/js/gCodeReader.js new file mode 100644 index 0000000..190bc57 --- /dev/null +++ b/octoprint/static/gcodeviewer/js/gCodeReader.js @@ -0,0 +1,197 @@ +/** + * User: hudbrog (hudbrog@gmail.com) + * Date: 10/21/12 + * Time: 7:31 AM + */ + +GCODE.gCodeReader = (function(){ +// ***** PRIVATE ****** + var gcode, lines; + var z_heights = {}; + var model = []; + var max = {x: undefined, y: undefined, z: undefined}; + var min = {x: undefined, y: undefined, z: undefined}; + var modelSize = {x: undefined, y: undefined, z: undefined}; + var filamentByLayer = {}; + var printTimeByLayer; + var totalFilament=0; + var printTime=0; + var speeds = {}; + var speedsByLayer = {}; + var gCodeOptions = { + sortLayers: false, + purgeEmptyLayers: true, + analyzeModel: false + }; + var linesCmdIndex = {}; + + var prepareGCode = function(){ + if(!lines)return; + gcode = []; + var i, tmp; + for(i=0;i 1 || tmp === -1) { + gcode.push(lines[i]); + } + } + lines = []; +// console.log("GCode prepared"); + }; + + var sortLayers = function(){ + var sortedZ = []; + var tmpModel = []; +// var cnt = 0; +// console.log(z_heights); + for(var layer in z_heights){ + sortedZ[z_heights[layer]] = layer; +// cnt++; + } +// console.log("cnt is " + cnt); + sortedZ.sort(function(a,b){ + return a-b; + }); +// console.log(sortedZ); +// console.log(model.length); + for(var i=0;i0)delta=zoomFactorDelta; + else delta=-1*zoomFactorDelta; + if (delta) zoom(delta); + return evt.preventDefault() && false; + }; + canvas.addEventListener('DOMMouseScroll',handleScroll,false); + canvas.addEventListener('mousewheel',handleScroll,false); + + }; + + var drawGrid = function() { + var i; + ctx.strokeStyle = renderOptions["colorGrid"]; + ctx.lineWidth = 1; + var offsetX=0, offsetY=0; + if(renderOptions["moveModel"]){ + offsetX = offsetModelX; + offsetY = offsetModelY; + } + + ctx.beginPath(); + for(i=0;i<=gridSizeX;i+=gridStep){ + ctx.moveTo(i*zoomFactor-offsetX, 0-offsetY); + ctx.lineTo(i*zoomFactor-offsetX, -gridSizeY*zoomFactor-offsetY); + } + ctx.stroke(); + + ctx.beginPath(); + for(i=0;i<=gridSizeY;i+=gridStep){ + ctx.moveTo(0-offsetX, -i*zoomFactor-offsetY); + ctx.lineTo(gridSizeX*zoomFactor-offsetX, -i*zoomFactor-offsetY); + } + ctx.stroke(); + + }; + + var drawLayer = function(layerNum, fromProgress, toProgress, isNextLayer){ + var i, speedIndex= 0, prevZ = 0; + isNextLayer = typeof isNextLayer !== 'undefined' ? isNextLayer : false; + if(!isNextLayer){ + layerNumStore=layerNum; + progressStore = {from: fromProgress, to: toProgress}; + } + if(!model||!model[layerNum])return; + + var cmds = model[layerNum]; + var x, y; + +// if(toProgress === -1){ +// toProgress=cmds.length; +// } + + if(fromProgress>0){ + prevX = cmds[fromProgress-1].x*zoomFactor; + prevY = -cmds[fromProgress-1].y*zoomFactor; + }else if(fromProgress===0 && layerNum==0){ + if(model[0]&&model[0].x !== undefined &&model[0].y !== undefined){ + prevX = model[0].x*zoomFactor; + prevY = -model[0].y*zoomFactor; + }else { + prevX = 0; + prevY = 0; + } + }else if(typeof(cmds[0].prevX) !== 'undefined' && typeof(cmds[0].prevY) !== 'undefined'){ + prevX = cmds[0].prevX*zoomFactor; + prevY = -cmds[0].prevY*zoomFactor; + }else{ + if(model[layerNum-1]){ + prevX=undefined; + prevY=undefined; + for(i=model[layerNum-1].length-1;i>=0;i--){ + if(prevX === undefined && model[layerNum-1][i].x!==undefined)prevX=model[layerNum-1][i].x*zoomFactor; + if(prevY === undefined && model[layerNum-1][i].y!==undefined)prevY=-model[layerNum-1][i].y*zoomFactor; + } + if(prevX === undefined)prevX=0; + if(prevY === undefined)prevY=0; + }else{ + prevX=0; + prevY=0; + } + } + + prevZ = GCODE.renderer.getZ(layerNum); + +// ctx.strokeStyle = renderOptions["colorLine"]; + for(i=fromProgress;i<=toProgress;i++){ + ctx.lineWidth = 1; + + if(typeof(cmds[i]) === 'undefined')continue; + + if(typeof(cmds[i].prevX) !== 'undefined' && typeof(cmds[i].prevY) !== 'undefined'){ + prevX = cmds[i].prevX*zoomFactor; + prevY = -cmds[i].prevY*zoomFactor; + } +// console.log(cmds[i]); + if(typeof(cmds[i].x)==='undefined'||isNaN(cmds[i].x))x=prevX/zoomFactor; + else x = cmds[i].x; + if(typeof(cmds[i].y) === 'undefined'||isNaN(cmds[i].y))y=prevY/zoomFactor; + else y = -cmds[i].y; + if(renderOptions["differentiateColors"]&&!renderOptions['showNextLayer']){ +// if(speedsByLayer['extrude'][prevZ]){ + speedIndex = speeds['extrude'].indexOf(cmds[i].speed); +// speedIndex = GCODE.ui.ArrayIndexOf(speedsByLayer['extrude'][prevZ], function(obj) {return obj.speed === cmds[i].speed;}); +// } else { +// speedIndex = -1; +// } + if(speedIndex === -1){ + speedIndex = 0; + }else if(speedIndex > renderOptions["colorLine"].length -1){ + speedIndex = speedIndex % (renderOptions["colorLine"].length-1); + // console.log("Too much colors"); + } + }else if(renderOptions['showNextLayer']&&isNextLayer){ + speedIndex=3; + }else{ + speedIndex=0; + } + + + if(!cmds[i].extrude&&!cmds[i].noMove){ +// ctx.stroke(); + if(cmds[i].retract == -1){ + if(renderOptions["showRetracts"]){ + + ctx.strokeStyle = renderOptions["colorRetract"]; + ctx.fillStyle = renderOptions["colorRetract"]; + ctx.beginPath(); + ctx.arc(prevX, prevY, renderOptions["sizeRetractSpot"], 0, Math.PI*2, true); + ctx.stroke(); + ctx.fill(); + } + } + if(renderOptions["showMoves"]){ + ctx.strokeStyle = renderOptions["colorMove"]; + ctx.beginPath(); + ctx.moveTo(prevX, prevY); + ctx.lineTo(x*zoomFactor,y*zoomFactor); + ctx.stroke(); + } +// ctx.strokeStyle = renderOptions["colorLine"][0]; +// ctx.beginPath(); +// console.log("moveto: "+cmds[i].x+":"+cmds[i].y) +// ctx.moveTo(cmds[i].x*zoomFactor,cmds[i].y*zoomFactor); + } + else if(cmds[i].extrude){ + if(cmds[i].retract==0){ + ctx.strokeStyle = renderOptions["colorLine"][speedIndex]; + ctx.lineWidth = renderOptions['extrusionWidth']; + ctx.beginPath(); + ctx.moveTo(prevX, prevY); + ctx.lineTo(x*zoomFactor,y*zoomFactor); + ctx.stroke(); + }else { + if(renderOptions["showRetracts"]){ +// ctx.stroke(); + ctx.strokeStyle = renderOptions["colorRestart"]; + ctx.fillStyle = renderOptions["colorRestart"]; + ctx.beginPath(); + ctx.arc(prevX, prevY, renderOptions["sizeRetractSpot"], 0, Math.PI*2, true); + ctx.stroke(); + ctx.fill(); +// ctx.strokeStyle = renderOptions["colorLine"][0]; +// ctx.beginPath(); + } + } + } + prevX = x*zoomFactor; + prevY = y*zoomFactor; + } + ctx.stroke(); + }; + + +// ***** PUBLIC ******* + return { + init: function(){ + startCanvas(); + initialized = true; + ctx.translate(10,gridSizeY*zoomFactor+20); + }, + setOption: function(options){ + for(var opt in options){ + if(options.hasOwnProperty(opt))renderOptions[opt] = options[opt]; + }; + + if(initialized)reRender(); + }, + getOptions: function(){ + return renderOptions; + }, + debugGetModel: function(){ + return model; + }, + render: function(layerNum, fromProgress, toProgress){ + if(!initialized)this.init(); + if(!model){ + drawGrid(); + }else{ + if(layerNum < model.length){ + var p1 = ctx.transformedPoint(0,0); + var p2 = ctx.transformedPoint(canvas.width,canvas.height); + ctx.clearRect(p1.x,p1.y,p2.x-p1.x,p2.y-p1.y); + drawGrid(); +// ctx.globalAlpha = 0.5; + if(renderOptions['showNextLayer'] && layerNum < model.length - 1) { + drawLayer(layerNum+1, 0, this.getLayerNumSegments(layerNum+1), true); + } + drawLayer(layerNum, fromProgress, toProgress); + }else{ + console.log("Got request to render non-existent layer!!"); + } + } + }, + getModelNumLayers: function(){ + return model?model.length:1; + }, + getLayerNumSegments: function(layer){ + if(model){ + return model[layer]?model[layer].length:1; + }else{ + return 1; + } + }, + doRender: function(mdl, layerNum){ + var mdlInfo; + model = mdl; + prevX=0; + prevY=0; + if(!initialized)this.init(); + + mdlInfo = GCODE.gCodeReader.getModelInfo(); + speeds = mdlInfo.speeds; + speedsByLayer = mdlInfo.speedsByLayer; +// console.log(speeds); +// console.log(mdlInfo.min.x + ' ' + mdlInfo.modelSize.x); + offsetModelX = (gridSizeX/2-(mdlInfo.min.x+mdlInfo.modelSize.x/2))*zoomFactor; + offsetModelY = (mdlInfo.min.y+mdlInfo.modelSize.y/2)*zoomFactor-gridSizeY/2*zoomFactor; + if(ctx)ctx.translate(offsetModelX, offsetModelY); + + this.render(layerNum, 0, model[layerNum].length); + }, + getZ: function(layerNum){ + if(!model&&!model[layerNum]){ + return '-1'; + } + var cmds = model[layerNum]; + for(var i=0;i colors.length -1){speedIndex = speedIndex % (colors.length-1);} + output.push("
= " + (parseFloat(layerSpeeds['extrude'][z][i])/60).toFixed(2)+"mm/s"); + } + if(typeof(layerSpeeds['move'][z]) !== 'undefined'){ + output.push("Move speeds:"); + for(i=0;i colors.length -1){speedIndex = speedIndex % (colors.length-1);} + output.push("
= " + (parseFloat(layerSpeeds['move'][z][i])/60).toFixed(2)+"mm/s"); + } + } + if(typeof(layerSpeeds['retract'][z]) !== 'undefined'){ + output.push("Retract speeds:"); + for(i=0;i colors.length -1){speedIndex = speedIndex % (colors.length-1);} + output.push(" = " +(parseFloat(layerSpeeds['retract'][z][i])/60).toFixed(2)+"mm/s"); + } + } + + $('#layerInfo').html(output.join('
')); +// chooseAccordion('layerAccordionTab'); + }; + + var handleFileSelect = function(evt) { +// console.log("handleFileSelect"); + evt.stopPropagation(); + evt.preventDefault(); + + var files = evt.dataTransfer?evt.dataTransfer.files:evt.target.files; // FileList object. + + var output = []; + for (var i = 0, f; f = files[i]; i++) { + if(f.name.toLowerCase().match(/^.*\.(?:gcode|g|txt)$/)){ + output.push('
  • File extensions suggests GCODE
  • '); + }else{ + output.push('
  • You should only upload *.gcode files! I will not work with this one!
  • '); + document.getElementById('errorList').innerHTML = '
      ' + output.join('') + '
    '; + return; + } + + reader = new FileReader(); + reader.onload = function(theFile){ + chooseAccordion('progressAccordionTab'); + setProgress('loadProgress', 0); + setProgress('analyzeProgress', 0); +// myCodeMirror.setValue(theFile.target.result); + GCODE.gCodeReader.loadFile(theFile); + if(showGCode){ + myCodeMirror.setValue(theFile.target.result); + }else{ + myCodeMirror.setValue("GCode view is disabled. You can enable it in 'GCode analyzer options' section.") + } + + }; + reader.readAsText(f); + } + }; + + var handleDragOver = function(evt) { + evt.stopPropagation(); + evt.preventDefault(); + evt.target.dropEffect = 'copy'; // Explicitly show this is a copy. + }; + + var initSliders = function(){ + var prevX=0; + var prevY=0; + var handle; + sliderVer = $( "#slider-vertical" ); + sliderHor = $( "#slider-horizontal" ); + + var onLayerChange = function(val){ + var progress = GCODE.renderer.getLayerNumSegments(val)-1; + GCODE.renderer.render(val,0, progress); + sliderHor.slider({max: progress, values: [0,progress]}); + setLinesColor(false); //clear current selection + gCodeLines = GCODE.gCodeReader.getGCodeLines(val, sliderHor.slider("values",0), sliderHor.slider("values",1)); + setLinesColor(true); // highlight lines + printLayerInfo(val); + }; + + sliderVer.slider({ + orientation: "vertical", + range: "min", + min: 0, + max: GCODE.renderer.getModelNumLayers()-1, + value: 0, + slide: function( event, ui ) { + onLayerChange(ui.value); + } + }); + + //this stops slider reacting to arrow keys, since we do it below manually + $( "#slider-vertical .ui-slider-handle" ).unbind('keydown'); + + sliderHor.slider({ + orientation: "horizontal", + range: "min", + min: 0, + max: GCODE.renderer.getLayerNumSegments(0)-1, + values: [0,GCODE.renderer.getLayerNumSegments(0)-1], + slide: function( event, ui ) { + setLinesColor(false); //clear current selection + gCodeLines = GCODE.gCodeReader.getGCodeLines(sliderVer.slider("value"),ui.values[0], ui.values[1]); + setLinesColor(true); // highlight lines + GCODE.renderer.render(sliderVer.slider("value"), ui.values[0], ui.values[1]); + } + }); + + window.onkeydown = function (event){ + if(event.keyCode === 38 || event.keyCode === 33){ + if(sliderVer.slider('value') < sliderVer.slider('option', 'max')){ + sliderVer.slider('value', sliderVer.slider('value')+1); + onLayerChange(sliderVer.slider('value')); + } + }else if(event.keyCode === 40 || event.keyCode === 34){ + if(sliderVer.slider('value') > 0){ + sliderVer.slider('value', sliderVer.slider('value')-1); + onLayerChange(sliderVer.slider('value')); + } + } + event.stopPropagation() + } + }; + + var processMessage = function(e){ + var data = e.data; + switch (data.cmd) { + case 'returnModel': + setProgress('loadProgress', 100); + worker.postMessage({ + "cmd":"analyzeModel", + "msg":{ + } + } + ); + break; + case 'analyzeDone': + var resultSet = []; + + setProgress('analyzeProgress',100); + GCODE.gCodeReader.processAnalyzeModelDone(data.msg); + GCODE.gCodeReader.passDataToRenderer(); + initSliders(); + resultSet.push("Model size is: " + data.msg.modelSize.x.toFixed(2) + 'x' + data.msg.modelSize.y.toFixed(2) + 'x' + data.msg.modelSize.z.toFixed(2)+'mm
    '); + resultSet.push("Total filament used: " + data.msg.totalFilament.toFixed(2) + "mm
    "); + resultSet.push("Estimated print time: " + parseInt(parseFloat(data.msg.printTime)/60/60) + ":" + parseInt((parseFloat(data.msg.printTime)/60)%60) + ":" + parseInt(parseFloat(data.msg.printTime)%60) + "
    "); + resultSet.push("Estimated layer height: " + data.msg.layerHeight.toFixed(2) + "mm
    "); + resultSet.push("Layer count: " + data.msg.layerCnt.toFixed(0) + "printed, " + data.msg.layerTotal.toFixed(0) + 'visited
    '); + document.getElementById('list').innerHTML = resultSet.join(''); + chooseAccordion('infoAccordionTab'); + $('#myTab a[href="#tab2d"]').tab('show'); + break; + case 'returnLayer': + GCODE.gCodeReader.processLayerFromWorker(data.msg); + setProgress('loadProgress',data.msg.progress); + break; + case 'returnMultiLayer': + GCODE.gCodeReader.processMultiLayerFromWorker(data.msg); + setProgress('loadProgress',data.msg.progress); + break; + case "analyzeProgress": + setProgress('analyzeProgress',data.msg.progress); + break; + default: + console.log("default msg received" + data.cmd); + } + }; + + var checkCapabilities = function(){ + var warnings = []; + var fatal = []; + + Modernizr.addTest('filereader', function () { + return !!(window.File && window.FileList && window.FileReader); + }); + + if(!Modernizr.canvas)fatal.push("
  • Your browser doesn't seem to support HTML5 Canvas, this application won't work without it.
  • "); + if(!Modernizr.filereader)fatal.push("
  • Your browser doesn't seem to support HTML5 File API, this application won't work without it.
  • "); + if(!Modernizr.webworkers)fatal.push("
  • Your browser doesn't seem to support HTML5 Web Workers, this application won't work without it.
  • "); + if(!Modernizr.svg)fatal.push("
  • Your browser doesn't seem to support HTML5 SVG, this application won't work without it.
  • "); + + if(fatal.length>0){ + document.getElementById('errorList').innerHTML = '
      ' + fatal.join('') + '
    '; + console.log("Initialization failed: unsupported browser.") + return false; + } + + if(!Modernizr.webgl){ + warnings.push("
  • Your browser doesn't seem to support HTML5 Web GL, 3d mode is not recommended, going to be SLOW!
  • "); + GCODE.renderer3d.setOption({rendererType: "canvas"}); + } + if(!Modernizr.draganddrop)warnings.push("
  • Your browser doesn't seem to support HTML5 Drag'n'Drop, Drop area will not work.
  • "); + + if(warnings.length>0){ + document.getElementById('errorList').innerHTML = '
      ' + wanings.join('') + '
    '; + console.log("Initialization succeeded with warnings.") + } + return true; + }; + + + return { + worker: undefined, + initHandlers: function(){ + var capabilitiesResult = checkCapabilities(); + if(!capabilitiesResult){ + return; + } + + setProgress('loadProgress', 0); + setProgress('analyzeProgress', 0); + + worker = new Worker('static/gcodeviewer/js/Worker.js'); + + worker.addEventListener('message', processMessage, false); + + GCODE.ui.processOptions(); + GCODE.renderer.render(0,0); + + console.log("Application initialized"); + + }, + + ArrayIndexOf: function(a, fnc) { + if (!fnc || typeof (fnc) != 'function') { + return -1; + } + if (!a || !a.length || a.length < 1) return -1; + for (var i = 0; i < a.length; i++) { + if(!a[i]) continue; + if (fnc(a[i])) return i; + } + return -1; + }, + updateLayerInfo: function(layerNum){ + printLayerInfo(layerNum); + }, + + processOptions: function(){ + if(document.getElementById('sortLayersCheckbox').checked)GCODE.gCodeReader.setOption({sortLayers: true}); + else GCODE.gCodeReader.setOption({sortLayers: false}); + + if(document.getElementById('purgeEmptyLayersCheckbox').checked)GCODE.gCodeReader.setOption({purgeEmptyLayers: true}); + else GCODE.gCodeReader.setOption({purgeEmptyLayers: false}); + + if(document.getElementById('showGCodeCheckbox').checked)showGCode = true; + else showGCode = false; + + +// if(document.getElementById('sortLayersCheckbox').checked) worker.postMessage({"cmd":"setOption", "msg":{sortLayers: true}}); +// else worker.postMessage({"cmd":"setOption", "msg":{sortLayers: false}}); +// +// if(document.getElementById('purgeEmptyLayersCheckbox').checked)worker.postMessage({"cmd":"setOption", "msg":{purgeEmptyLayers: true}}); +// else worker.postMessage({"cmd":"setOption", "msg":{purgeEmptyLayers: false}}); + +// if(document.getElementById('analyzeModelCheckbox').checked)worker.postMessage({"cmd":"setOption", "msg":{analyzeModel: true}}); +// else worker.postMessage({"cmd":"setOption", "msg":{analyzeModel: false}}); + + + if(document.getElementById('moveModelCheckbox').checked)GCODE.renderer.setOption({moveModel: true}); + else GCODE.renderer.setOption({moveModel: false}); + + if(document.getElementById('showMovesCheckbox').checked)GCODE.renderer.setOption({showMoves: true}); + else GCODE.renderer.setOption({showMoves: false}); + + if(document.getElementById('showRetractsCheckbox').checked)GCODE.renderer.setOption({showRetracts: true}); + else GCODE.renderer.setOption({showRetracts: false}); + + if(document.getElementById('differentiateColorsCheckbox').checked)GCODE.renderer.setOption({differentiateColors: true}); + else GCODE.renderer.setOption({differentiateColors: false}); + + var widthMod = 2; + if(Number($('#widthModifier').attr('value'))) {widthMod = Number($('#widthModifier').attr('value'));} + if(document.getElementById('thickExtrusionCheckbox').checked)GCODE.renderer.setOption({extrusionWidth: widthMod}); + else GCODE.renderer.setOption({extrusionWidth: 1}); + + if(document.getElementById('showNextLayer').checked)GCODE.renderer.setOption({showNextLayer: true}); + else GCODE.renderer.setOption({showNextLayer: false}); + } + } +}()); \ No newline at end of file diff --git a/octoprint/static/gcodeviewer/lib/TrackballControls.js b/octoprint/static/gcodeviewer/lib/TrackballControls.js new file mode 100644 index 0000000..51f77a3 --- /dev/null +++ b/octoprint/static/gcodeviewer/lib/TrackballControls.js @@ -0,0 +1,406 @@ +/** + * @author Eberhard Graether / http://egraether.com/ + */ + +THREE.TrackballControls = function ( object, domElement ) { + + THREE.EventTarget.call( this ); + + var _this = this; + var STATE = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2 }; + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.enabled = true; + + this.screen = { width: 0, height: 0, offsetLeft: 0, offsetTop: 0 }; + this.radius = ( this.screen.width + this.screen.height ) / 4; + + this.rotateSpeed = 1.0; + this.zoomSpeed = 1.2; + this.panSpeed = 0.3; + + this.noRotate = false; + this.noZoom = false; + this.noPan = false; + + this.staticMoving = false; + this.dynamicDampingFactor = 0.2; + + this.minDistance = 0; + this.maxDistance = Infinity; + + this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; + + // internals + + this.target = new THREE.Vector3(); + + var lastPosition = new THREE.Vector3(); + + var _state = STATE.NONE, + _prevState = STATE.NONE, + + _eye = new THREE.Vector3(), + + _rotateStart = new THREE.Vector3(), + _rotateEnd = new THREE.Vector3(), + + _zoomStart = new THREE.Vector2(), + _zoomEnd = new THREE.Vector2(), + + _panStart = new THREE.Vector2(), + _panEnd = new THREE.Vector2(); + + // events + + var changeEvent = { type: 'change' }; + + + // methods + + this.handleResize = function () { + + this.screen.width = window.innerWidth; + this.screen.height = window.innerHeight; + + this.screen.offsetLeft = 0; + this.screen.offsetTop = 0; + + this.radius = ( this.screen.width + this.screen.height ) / 4; + }; + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.getMouseOnScreen = function ( clientX, clientY ) { + + return new THREE.Vector2( + ( clientX - _this.screen.offsetLeft ) / _this.radius * 0.5, + ( clientY - _this.screen.offsetTop ) / _this.radius * 0.5 + ); + + }; + + this.getMouseProjectionOnBall = function ( clientX, clientY ) { + + var mouseOnBall = new THREE.Vector3( + ( clientX - _this.screen.width * 0.5 - _this.screen.offsetLeft ) / _this.radius, + ( _this.screen.height * 0.5 + _this.screen.offsetTop - clientY ) / _this.radius, + 0.0 + ); + + var length = mouseOnBall.length(); + + if ( length > 1.0 ) { + + mouseOnBall.normalize(); + + } else { + + mouseOnBall.z = Math.sqrt( 1.0 - length * length ); + + } + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + var projection = _this.object.up.clone().setLength( mouseOnBall.y ); + projection.addSelf( _this.object.up.clone().crossSelf( _eye ).setLength( mouseOnBall.x ) ); + projection.addSelf( _eye.setLength( mouseOnBall.z ) ); + + return projection; + + }; + + this.rotateCamera = function () { + + var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); + + if ( angle ) { + + var axis = ( new THREE.Vector3() ).cross( _rotateStart, _rotateEnd ).normalize(), + quaternion = new THREE.Quaternion(); + + angle *= _this.rotateSpeed; + + quaternion.setFromAxisAngle( axis, -angle ); + + quaternion.multiplyVector3( _eye ); + quaternion.multiplyVector3( _this.object.up ); + + quaternion.multiplyVector3( _rotateEnd ); + + if ( _this.staticMoving ) { + + _rotateStart.copy( _rotateEnd ); + + } else { + + quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); + quaternion.multiplyVector3( _rotateStart ); + + } + + } + + }; + + this.zoomCamera = function () { + + var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; + + if ( factor !== 1.0 && factor > 0.0 ) { + + _eye.multiplyScalar( factor ); + + if ( _this.staticMoving ) { + + _zoomStart.copy( _zoomEnd ); + + } else { + + _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; + + } + + } + + }; + + this.panCamera = function () { + + var mouseChange = _panEnd.clone().subSelf( _panStart ); + + if ( mouseChange.lengthSq() ) { + + mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); + + var pan = _eye.clone().crossSelf( _this.object.up ).setLength( mouseChange.x ); + pan.addSelf( _this.object.up.clone().setLength( mouseChange.y ) ); + + _this.object.position.addSelf( pan ); + _this.target.addSelf( pan ); + + if ( _this.staticMoving ) { + + _panStart = _panEnd; + + } else { + + _panStart.addSelf( mouseChange.sub( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); + + } + + } + + }; + + this.checkDistances = function () { + + if ( !_this.noZoom || !_this.noPan ) { + + if ( _this.object.position.lengthSq() > _this.maxDistance * _this.maxDistance ) { + + _this.object.position.setLength( _this.maxDistance ); + + } + + if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { + + _this.object.position.add( _this.target, _eye.setLength( _this.minDistance ) ); + + } + + } + + }; + + this.update = function () { + + _eye.copy( _this.object.position ).subSelf( _this.target ); + + if ( !_this.noRotate ) { + + _this.rotateCamera(); + + } + + if ( !_this.noZoom ) { + + _this.zoomCamera(); + + } + + if ( !_this.noPan ) { + + _this.panCamera(); + + } + + _this.object.position.add( _this.target, _eye ); + + _this.checkDistances(); + + _this.object.lookAt( _this.target ); + + if ( lastPosition.distanceToSquared( _this.object.position ) > 0 ) { + + _this.dispatchEvent( changeEvent ); + + lastPosition.copy( _this.object.position ); + + } + + }; + + // listeners + + function keydown( event ) { + + if ( ! _this.enabled ) return; + + window.removeEventListener( 'keydown', keydown ); + + _prevState = _state; + + if ( _state !== STATE.NONE ) { + + return; + + } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { + + _state = STATE.ROTATE; + + } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { + + _state = STATE.ZOOM; + + } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { + + _state = STATE.PAN; + + } + + } + + function keyup( event ) { + + if ( ! _this.enabled ) return; + + _state = _prevState; + + window.addEventListener( 'keydown', keydown, false ); + + } + + function mousedown( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + if ( _state === STATE.NONE ) { + + _state = event.button; + + } + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateStart = _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomStart = _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _panStart = _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + document.addEventListener( 'mousemove', mousemove, false ); + document.addEventListener( 'mouseup', mouseup, false ); + + } + + function mousemove( event ) { + + if ( ! _this.enabled ) return; + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _rotateEnd = _this.getMouseProjectionOnBall( event.clientX, event.clientY ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _zoomEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _panEnd = _this.getMouseOnScreen( event.clientX, event.clientY ); + + } + + } + + function mouseup( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + _state = STATE.NONE; + + document.removeEventListener( 'mousemove', mousemove ); + document.removeEventListener( 'mouseup', mouseup ); + + } + + function mousewheel( event ) { + + if ( ! _this.enabled ) return; + + event.preventDefault(); + event.stopPropagation(); + + var delta = 0; + + if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9 + + delta = event.wheelDelta / 40; + + } else if ( event.detail ) { // Firefox + + delta = - event.detail / 3; + + } + + _zoomStart.y += ( 1 / delta ) * 0.05; + + } + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousedown', mousedown, false ); + this.domElement.addEventListener( 'DOMMouseScroll', mousewheel, false ); + this.domElement.addEventListener( 'mousewheel', mousewheel, false ); + + window.addEventListener( 'keydown', keydown, false ); + window.addEventListener( 'keyup', keyup, false ); + + this.handleResize(); + +}; diff --git a/octoprint/static/gcodeviewer/lib/codemirror.css b/octoprint/static/gcodeviewer/lib/codemirror.css new file mode 100644 index 0000000..41b8d09 --- /dev/null +++ b/octoprint/static/gcodeviewer/lib/codemirror.css @@ -0,0 +1,174 @@ +.CodeMirror { + line-height: 1em; + font-family: monospace; + + /* Necessary so the scrollbar can be absolutely positioned within the wrapper on Lion. */ + position: relative; + /* This prevents unwanted scrollbars from showing up on the body and wrapper in IE. */ + overflow: hidden; +} + +.CodeMirror-scroll { + overflow: auto; + height: 300px; + /* This is needed to prevent an IE[67] bug where the scrolled content + is visible outside of the scrolling box. */ + position: relative; + outline: none; +} + +/* Vertical scrollbar */ +.CodeMirror-scrollbar { + position: absolute; + right: 0; top: 0; + overflow-x: hidden; + overflow-y: scroll; + z-index: 5; +} +.CodeMirror-scrollbar-inner { + /* This needs to have a nonzero width in order for the scrollbar to appear + in Firefox and IE9. */ + width: 1px; +} +.CodeMirror-scrollbar.cm-sb-overlap { + /* Ensure that the scrollbar appears in Lion, and that it overlaps the content + rather than sitting to the right of it. */ + position: absolute; + z-index: 1; + float: none; + right: 0; + min-width: 12px; +} +.CodeMirror-scrollbar.cm-sb-nonoverlap { + min-width: 12px; +} +.CodeMirror-scrollbar.cm-sb-ie7 { + min-width: 18px; +} + +.CodeMirror-gutter { + position: absolute; left: 0; top: 0; + z-index: 10; + background-color: #f7f7f7; + border-right: 1px solid #eee; + min-width: 2em; + height: 100%; +} +.CodeMirror-gutter-text { + color: #aaa; + text-align: right; + padding: .4em .2em .4em .4em; + white-space: pre !important; + cursor: default; +} +.CodeMirror-lines { + padding: .4em; + white-space: pre; + cursor: text; +} + +.CodeMirror pre { + -moz-border-radius: 0; + -webkit-border-radius: 0; + -o-border-radius: 0; + border-radius: 0; + border-width: 0; margin: 0; padding: 0; background: transparent; + font-family: inherit; + font-size: inherit; + padding: 0; margin: 0; + white-space: pre; + word-wrap: normal; + line-height: inherit; + color: inherit; + overflow: visible; +} + +.CodeMirror-wrap pre { + word-wrap: break-word; + white-space: pre-wrap; + word-break: normal; +} +.CodeMirror-wrap .CodeMirror-scroll { + overflow-x: hidden; +} + +.CodeMirror textarea { + outline: none !important; +} + +.CodeMirror pre.CodeMirror-cursor { + z-index: 10; + position: absolute; + visibility: hidden; + border-left: 1px solid black; + border-right: none; + width: 0; +} +.cm-keymap-fat-cursor pre.CodeMirror-cursor { + width: auto; + border: 0; + background: transparent; + background: rgba(0, 200, 0, .4); + filter: progid:DXImageTransform.Microsoft.gradient(startColorstr=#6600c800, endColorstr=#4c00c800); +} +/* Kludge to turn off filter in ie9+, which also accepts rgba */ +.cm-keymap-fat-cursor pre.CodeMirror-cursor:not(#nonsense_id) { + filter: progid:DXImageTransform.Microsoft.gradient(enabled=false); +} +.CodeMirror pre.CodeMirror-cursor.CodeMirror-overwrite {} +.CodeMirror-focused pre.CodeMirror-cursor { + visibility: visible; +} + +div.CodeMirror-selected { background: #d9d9d9; } +.CodeMirror-focused div.CodeMirror-selected { background: #d7d4f0; } + +.CodeMirror-searching { + background: #ffa; + background: rgba(255, 255, 0, .4); +} + +/* Default theme */ + +.cm-s-default span.cm-keyword {color: #708;} +.cm-s-default span.cm-atom {color: #219;} +.cm-s-default span.cm-number {color: #164;} +.cm-s-default span.cm-def {color: #00f;} +.cm-s-default span.cm-variable {color: black;} +.cm-s-default span.cm-variable-2 {color: #05a;} +.cm-s-default span.cm-variable-3 {color: #085;} +.cm-s-default span.cm-property {color: black;} +.cm-s-default span.cm-operator {color: black;} +.cm-s-default span.cm-comment {color: #a50;} +.cm-s-default span.cm-string {color: #a11;} +.cm-s-default span.cm-string-2 {color: #f50;} +.cm-s-default span.cm-meta {color: #555;} +.cm-s-default span.cm-error {color: #f00;} +.cm-s-default span.cm-qualifier {color: #555;} +.cm-s-default span.cm-builtin {color: #30a;} +.cm-s-default span.cm-bracket {color: #997;} +.cm-s-default span.cm-tag {color: #170;} +.cm-s-default span.cm-attribute {color: #00c;} +.cm-s-default span.cm-header {color: blue;} +.cm-s-default span.cm-quote {color: #090;} +.cm-s-default span.cm-hr {color: #999;} +.cm-s-default span.cm-link {color: #00c;} + +span.cm-header, span.cm-strong {font-weight: bold;} +span.cm-em {font-style: italic;} +span.cm-emstrong {font-style: italic; font-weight: bold;} +span.cm-link {text-decoration: underline;} + +span.cm-invalidchar {color: #f00;} + +div.CodeMirror span.CodeMirror-matchingbracket {color: #0f0;} +div.CodeMirror span.CodeMirror-nonmatchingbracket {color: #f22;} + +@media print { + + /* Hide the cursor when printing */ + .CodeMirror pre.CodeMirror-cursor { + visibility: hidden; + } + +} diff --git a/octoprint/static/gcodeviewer/lib/codemirror.js b/octoprint/static/gcodeviewer/lib/codemirror.js new file mode 100644 index 0000000..e49481b --- /dev/null +++ b/octoprint/static/gcodeviewer/lib/codemirror.js @@ -0,0 +1,3165 @@ +// CodeMirror version 2.35 +// +// All functions that need access to the editor's state live inside +// the CodeMirror function. Below that, at the bottom of the file, +// some utilities are defined. + +// CodeMirror is the only global var we claim +window.CodeMirror = (function() { + "use strict"; + // This is the function that produces an editor instance. Its + // closure is used to store the editor state. + function CodeMirror(place, givenOptions) { + // Determine effective options based on given values and defaults. + var options = {}, defaults = CodeMirror.defaults; + for (var opt in defaults) + if (defaults.hasOwnProperty(opt)) + options[opt] = (givenOptions && givenOptions.hasOwnProperty(opt) ? givenOptions : defaults)[opt]; + + var input = elt("textarea", null, null, "position: absolute; padding: 0; width: 1px; height: 1em"); + input.setAttribute("wrap", "off"); input.setAttribute("autocorrect", "off"); input.setAttribute("autocapitalize", "off"); + // Wraps and hides input textarea + var inputDiv = elt("div", [input], null, "overflow: hidden; position: relative; width: 3px; height: 0px;"); + // The empty scrollbar content, used solely for managing the scrollbar thumb. + var scrollbarInner = elt("div", null, "CodeMirror-scrollbar-inner"); + // The vertical scrollbar. Horizontal scrolling is handled by the scroller itself. + var scrollbar = elt("div", [scrollbarInner], "CodeMirror-scrollbar"); + // DIVs containing the selection and the actual code + var lineDiv = elt("div"), selectionDiv = elt("div", null, null, "position: relative; z-index: -1"); + // Blinky cursor, and element used to ensure cursor fits at the end of a line + var cursor = elt("pre", "\u00a0", "CodeMirror-cursor"), widthForcer = elt("pre", "\u00a0", "CodeMirror-cursor", "visibility: hidden"); + // Used to measure text size + var measure = elt("div", null, null, "position: absolute; width: 100%; height: 0px; overflow: hidden; visibility: hidden;"); + var lineSpace = elt("div", [measure, cursor, widthForcer, selectionDiv, lineDiv], null, "position: relative; z-index: 0"); + var gutterText = elt("div", null, "CodeMirror-gutter-text"), gutter = elt("div", [gutterText], "CodeMirror-gutter"); + // Moved around its parent to cover visible view + var mover = elt("div", [gutter, elt("div", [lineSpace], "CodeMirror-lines")], null, "position: relative"); + // Set to the height of the text, causes scrolling + var sizer = elt("div", [mover], null, "position: relative"); + // Provides scrolling + var scroller = elt("div", [sizer], "CodeMirror-scroll"); + scroller.setAttribute("tabIndex", "-1"); + // The element in which the editor lives. + var wrapper = elt("div", [inputDiv, scrollbar, scroller], "CodeMirror" + (options.lineWrapping ? " CodeMirror-wrap" : "")); + if (place.appendChild) place.appendChild(wrapper); else place(wrapper); + + themeChanged(); keyMapChanged(); + // Needed to hide big blue blinking cursor on Mobile Safari + if (ios) input.style.width = "0px"; + if (!webkit) scroller.draggable = true; + lineSpace.style.outline = "none"; + if (options.tabindex != null) input.tabIndex = options.tabindex; + if (options.autofocus) focusInput(); + if (!options.gutter && !options.lineNumbers) gutter.style.display = "none"; + // Needed to handle Tab key in KHTML + if (khtml) inputDiv.style.height = "1px", inputDiv.style.position = "absolute"; + + // Check for OS X >= 10.7. This has transparent scrollbars, so the + // overlaying of one scrollbar with another won't work. This is a + // temporary hack to simply turn off the overlay scrollbar. See + // issue #727. + if (mac_geLion) { scrollbar.style.zIndex = -2; scrollbar.style.visibility = "hidden"; } + // Need to set a minimum width to see the scrollbar on IE7 (but must not set it on IE8). + else if (ie_lt8) scrollbar.style.minWidth = "18px"; + + // Delayed object wrap timeouts, making sure only one is active. blinker holds an interval. + var poll = new Delayed(), highlight = new Delayed(), blinker; + + // mode holds a mode API object. doc is the tree of Line objects, + // frontier is the point up to which the content has been parsed, + // and history the undo history (instance of History constructor). + var mode, doc = new BranchChunk([new LeafChunk([new Line("")])]), frontier = 0, focused; + loadMode(); + // The selection. These are always maintained to point at valid + // positions. Inverted is used to remember that the user is + // selecting bottom-to-top. + var sel = {from: {line: 0, ch: 0}, to: {line: 0, ch: 0}, inverted: false}; + // Selection-related flags. shiftSelecting obviously tracks + // whether the user is holding shift. + var shiftSelecting, lastClick, lastDoubleClick, lastScrollTop = 0, draggingText, + overwrite = false, suppressEdits = false, pasteIncoming = false; + // Variables used by startOperation/endOperation to track what + // happened during the operation. + var updateInput, userSelChange, changes, textChanged, selectionChanged, + gutterDirty, callbacks; + // Current visible range (may be bigger than the view window). + var displayOffset = 0, showingFrom = 0, showingTo = 0, lastSizeC = 0; + // bracketHighlighted is used to remember that a bracket has been + // marked. + var bracketHighlighted; + // Tracks the maximum line length so that the horizontal scrollbar + // can be kept static when scrolling. + var maxLine = getLine(0), updateMaxLine = false, maxLineChanged = true; + var pollingFast = false; // Ensures slowPoll doesn't cancel fastPoll + var goalColumn = null; + + // Initialize the content. + operation(function(){setValue(options.value || ""); updateInput = false;})(); + var history = new History(); + + // Register our event handlers. + connect(scroller, "mousedown", operation(onMouseDown)); + connect(scroller, "dblclick", operation(onDoubleClick)); + connect(lineSpace, "selectstart", e_preventDefault); + // Gecko browsers fire contextmenu *after* opening the menu, at + // which point we can't mess with it anymore. Context menu is + // handled in onMouseDown for Gecko. + if (!gecko) connect(scroller, "contextmenu", onContextMenu); + connect(scroller, "scroll", onScrollMain); + connect(scrollbar, "scroll", onScrollBar); + connect(scrollbar, "mousedown", function() {if (focused) setTimeout(focusInput, 0);}); + var resizeHandler = connect(window, "resize", function() { + if (wrapper.parentNode) updateDisplay(true); + else resizeHandler(); + }, true); + connect(input, "keyup", operation(onKeyUp)); + connect(input, "input", fastPoll); + connect(input, "keydown", operation(onKeyDown)); + connect(input, "keypress", operation(onKeyPress)); + connect(input, "focus", onFocus); + connect(input, "blur", onBlur); + + function drag_(e) { + if (options.onDragEvent && options.onDragEvent(instance, addStop(e))) return; + e_stop(e); + } + if (options.dragDrop) { + connect(scroller, "dragstart", onDragStart); + connect(scroller, "dragenter", drag_); + connect(scroller, "dragover", drag_); + connect(scroller, "drop", operation(onDrop)); + } + connect(scroller, "paste", function(){focusInput(); fastPoll();}); + connect(input, "paste", function(){pasteIncoming = true; fastPoll();}); + connect(input, "cut", operation(function(){ + if (!options.readOnly) replaceSelection(""); + })); + + // Needed to handle Tab key in KHTML + if (khtml) connect(sizer, "mouseup", function() { + if (document.activeElement == input) input.blur(); + focusInput(); + }); + + // IE throws unspecified error in certain cases, when + // trying to access activeElement before onload + var hasFocus; try { hasFocus = (document.activeElement == input); } catch(e) { } + if (hasFocus || options.autofocus) setTimeout(onFocus, 20); + else onBlur(); + + function isLine(l) {return l >= 0 && l < doc.size;} + // The instance object that we'll return. Mostly calls out to + // local functions in the CodeMirror function. Some do some extra + // range checking and/or clipping. operation is used to wrap the + // call so that changes it makes are tracked, and the display is + // updated afterwards. + var instance = wrapper.CodeMirror = { + getValue: getValue, + setValue: operation(setValue), + getSelection: getSelection, + replaceSelection: operation(replaceSelection), + focus: function(){window.focus(); focusInput(); onFocus(); fastPoll();}, + setOption: function(option, value) { + var oldVal = options[option]; + options[option] = value; + if (option == "mode" || option == "indentUnit") loadMode(); + else if (option == "readOnly" && value == "nocursor") {onBlur(); input.blur();} + else if (option == "readOnly" && !value) {resetInput(true);} + else if (option == "theme") themeChanged(); + else if (option == "lineWrapping" && oldVal != value) operation(wrappingChanged)(); + else if (option == "tabSize") updateDisplay(true); + else if (option == "keyMap") keyMapChanged(); + else if (option == "tabindex") input.tabIndex = value; + if (option == "lineNumbers" || option == "gutter" || option == "firstLineNumber" || + option == "theme" || option == "lineNumberFormatter") { + gutterChanged(); + updateDisplay(true); + } + }, + getOption: function(option) {return options[option];}, + getMode: function() {return mode;}, + undo: operation(undo), + redo: operation(redo), + indentLine: operation(function(n, dir) { + if (typeof dir != "string") { + if (dir == null) dir = options.smartIndent ? "smart" : "prev"; + else dir = dir ? "add" : "subtract"; + } + if (isLine(n)) indentLine(n, dir); + }), + indentSelection: operation(indentSelected), + historySize: function() {return {undo: history.done.length, redo: history.undone.length};}, + clearHistory: function() {history = new History();}, + setHistory: function(histData) { + history = new History(); + history.done = histData.done; + history.undone = histData.undone; + }, + getHistory: function() { + function cp(arr) { + for (var i = 0, nw = [], nwelt; i < arr.length; ++i) { + nw.push(nwelt = []); + for (var j = 0, elt = arr[i]; j < elt.length; ++j) { + var old = [], cur = elt[j]; + nwelt.push({start: cur.start, added: cur.added, old: old}); + for (var k = 0; k < cur.old.length; ++k) old.push(hlText(cur.old[k])); + } + } + return nw; + } + return {done: cp(history.done), undone: cp(history.undone)}; + }, + matchBrackets: operation(function(){matchBrackets(true);}), + getTokenAt: operation(function(pos) { + pos = clipPos(pos); + return getLine(pos.line).getTokenAt(mode, getStateBefore(pos.line), options.tabSize, pos.ch); + }), + getStateAfter: function(line) { + line = clipLine(line == null ? doc.size - 1: line); + return getStateBefore(line + 1); + }, + cursorCoords: function(start, mode) { + if (start == null) start = sel.inverted; + return this.charCoords(start ? sel.from : sel.to, mode); + }, + charCoords: function(pos, mode) { + pos = clipPos(pos); + if (mode == "local") return localCoords(pos, false); + if (mode == "div") return localCoords(pos, true); + return pageCoords(pos); + }, + coordsChar: function(coords) { + var off = eltOffset(lineSpace); + return coordsChar(coords.x - off.left, coords.y - off.top); + }, + markText: operation(markText), + setBookmark: setBookmark, + findMarksAt: findMarksAt, + setMarker: operation(addGutterMarker), + clearMarker: operation(removeGutterMarker), + setLineClass: operation(setLineClass), + hideLine: operation(function(h) {return setLineHidden(h, true);}), + showLine: operation(function(h) {return setLineHidden(h, false);}), + onDeleteLine: function(line, f) { + if (typeof line == "number") { + if (!isLine(line)) return null; + line = getLine(line); + } + (line.handlers || (line.handlers = [])).push(f); + return line; + }, + lineInfo: lineInfo, + getViewport: function() { return {from: showingFrom, to: showingTo};}, + addWidget: function(pos, node, scroll, vert, horiz) { + pos = localCoords(clipPos(pos)); + var top = pos.yBot, left = pos.x; + node.style.position = "absolute"; + sizer.appendChild(node); + if (vert == "over") top = pos.y; + else if (vert == "near") { + var vspace = Math.max(scroller.offsetHeight, doc.height * textHeight()), + hspace = Math.max(sizer.clientWidth, lineSpace.clientWidth) - paddingLeft(); + if (pos.yBot + node.offsetHeight > vspace && pos.y > node.offsetHeight) + top = pos.y - node.offsetHeight; + if (left + node.offsetWidth > hspace) + left = hspace - node.offsetWidth; + } + node.style.top = (top + paddingTop()) + "px"; + node.style.left = node.style.right = ""; + if (horiz == "right") { + left = sizer.clientWidth - node.offsetWidth; + node.style.right = "0px"; + } else { + if (horiz == "left") left = 0; + else if (horiz == "middle") left = (sizer.clientWidth - node.offsetWidth) / 2; + node.style.left = (left + paddingLeft()) + "px"; + } + if (scroll) + scrollIntoView(left, top, left + node.offsetWidth, top + node.offsetHeight); + }, + + lineCount: function() {return doc.size;}, + clipPos: clipPos, + getCursor: function(start) { + if (start == null) start = sel.inverted; + return copyPos(start ? sel.from : sel.to); + }, + somethingSelected: function() {return !posEq(sel.from, sel.to);}, + setCursor: operation(function(line, ch, user) { + if (ch == null && typeof line.line == "number") setCursor(line.line, line.ch, user); + else setCursor(line, ch, user); + }), + setSelection: operation(function(from, to, user) { + (user ? setSelectionUser : setSelection)(clipPos(from), clipPos(to || from)); + }), + getLine: function(line) {if (isLine(line)) return getLine(line).text;}, + getLineHandle: function(line) {if (isLine(line)) return getLine(line);}, + setLine: operation(function(line, text) { + if (isLine(line)) replaceRange(text, {line: line, ch: 0}, {line: line, ch: getLine(line).text.length}); + }), + removeLine: operation(function(line) { + if (isLine(line)) replaceRange("", {line: line, ch: 0}, clipPos({line: line+1, ch: 0})); + }), + replaceRange: operation(replaceRange), + getRange: function(from, to, lineSep) {return getRange(clipPos(from), clipPos(to), lineSep);}, + + triggerOnKeyDown: operation(onKeyDown), + execCommand: function(cmd) {return commands[cmd](instance);}, + // Stuff used by commands, probably not much use to outside code. + moveH: operation(moveH), + deleteH: operation(deleteH), + moveV: operation(moveV), + toggleOverwrite: function() { + if(overwrite){ + overwrite = false; + cursor.className = cursor.className.replace(" CodeMirror-overwrite", ""); + } else { + overwrite = true; + cursor.className += " CodeMirror-overwrite"; + } + }, + + posFromIndex: function(off) { + var lineNo = 0, ch; + doc.iter(0, doc.size, function(line) { + var sz = line.text.length + 1; + if (sz > off) { ch = off; return true; } + off -= sz; + ++lineNo; + }); + return clipPos({line: lineNo, ch: ch}); + }, + indexFromPos: function (coords) { + if (coords.line < 0 || coords.ch < 0) return 0; + var index = coords.ch; + doc.iter(0, coords.line, function (line) { + index += line.text.length + 1; + }); + return index; + }, + scrollTo: function(x, y) { + if (x != null) scroller.scrollLeft = x; + if (y != null) scrollbar.scrollTop = scroller.scrollTop = y; + updateDisplay([]); + }, + getScrollInfo: function() { + return {x: scroller.scrollLeft, y: scrollbar.scrollTop, + height: scrollbar.scrollHeight, width: scroller.scrollWidth}; + }, + setSize: function(width, height) { + function interpret(val) { + val = String(val); + return /^\d+$/.test(val) ? val + "px" : val; + } + if (width != null) wrapper.style.width = interpret(width); + if (height != null) scroller.style.height = interpret(height); + instance.refresh(); + }, + + operation: function(f){return operation(f)();}, + compoundChange: function(f){return compoundChange(f);}, + refresh: function(){ + updateDisplay(true, null, lastScrollTop); + if (scrollbar.scrollHeight > lastScrollTop) + scrollbar.scrollTop = lastScrollTop; + }, + getInputField: function(){return input;}, + getWrapperElement: function(){return wrapper;}, + getScrollerElement: function(){return scroller;}, + getGutterElement: function(){return gutter;} + }; + + function getLine(n) { return getLineAt(doc, n); } + function updateLineHeight(line, height) { + gutterDirty = true; + var diff = height - line.height; + for (var n = line; n; n = n.parent) n.height += diff; + } + + function lineContent(line, wrapAt) { + if (!line.styles) + line.highlight(mode, line.stateAfter = getStateBefore(lineNo(line)), options.tabSize); + return line.getContent(options.tabSize, wrapAt, options.lineWrapping); + } + + function setValue(code) { + var top = {line: 0, ch: 0}; + updateLines(top, {line: doc.size - 1, ch: getLine(doc.size-1).text.length}, + splitLines(code), top, top); + updateInput = true; + } + function getValue(lineSep) { + var text = []; + doc.iter(0, doc.size, function(line) { text.push(line.text); }); + return text.join(lineSep || "\n"); + } + + function onScrollBar(e) { + if (scrollbar.scrollTop != lastScrollTop) { + lastScrollTop = scroller.scrollTop = scrollbar.scrollTop; + updateDisplay([]); + } + } + + function onScrollMain(e) { + if (options.fixedGutter && gutter.style.left != scroller.scrollLeft + "px") + gutter.style.left = scroller.scrollLeft + "px"; + if (scroller.scrollTop != lastScrollTop) { + lastScrollTop = scroller.scrollTop; + if (scrollbar.scrollTop != lastScrollTop) + scrollbar.scrollTop = lastScrollTop; + updateDisplay([]); + } + if (options.onScroll) options.onScroll(instance); + } + + function onMouseDown(e) { + setShift(e_prop(e, "shiftKey")); + // Check whether this is a click in a widget + for (var n = e_target(e); n != wrapper; n = n.parentNode) + if (n.parentNode == sizer && n != mover) return; + + // See if this is a click in the gutter + for (var n = e_target(e); n != wrapper; n = n.parentNode) + if (n.parentNode == gutterText) { + if (options.onGutterClick) + options.onGutterClick(instance, indexOf(gutterText.childNodes, n) + showingFrom, e); + return e_preventDefault(e); + } + + var start = posFromMouse(e); + + switch (e_button(e)) { + case 3: + if (gecko) onContextMenu(e); + return; + case 2: + if (start) setCursor(start.line, start.ch, true); + setTimeout(focusInput, 20); + e_preventDefault(e); + return; + } + // For button 1, if it was clicked inside the editor + // (posFromMouse returning non-null), we have to adjust the + // selection. + if (!start) {if (e_target(e) == scroller) e_preventDefault(e); return;} + + if (!focused) onFocus(); + + var now = +new Date, type = "single"; + if (lastDoubleClick && lastDoubleClick.time > now - 400 && posEq(lastDoubleClick.pos, start)) { + type = "triple"; + e_preventDefault(e); + setTimeout(focusInput, 20); + selectLine(start.line); + } else if (lastClick && lastClick.time > now - 400 && posEq(lastClick.pos, start)) { + type = "double"; + lastDoubleClick = {time: now, pos: start}; + e_preventDefault(e); + var word = findWordAt(start); + setSelectionUser(word.from, word.to); + } else { lastClick = {time: now, pos: start}; } + + function dragEnd(e2) { + if (webkit) scroller.draggable = false; + draggingText = false; + up(); drop(); + if (Math.abs(e.clientX - e2.clientX) + Math.abs(e.clientY - e2.clientY) < 10) { + e_preventDefault(e2); + setCursor(start.line, start.ch, true); + focusInput(); + } + } + var last = start, going; + if (options.dragDrop && dragAndDrop && !options.readOnly && !posEq(sel.from, sel.to) && + !posLess(start, sel.from) && !posLess(sel.to, start) && type == "single") { + // Let the drag handler handle this. + if (webkit) scroller.draggable = true; + var up = connect(document, "mouseup", operation(dragEnd), true); + var drop = connect(scroller, "drop", operation(dragEnd), true); + draggingText = true; + // IE's approach to draggable + if (scroller.dragDrop) scroller.dragDrop(); + return; + } + e_preventDefault(e); + if (type == "single") setCursor(start.line, start.ch, true); + + var startstart = sel.from, startend = sel.to; + + function doSelect(cur) { + if (type == "single") { + setSelectionUser(start, cur); + } else if (type == "double") { + var word = findWordAt(cur); + if (posLess(cur, startstart)) setSelectionUser(word.from, startend); + else setSelectionUser(startstart, word.to); + } else if (type == "triple") { + if (posLess(cur, startstart)) setSelectionUser(startend, clipPos({line: cur.line, ch: 0})); + else setSelectionUser(startstart, clipPos({line: cur.line + 1, ch: 0})); + } + } + + function extend(e) { + var cur = posFromMouse(e, true); + if (cur && !posEq(cur, last)) { + if (!focused) onFocus(); + last = cur; + doSelect(cur); + updateInput = false; + var visible = visibleLines(); + if (cur.line >= visible.to || cur.line < visible.from) + going = setTimeout(operation(function(){extend(e);}), 150); + } + } + + function done(e) { + clearTimeout(going); + var cur = posFromMouse(e); + if (cur) doSelect(cur); + e_preventDefault(e); + focusInput(); + updateInput = true; + move(); up(); + } + var move = connect(document, "mousemove", operation(function(e) { + clearTimeout(going); + e_preventDefault(e); + if (!ie && !e_button(e)) done(e); + else extend(e); + }), true); + var up = connect(document, "mouseup", operation(done), true); + } + function onDoubleClick(e) { + for (var n = e_target(e); n != wrapper; n = n.parentNode) + if (n.parentNode == gutterText) return e_preventDefault(e); + e_preventDefault(e); + } + function onDrop(e) { + if (options.onDragEvent && options.onDragEvent(instance, addStop(e))) return; + e_preventDefault(e); + var pos = posFromMouse(e, true), files = e.dataTransfer.files; + if (!pos || options.readOnly) return; + if (files && files.length && window.FileReader && window.File) { + var n = files.length, text = Array(n), read = 0; + var loadFile = function(file, i) { + var reader = new FileReader; + reader.onload = function() { + text[i] = reader.result; + if (++read == n) { + pos = clipPos(pos); + operation(function() { + var end = replaceRange(text.join(""), pos, pos); + setSelectionUser(pos, end); + })(); + } + }; + reader.readAsText(file); + }; + for (var i = 0; i < n; ++i) loadFile(files[i], i); + } else { + // Don't do a replace if the drop happened inside of the selected text. + if (draggingText && !(posLess(pos, sel.from) || posLess(sel.to, pos))) return; + try { + var text = e.dataTransfer.getData("Text"); + if (text) { + compoundChange(function() { + var curFrom = sel.from, curTo = sel.to; + setSelectionUser(pos, pos); + if (draggingText) replaceRange("", curFrom, curTo); + replaceSelection(text); + focusInput(); + }); + } + } + catch(e){} + } + } + function onDragStart(e) { + var txt = getSelection(); + e.dataTransfer.setData("Text", txt); + + // Use dummy image instead of default browsers image. + if (e.dataTransfer.setDragImage) + e.dataTransfer.setDragImage(elt('img'), 0, 0); + } + + function doHandleBinding(bound, dropShift) { + if (typeof bound == "string") { + bound = commands[bound]; + if (!bound) return false; + } + var prevShift = shiftSelecting; + try { + if (options.readOnly) suppressEdits = true; + if (dropShift) shiftSelecting = null; + bound(instance); + } catch(e) { + if (e != Pass) throw e; + return false; + } finally { + shiftSelecting = prevShift; + suppressEdits = false; + } + return true; + } + var maybeTransition; + function handleKeyBinding(e) { + // Handle auto keymap transitions + var startMap = getKeyMap(options.keyMap), next = startMap.auto; + clearTimeout(maybeTransition); + if (next && !isModifierKey(e)) maybeTransition = setTimeout(function() { + if (getKeyMap(options.keyMap) == startMap) { + options.keyMap = (next.call ? next.call(null, instance) : next); + } + }, 50); + + var name = keyNames[e_prop(e, "keyCode")], handled = false; + var flipCtrlCmd = opera && mac; + if (name == null || e.altGraphKey) return false; + if (e_prop(e, "altKey")) name = "Alt-" + name; + if (e_prop(e, flipCtrlCmd ? "metaKey" : "ctrlKey")) name = "Ctrl-" + name; + if (e_prop(e, flipCtrlCmd ? "ctrlKey" : "metaKey")) name = "Cmd-" + name; + + var stopped = false; + function stop() { stopped = true; } + + if (e_prop(e, "shiftKey")) { + handled = lookupKey("Shift-" + name, options.extraKeys, options.keyMap, + function(b) {return doHandleBinding(b, true);}, stop) + || lookupKey(name, options.extraKeys, options.keyMap, function(b) { + if (typeof b == "string" && /^go[A-Z]/.test(b)) return doHandleBinding(b); + }, stop); + } else { + handled = lookupKey(name, options.extraKeys, options.keyMap, doHandleBinding, stop); + } + if (stopped) handled = false; + if (handled) { + e_preventDefault(e); + restartBlink(); + if (ie) { e.oldKeyCode = e.keyCode; e.keyCode = 0; } + } + return handled; + } + function handleCharBinding(e, ch) { + var handled = lookupKey("'" + ch + "'", options.extraKeys, + options.keyMap, function(b) { return doHandleBinding(b, true); }); + if (handled) { + e_preventDefault(e); + restartBlink(); + } + return handled; + } + + var lastStoppedKey = null; + function onKeyDown(e) { + if (!focused) onFocus(); + if (ie && e.keyCode == 27) { e.returnValue = false; } + if (pollingFast) { if (readInput()) pollingFast = false; } + if (options.onKeyEvent && options.onKeyEvent(instance, addStop(e))) return; + var code = e_prop(e, "keyCode"); + // IE does strange things with escape. + setShift(code == 16 || e_prop(e, "shiftKey")); + // First give onKeyEvent option a chance to handle this. + var handled = handleKeyBinding(e); + if (opera) { + lastStoppedKey = handled ? code : null; + // Opera has no cut event... we try to at least catch the key combo + if (!handled && code == 88 && e_prop(e, mac ? "metaKey" : "ctrlKey")) + replaceSelection(""); + } + } + function onKeyPress(e) { + if (pollingFast) readInput(); + if (options.onKeyEvent && options.onKeyEvent(instance, addStop(e))) return; + var keyCode = e_prop(e, "keyCode"), charCode = e_prop(e, "charCode"); + if (opera && keyCode == lastStoppedKey) {lastStoppedKey = null; e_preventDefault(e); return;} + if (((opera && (!e.which || e.which < 10)) || khtml) && handleKeyBinding(e)) return; + var ch = String.fromCharCode(charCode == null ? keyCode : charCode); + if (options.electricChars && mode.electricChars && options.smartIndent && !options.readOnly) { + if (mode.electricChars.indexOf(ch) > -1) + setTimeout(operation(function() {indentLine(sel.to.line, "smart");}), 75); + } + if (handleCharBinding(e, ch)) return; + fastPoll(); + } + function onKeyUp(e) { + if (options.onKeyEvent && options.onKeyEvent(instance, addStop(e))) return; + if (e_prop(e, "keyCode") == 16) shiftSelecting = null; + } + + function onFocus() { + if (options.readOnly == "nocursor") return; + if (!focused) { + if (options.onFocus) options.onFocus(instance); + focused = true; + if (scroller.className.search(/\bCodeMirror-focused\b/) == -1) + scroller.className += " CodeMirror-focused"; + } + slowPoll(); + restartBlink(); + } + function onBlur() { + if (focused) { + if (options.onBlur) options.onBlur(instance); + focused = false; + if (bracketHighlighted) + operation(function(){ + if (bracketHighlighted) { bracketHighlighted(); bracketHighlighted = null; } + })(); + scroller.className = scroller.className.replace(" CodeMirror-focused", ""); + } + clearInterval(blinker); + setTimeout(function() {if (!focused) shiftSelecting = null;}, 150); + } + + // Replace the range from from to to by the strings in newText. + // Afterwards, set the selection to selFrom, selTo. + function updateLines(from, to, newText, selFrom, selTo) { + if (suppressEdits) return; + var old = []; + doc.iter(from.line, to.line + 1, function(line) { + old.push(newHL(line.text, line.markedSpans)); + }); + if (history) { + history.addChange(from.line, newText.length, old); + while (history.done.length > options.undoDepth) history.done.shift(); + } + var lines = updateMarkedSpans(hlSpans(old[0]), hlSpans(lst(old)), from.ch, to.ch, newText); + updateLinesNoUndo(from, to, lines, selFrom, selTo); + } + function unredoHelper(from, to) { + if (!from.length) return; + var set = from.pop(), out = []; + for (var i = set.length - 1; i >= 0; i -= 1) { + var change = set[i]; + var replaced = [], end = change.start + change.added; + doc.iter(change.start, end, function(line) { replaced.push(newHL(line.text, line.markedSpans)); }); + out.push({start: change.start, added: change.old.length, old: replaced}); + var pos = {line: change.start + change.old.length - 1, + ch: editEnd(hlText(lst(replaced)), hlText(lst(change.old)))}; + updateLinesNoUndo({line: change.start, ch: 0}, {line: end - 1, ch: getLine(end-1).text.length}, + change.old, pos, pos); + } + updateInput = true; + to.push(out); + } + function undo() {unredoHelper(history.done, history.undone);} + function redo() {unredoHelper(history.undone, history.done);} + + function updateLinesNoUndo(from, to, lines, selFrom, selTo) { + if (suppressEdits) return; + var recomputeMaxLength = false, maxLineLength = maxLine.text.length; + if (!options.lineWrapping) + doc.iter(from.line, to.line + 1, function(line) { + if (!line.hidden && line.text.length == maxLineLength) {recomputeMaxLength = true; return true;} + }); + if (from.line != to.line || lines.length > 1) gutterDirty = true; + + var nlines = to.line - from.line, firstLine = getLine(from.line), lastLine = getLine(to.line); + var lastHL = lst(lines); + + // First adjust the line structure + if (from.ch == 0 && to.ch == 0 && hlText(lastHL) == "") { + // This is a whole-line replace. Treated specially to make + // sure line objects move the way they are supposed to. + var added = [], prevLine = null; + for (var i = 0, e = lines.length - 1; i < e; ++i) + added.push(new Line(hlText(lines[i]), hlSpans(lines[i]))); + lastLine.update(lastLine.text, hlSpans(lastHL)); + if (nlines) doc.remove(from.line, nlines, callbacks); + if (added.length) doc.insert(from.line, added); + } else if (firstLine == lastLine) { + if (lines.length == 1) { + firstLine.update(firstLine.text.slice(0, from.ch) + hlText(lines[0]) + firstLine.text.slice(to.ch), hlSpans(lines[0])); + } else { + for (var added = [], i = 1, e = lines.length - 1; i < e; ++i) + added.push(new Line(hlText(lines[i]), hlSpans(lines[i]))); + added.push(new Line(hlText(lastHL) + firstLine.text.slice(to.ch), hlSpans(lastHL))); + firstLine.update(firstLine.text.slice(0, from.ch) + hlText(lines[0]), hlSpans(lines[0])); + doc.insert(from.line + 1, added); + } + } else if (lines.length == 1) { + firstLine.update(firstLine.text.slice(0, from.ch) + hlText(lines[0]) + lastLine.text.slice(to.ch), hlSpans(lines[0])); + doc.remove(from.line + 1, nlines, callbacks); + } else { + var added = []; + firstLine.update(firstLine.text.slice(0, from.ch) + hlText(lines[0]), hlSpans(lines[0])); + lastLine.update(hlText(lastHL) + lastLine.text.slice(to.ch), hlSpans(lastHL)); + for (var i = 1, e = lines.length - 1; i < e; ++i) + added.push(new Line(hlText(lines[i]), hlSpans(lines[i]))); + if (nlines > 1) doc.remove(from.line + 1, nlines - 1, callbacks); + doc.insert(from.line + 1, added); + } + if (options.lineWrapping) { + var perLine = Math.max(5, scroller.clientWidth / charWidth() - 3); + doc.iter(from.line, from.line + lines.length, function(line) { + if (line.hidden) return; + var guess = Math.ceil(line.text.length / perLine) || 1; + if (guess != line.height) updateLineHeight(line, guess); + }); + } else { + doc.iter(from.line, from.line + lines.length, function(line) { + var l = line.text; + if (!line.hidden && l.length > maxLineLength) { + maxLine = line; maxLineLength = l.length; maxLineChanged = true; + recomputeMaxLength = false; + } + }); + if (recomputeMaxLength) updateMaxLine = true; + } + + // Adjust frontier, schedule worker + frontier = Math.min(frontier, from.line); + startWorker(400); + + var lendiff = lines.length - nlines - 1; + // Remember that these lines changed, for updating the display + changes.push({from: from.line, to: to.line + 1, diff: lendiff}); + if (options.onChange) { + // Normalize lines to contain only strings, since that's what + // the change event handler expects + for (var i = 0; i < lines.length; ++i) + if (typeof lines[i] != "string") lines[i] = lines[i].text; + var changeObj = {from: from, to: to, text: lines}; + if (textChanged) { + for (var cur = textChanged; cur.next; cur = cur.next) {} + cur.next = changeObj; + } else textChanged = changeObj; + } + + // Update the selection + function updateLine(n) {return n <= Math.min(to.line, to.line + lendiff) ? n : n + lendiff;} + setSelection(clipPos(selFrom), clipPos(selTo), + updateLine(sel.from.line), updateLine(sel.to.line)); + } + + function needsScrollbar() { + var realHeight = doc.height * textHeight() + 2 * paddingTop(); + return realHeight * .99 > scroller.offsetHeight ? realHeight : false; + } + + function updateVerticalScroll(scrollTop) { + var scrollHeight = needsScrollbar(); + scrollbar.style.display = scrollHeight ? "block" : "none"; + if (scrollHeight) { + scrollbarInner.style.height = sizer.style.minHeight = scrollHeight + "px"; + scrollbar.style.height = scroller.clientHeight + "px"; + if (scrollTop != null) { + scrollbar.scrollTop = scroller.scrollTop = scrollTop; + // 'Nudge' the scrollbar to work around a Webkit bug where, + // in some situations, we'd end up with a scrollbar that + // reported its scrollTop (and looked) as expected, but + // *behaved* as if it was still in a previous state (i.e. + // couldn't scroll up, even though it appeared to be at the + // bottom). + if (webkit) setTimeout(function() { + if (scrollbar.scrollTop != scrollTop) return; + scrollbar.scrollTop = scrollTop + (scrollTop ? -1 : 1); + scrollbar.scrollTop = scrollTop; + }, 0); + } + } else { + sizer.style.minHeight = ""; + } + // Position the mover div to align with the current virtual scroll position + mover.style.top = displayOffset * textHeight() + "px"; + } + + function computeMaxLength() { + maxLine = getLine(0); maxLineChanged = true; + var maxLineLength = maxLine.text.length; + doc.iter(1, doc.size, function(line) { + var l = line.text; + if (!line.hidden && l.length > maxLineLength) { + maxLineLength = l.length; maxLine = line; + } + }); + updateMaxLine = false; + } + + function replaceRange(code, from, to) { + from = clipPos(from); + if (!to) to = from; else to = clipPos(to); + code = splitLines(code); + function adjustPos(pos) { + if (posLess(pos, from)) return pos; + if (!posLess(to, pos)) return end; + var line = pos.line + code.length - (to.line - from.line) - 1; + var ch = pos.ch; + if (pos.line == to.line) + ch += lst(code).length - (to.ch - (to.line == from.line ? from.ch : 0)); + return {line: line, ch: ch}; + } + var end; + replaceRange1(code, from, to, function(end1) { + end = end1; + return {from: adjustPos(sel.from), to: adjustPos(sel.to)}; + }); + return end; + } + function replaceSelection(code, collapse) { + replaceRange1(splitLines(code), sel.from, sel.to, function(end) { + if (collapse == "end") return {from: end, to: end}; + else if (collapse == "start") return {from: sel.from, to: sel.from}; + else return {from: sel.from, to: end}; + }); + } + function replaceRange1(code, from, to, computeSel) { + var endch = code.length == 1 ? code[0].length + from.ch : lst(code).length; + var newSel = computeSel({line: from.line + code.length - 1, ch: endch}); + updateLines(from, to, code, newSel.from, newSel.to); + } + + function getRange(from, to, lineSep) { + var l1 = from.line, l2 = to.line; + if (l1 == l2) return getLine(l1).text.slice(from.ch, to.ch); + var code = [getLine(l1).text.slice(from.ch)]; + doc.iter(l1 + 1, l2, function(line) { code.push(line.text); }); + code.push(getLine(l2).text.slice(0, to.ch)); + return code.join(lineSep || "\n"); + } + function getSelection(lineSep) { + return getRange(sel.from, sel.to, lineSep); + } + + function slowPoll() { + if (pollingFast) return; + poll.set(options.pollInterval, function() { + readInput(); + if (focused) slowPoll(); + }); + } + function fastPoll() { + var missed = false; + pollingFast = true; + function p() { + var changed = readInput(); + if (!changed && !missed) {missed = true; poll.set(60, p);} + else {pollingFast = false; slowPoll();} + } + poll.set(20, p); + } + + // Previnput is a hack to work with IME. If we reset the textarea + // on every change, that breaks IME. So we look for changes + // compared to the previous content instead. (Modern browsers have + // events that indicate IME taking place, but these are not widely + // supported or compatible enough yet to rely on.) + var prevInput = ""; + function readInput() { + if (!focused || hasSelection(input) || options.readOnly) return false; + var text = input.value; + if (text == prevInput) return false; + if (!nestedOperation) startOperation(); + shiftSelecting = null; + var same = 0, l = Math.min(prevInput.length, text.length); + while (same < l && prevInput[same] == text[same]) ++same; + if (same < prevInput.length) + sel.from = {line: sel.from.line, ch: sel.from.ch - (prevInput.length - same)}; + else if (overwrite && posEq(sel.from, sel.to) && !pasteIncoming) + sel.to = {line: sel.to.line, ch: Math.min(getLine(sel.to.line).text.length, sel.to.ch + (text.length - same))}; + replaceSelection(text.slice(same), "end"); + if (text.length > 1000) { input.value = prevInput = ""; } + else prevInput = text; + if (!nestedOperation) endOperation(); + pasteIncoming = false; + return true; + } + function resetInput(user) { + if (!posEq(sel.from, sel.to)) { + prevInput = ""; + input.value = getSelection(); + if (focused) selectInput(input); + } else if (user) prevInput = input.value = ""; + } + + function focusInput() { + if (options.readOnly != "nocursor") input.focus(); + } + + function scrollCursorIntoView() { + var coords = calculateCursorCoords(); + scrollIntoView(coords.x, coords.y, coords.x, coords.yBot); + if (!focused) return; + var box = sizer.getBoundingClientRect(), doScroll = null; + if (coords.y + box.top < 0) doScroll = true; + else if (coords.y + box.top + textHeight() > (window.innerHeight || document.documentElement.clientHeight)) doScroll = false; + if (doScroll != null) { + var hidden = cursor.style.display == "none"; + if (hidden) { + cursor.style.display = ""; + cursor.style.left = coords.x + "px"; + cursor.style.top = (coords.y - displayOffset) + "px"; + } + cursor.scrollIntoView(doScroll); + if (hidden) cursor.style.display = "none"; + } + } + function calculateCursorCoords() { + var cursor = localCoords(sel.inverted ? sel.from : sel.to); + var x = options.lineWrapping ? Math.min(cursor.x, lineSpace.offsetWidth) : cursor.x; + return {x: x, y: cursor.y, yBot: cursor.yBot}; + } + function scrollIntoView(x1, y1, x2, y2) { + var scrollPos = calculateScrollPos(x1, y1, x2, y2); + if (scrollPos.scrollLeft != null) {scroller.scrollLeft = scrollPos.scrollLeft;} + if (scrollPos.scrollTop != null) {scrollbar.scrollTop = scroller.scrollTop = scrollPos.scrollTop;} + } + function calculateScrollPos(x1, y1, x2, y2) { + var pl = paddingLeft(), pt = paddingTop(); + y1 += pt; y2 += pt; x1 += pl; x2 += pl; + var screen = scroller.clientHeight, screentop = scrollbar.scrollTop, result = {}; + var docBottom = needsScrollbar() || Infinity; + var atTop = y1 < pt + 10, atBottom = y2 + pt > docBottom - 10; + if (y1 < screentop) result.scrollTop = atTop ? 0 : Math.max(0, y1); + else if (y2 > screentop + screen) result.scrollTop = (atBottom ? docBottom : y2) - screen; + + var screenw = scroller.clientWidth, screenleft = scroller.scrollLeft; + var gutterw = options.fixedGutter ? gutter.clientWidth : 0; + var atLeft = x1 < gutterw + pl + 10; + if (x1 < screenleft + gutterw || atLeft) { + if (atLeft) x1 = 0; + result.scrollLeft = Math.max(0, x1 - 10 - gutterw); + } else if (x2 > screenw + screenleft - 3) { + result.scrollLeft = x2 + 10 - screenw; + } + return result; + } + + function visibleLines(scrollTop) { + var lh = textHeight(), top = (scrollTop != null ? scrollTop : scrollbar.scrollTop) - paddingTop(); + var fromHeight = Math.max(0, Math.floor(top / lh)); + var toHeight = Math.ceil((top + scroller.clientHeight) / lh); + return {from: lineAtHeight(doc, fromHeight), + to: lineAtHeight(doc, toHeight)}; + } + // Uses a set of changes plus the current scroll position to + // determine which DOM updates have to be made, and makes the + // updates. + function updateDisplay(changes, suppressCallback, scrollTop) { + if (!scroller.clientWidth) { + showingFrom = showingTo = displayOffset = 0; + return; + } + // Compute the new visible window + // If scrollTop is specified, use that to determine which lines + // to render instead of the current scrollbar position. + var visible = visibleLines(scrollTop); + // Bail out if the visible area is already rendered and nothing changed. + if (changes !== true && changes.length == 0 && visible.from > showingFrom && visible.to < showingTo) { + updateVerticalScroll(scrollTop); + return; + } + var from = Math.max(visible.from - 100, 0), to = Math.min(doc.size, visible.to + 100); + if (showingFrom < from && from - showingFrom < 20) from = showingFrom; + if (showingTo > to && showingTo - to < 20) to = Math.min(doc.size, showingTo); + + // Create a range of theoretically intact lines, and punch holes + // in that using the change info. + var intact = changes === true ? [] : + computeIntact([{from: showingFrom, to: showingTo, domStart: 0}], changes); + // Clip off the parts that won't be visible + var intactLines = 0; + for (var i = 0; i < intact.length; ++i) { + var range = intact[i]; + if (range.from < from) {range.domStart += (from - range.from); range.from = from;} + if (range.to > to) range.to = to; + if (range.from >= range.to) intact.splice(i--, 1); + else intactLines += range.to - range.from; + } + if (intactLines == to - from && from == showingFrom && to == showingTo) { + updateVerticalScroll(scrollTop); + return; + } + intact.sort(function(a, b) {return a.domStart - b.domStart;}); + + var th = textHeight(), gutterDisplay = gutter.style.display; + lineDiv.style.display = "none"; + patchDisplay(from, to, intact); + lineDiv.style.display = gutter.style.display = ""; + + var different = from != showingFrom || to != showingTo || lastSizeC != scroller.clientHeight + th; + // This is just a bogus formula that detects when the editor is + // resized or the font size changes. + if (different) lastSizeC = scroller.clientHeight + th; + if (from != showingFrom || to != showingTo && options.onViewportChange) + setTimeout(function(){ + if (options.onViewportChange) options.onViewportChange(instance, from, to); + }); + showingFrom = from; showingTo = to; + displayOffset = heightAtLine(doc, from); + startWorker(100); + + // Since this is all rather error prone, it is honoured with the + // only assertion in the whole file. + if (lineDiv.childNodes.length != showingTo - showingFrom) + throw new Error("BAD PATCH! " + JSON.stringify(intact) + " size=" + (showingTo - showingFrom) + + " nodes=" + lineDiv.childNodes.length); + + function checkHeights() { + var curNode = lineDiv.firstChild, heightChanged = false; + doc.iter(showingFrom, showingTo, function(line) { + // Work around bizarro IE7 bug where, sometimes, our curNode + // is magically replaced with a new node in the DOM, leaving + // us with a reference to an orphan (nextSibling-less) node. + if (!curNode) return; + if (!line.hidden) { + var height = Math.round(curNode.offsetHeight / th) || 1; + if (line.height != height) { + updateLineHeight(line, height); + gutterDirty = heightChanged = true; + } + } + curNode = curNode.nextSibling; + }); + return heightChanged; + } + + if (options.lineWrapping) checkHeights(); + + gutter.style.display = gutterDisplay; + if (different || gutterDirty) { + // If the gutter grew in size, re-check heights. If those changed, re-draw gutter. + updateGutter() && options.lineWrapping && checkHeights() && updateGutter(); + } + updateVerticalScroll(scrollTop); + updateSelection(); + if (!suppressCallback && options.onUpdate) options.onUpdate(instance); + return true; + } + + function computeIntact(intact, changes) { + for (var i = 0, l = changes.length || 0; i < l; ++i) { + var change = changes[i], intact2 = [], diff = change.diff || 0; + for (var j = 0, l2 = intact.length; j < l2; ++j) { + var range = intact[j]; + if (change.to <= range.from && change.diff) + intact2.push({from: range.from + diff, to: range.to + diff, + domStart: range.domStart}); + else if (change.to <= range.from || change.from >= range.to) + intact2.push(range); + else { + if (change.from > range.from) + intact2.push({from: range.from, to: change.from, domStart: range.domStart}); + if (change.to < range.to) + intact2.push({from: change.to + diff, to: range.to + diff, + domStart: range.domStart + (change.to - range.from)}); + } + } + intact = intact2; + } + return intact; + } + + function patchDisplay(from, to, intact) { + function killNode(node) { + var tmp = node.nextSibling; + node.parentNode.removeChild(node); + return tmp; + } + // The first pass removes the DOM nodes that aren't intact. + if (!intact.length) removeChildren(lineDiv); + else { + var domPos = 0, curNode = lineDiv.firstChild, n; + for (var i = 0; i < intact.length; ++i) { + var cur = intact[i]; + while (cur.domStart > domPos) {curNode = killNode(curNode); domPos++;} + for (var j = 0, e = cur.to - cur.from; j < e; ++j) {curNode = curNode.nextSibling; domPos++;} + } + while (curNode) curNode = killNode(curNode); + } + // This pass fills in the lines that actually changed. + var nextIntact = intact.shift(), curNode = lineDiv.firstChild, j = from; + doc.iter(from, to, function(line) { + if (nextIntact && nextIntact.to == j) nextIntact = intact.shift(); + if (!nextIntact || nextIntact.from > j) { + if (line.hidden) var lineElement = elt("pre"); + else { + var lineElement = lineContent(line); + if (line.className) lineElement.className = line.className; + // Kludge to make sure the styled element lies behind the selection (by z-index) + if (line.bgClassName) { + var pre = elt("pre", "\u00a0", line.bgClassName, "position: absolute; left: 0; right: 0; top: 0; bottom: 0; z-index: -2"); + lineElement = elt("div", [pre, lineElement], null, "position: relative"); + } + } + lineDiv.insertBefore(lineElement, curNode); + } else { + curNode = curNode.nextSibling; + } + ++j; + }); + } + + function updateGutter() { + if (!options.gutter && !options.lineNumbers) return; + var hText = mover.offsetHeight, hEditor = scroller.clientHeight; + gutter.style.height = (hText - hEditor < 2 ? hEditor : hText) + "px"; + var fragment = document.createDocumentFragment(), i = showingFrom, normalNode; + doc.iter(showingFrom, Math.max(showingTo, showingFrom + 1), function(line) { + if (line.hidden) { + fragment.appendChild(elt("pre")); + } else { + var marker = line.gutterMarker; + var text = options.lineNumbers ? options.lineNumberFormatter(i + options.firstLineNumber) : null; + if (marker && marker.text) + text = marker.text.replace("%N%", text != null ? text : ""); + else if (text == null) + text = "\u00a0"; + var markerElement = fragment.appendChild(elt("pre", null, marker && marker.style)); + markerElement.innerHTML = text; + for (var j = 1; j < line.height; ++j) { + markerElement.appendChild(elt("br")); + markerElement.appendChild(document.createTextNode("\u00a0")); + } + if (!marker) normalNode = i; + } + ++i; + }); + gutter.style.display = "none"; + removeChildrenAndAdd(gutterText, fragment); + // Make sure scrolling doesn't cause number gutter size to pop + if (normalNode != null && options.lineNumbers) { + var node = gutterText.childNodes[normalNode - showingFrom]; + var minwidth = String(doc.size).length, val = eltText(node.firstChild), pad = ""; + while (val.length + pad.length < minwidth) pad += "\u00a0"; + if (pad) node.insertBefore(document.createTextNode(pad), node.firstChild); + } + gutter.style.display = ""; + var resized = Math.abs((parseInt(lineSpace.style.marginLeft) || 0) - gutter.offsetWidth) > 2; + lineSpace.style.marginLeft = gutter.offsetWidth + "px"; + gutterDirty = false; + return resized; + } + function updateSelection() { + var collapsed = posEq(sel.from, sel.to); + var fromPos = localCoords(sel.from, true); + var toPos = collapsed ? fromPos : localCoords(sel.to, true); + var headPos = sel.inverted ? fromPos : toPos, th = textHeight(); + var wrapOff = eltOffset(wrapper), lineOff = eltOffset(lineDiv); + inputDiv.style.top = Math.max(0, Math.min(scroller.offsetHeight, headPos.y + lineOff.top - wrapOff.top)) + "px"; + inputDiv.style.left = Math.max(0, Math.min(scroller.offsetWidth, headPos.x + lineOff.left - wrapOff.left)) + "px"; + if (collapsed) { + cursor.style.top = headPos.y + "px"; + cursor.style.left = (options.lineWrapping ? Math.min(headPos.x, lineSpace.offsetWidth) : headPos.x) + "px"; + cursor.style.display = ""; + selectionDiv.style.display = "none"; + } else { + var sameLine = fromPos.y == toPos.y, fragment = document.createDocumentFragment(); + var clientWidth = lineSpace.clientWidth || lineSpace.offsetWidth; + var clientHeight = lineSpace.clientHeight || lineSpace.offsetHeight; + var add = function(left, top, right, height) { + var rstyle = quirksMode ? "width: " + (!right ? clientWidth : clientWidth - right - left) + "px" + : "right: " + right + "px"; + fragment.appendChild(elt("div", null, "CodeMirror-selected", "position: absolute; left: " + left + + "px; top: " + top + "px; " + rstyle + "; height: " + height + "px")); + }; + if (sel.from.ch && fromPos.y >= 0) { + var right = sameLine ? clientWidth - toPos.x : 0; + add(fromPos.x, fromPos.y, right, th); + } + var middleStart = Math.max(0, fromPos.y + (sel.from.ch ? th : 0)); + var middleHeight = Math.min(toPos.y, clientHeight) - middleStart; + if (middleHeight > 0.2 * th) + add(0, middleStart, 0, middleHeight); + if ((!sameLine || !sel.from.ch) && toPos.y < clientHeight - .5 * th) + add(0, toPos.y, clientWidth - toPos.x, th); + removeChildrenAndAdd(selectionDiv, fragment); + cursor.style.display = "none"; + selectionDiv.style.display = ""; + } + } + + function setShift(val) { + if (val) shiftSelecting = shiftSelecting || (sel.inverted ? sel.to : sel.from); + else shiftSelecting = null; + } + function setSelectionUser(from, to) { + var sh = shiftSelecting && clipPos(shiftSelecting); + if (sh) { + if (posLess(sh, from)) from = sh; + else if (posLess(to, sh)) to = sh; + } + setSelection(from, to); + userSelChange = true; + } + // Update the selection. Last two args are only used by + // updateLines, since they have to be expressed in the line + // numbers before the update. + function setSelection(from, to, oldFrom, oldTo) { + goalColumn = null; + if (oldFrom == null) {oldFrom = sel.from.line; oldTo = sel.to.line;} + if (posEq(sel.from, from) && posEq(sel.to, to)) return; + if (posLess(to, from)) {var tmp = to; to = from; from = tmp;} + + // Skip over hidden lines. + if (from.line != oldFrom) { + var from1 = skipHidden(from, oldFrom, sel.from.ch); + // If there is no non-hidden line left, force visibility on current line + if (!from1) setLineHidden(from.line, false); + else from = from1; + } + if (to.line != oldTo) to = skipHidden(to, oldTo, sel.to.ch); + + if (posEq(from, to)) sel.inverted = false; + else if (posEq(from, sel.to)) sel.inverted = false; + else if (posEq(to, sel.from)) sel.inverted = true; + + if (options.autoClearEmptyLines && posEq(sel.from, sel.to)) { + var head = sel.inverted ? from : to; + if (head.line != sel.from.line && sel.from.line < doc.size) { + var oldLine = getLine(sel.from.line); + if (/^\s+$/.test(oldLine.text)) + setTimeout(operation(function() { + if (oldLine.parent && /^\s+$/.test(oldLine.text)) { + var no = lineNo(oldLine); + replaceRange("", {line: no, ch: 0}, {line: no, ch: oldLine.text.length}); + } + }, 10)); + } + } + + sel.from = from; sel.to = to; + selectionChanged = true; + } + function skipHidden(pos, oldLine, oldCh) { + function getNonHidden(dir) { + var lNo = pos.line + dir, end = dir == 1 ? doc.size : -1; + while (lNo != end) { + var line = getLine(lNo); + if (!line.hidden) { + var ch = pos.ch; + if (toEnd || ch > oldCh || ch > line.text.length) ch = line.text.length; + return {line: lNo, ch: ch}; + } + lNo += dir; + } + } + var line = getLine(pos.line); + var toEnd = pos.ch == line.text.length && pos.ch != oldCh; + if (!line.hidden) return pos; + if (pos.line >= oldLine) return getNonHidden(1) || getNonHidden(-1); + else return getNonHidden(-1) || getNonHidden(1); + } + function setCursor(line, ch, user) { + var pos = clipPos({line: line, ch: ch || 0}); + (user ? setSelectionUser : setSelection)(pos, pos); + } + + function clipLine(n) {return Math.max(0, Math.min(n, doc.size-1));} + function clipPos(pos) { + if (pos.line < 0) return {line: 0, ch: 0}; + if (pos.line >= doc.size) return {line: doc.size-1, ch: getLine(doc.size-1).text.length}; + var ch = pos.ch, linelen = getLine(pos.line).text.length; + if (ch == null || ch > linelen) return {line: pos.line, ch: linelen}; + else if (ch < 0) return {line: pos.line, ch: 0}; + else return pos; + } + + function findPosH(dir, unit) { + var end = sel.inverted ? sel.from : sel.to, line = end.line, ch = end.ch; + var lineObj = getLine(line); + function findNextLine() { + for (var l = line + dir, e = dir < 0 ? -1 : doc.size; l != e; l += dir) { + var lo = getLine(l); + if (!lo.hidden) { line = l; lineObj = lo; return true; } + } + } + function moveOnce(boundToLine) { + if (ch == (dir < 0 ? 0 : lineObj.text.length)) { + if (!boundToLine && findNextLine()) ch = dir < 0 ? lineObj.text.length : 0; + else return false; + } else ch += dir; + return true; + } + if (unit == "char") moveOnce(); + else if (unit == "column") moveOnce(true); + else if (unit == "word") { + var sawWord = false; + for (;;) { + if (dir < 0) if (!moveOnce()) break; + if (isWordChar(lineObj.text.charAt(ch))) sawWord = true; + else if (sawWord) {if (dir < 0) {dir = 1; moveOnce();} break;} + if (dir > 0) if (!moveOnce()) break; + } + } + return {line: line, ch: ch}; + } + function moveH(dir, unit) { + var pos = dir < 0 ? sel.from : sel.to; + if (shiftSelecting || posEq(sel.from, sel.to)) pos = findPosH(dir, unit); + setCursor(pos.line, pos.ch, true); + } + function deleteH(dir, unit) { + if (!posEq(sel.from, sel.to)) replaceRange("", sel.from, sel.to); + else if (dir < 0) replaceRange("", findPosH(dir, unit), sel.to); + else replaceRange("", sel.from, findPosH(dir, unit)); + userSelChange = true; + } + function moveV(dir, unit) { + var dist = 0, pos = localCoords(sel.inverted ? sel.from : sel.to, true); + if (goalColumn != null) pos.x = goalColumn; + if (unit == "page") { + var screen = Math.min(scroller.clientHeight, window.innerHeight || document.documentElement.clientHeight); + var target = coordsChar(pos.x, pos.y + screen * dir); + } else if (unit == "line") { + var th = textHeight(); + var target = coordsChar(pos.x, pos.y + .5 * th + dir * th); + } + if (unit == "page") scrollbar.scrollTop += localCoords(target, true).y - pos.y; + setCursor(target.line, target.ch, true); + goalColumn = pos.x; + } + + function findWordAt(pos) { + var line = getLine(pos.line).text; + var start = pos.ch, end = pos.ch; + if (line) { + if (pos.after === false || end == line.length) --start; else ++end; + var startChar = line.charAt(start); + var check = isWordChar(startChar) ? isWordChar : + /\s/.test(startChar) ? function(ch) {return /\s/.test(ch);} : + function(ch) {return !/\s/.test(ch) && isWordChar(ch);}; + while (start > 0 && check(line.charAt(start - 1))) --start; + while (end < line.length && check(line.charAt(end))) ++end; + } + return {from: {line: pos.line, ch: start}, to: {line: pos.line, ch: end}}; + } + function selectLine(line) { + setSelectionUser({line: line, ch: 0}, clipPos({line: line + 1, ch: 0})); + } + function indentSelected(mode) { + if (posEq(sel.from, sel.to)) return indentLine(sel.from.line, mode); + var e = sel.to.line - (sel.to.ch ? 0 : 1); + for (var i = sel.from.line; i <= e; ++i) indentLine(i, mode); + } + + function indentLine(n, how) { + if (!how) how = "add"; + if (how == "smart") { + if (!mode.indent) how = "prev"; + else var state = getStateBefore(n); + } + + var line = getLine(n), curSpace = line.indentation(options.tabSize), + curSpaceString = line.text.match(/^\s*/)[0], indentation; + if (how == "smart") { + indentation = mode.indent(state, line.text.slice(curSpaceString.length), line.text); + if (indentation == Pass) how = "prev"; + } + if (how == "prev") { + if (n) indentation = getLine(n-1).indentation(options.tabSize); + else indentation = 0; + } + else if (how == "add") indentation = curSpace + options.indentUnit; + else if (how == "subtract") indentation = curSpace - options.indentUnit; + indentation = Math.max(0, indentation); + var diff = indentation - curSpace; + + var indentString = "", pos = 0; + if (options.indentWithTabs) + for (var i = Math.floor(indentation / options.tabSize); i; --i) {pos += options.tabSize; indentString += "\t";} + if (pos < indentation) indentString += spaceStr(indentation - pos); + + if (indentString != curSpaceString) + replaceRange(indentString, {line: n, ch: 0}, {line: n, ch: curSpaceString.length}); + line.stateAfter = null; + } + + function loadMode() { + mode = CodeMirror.getMode(options, options.mode); + doc.iter(0, doc.size, function(line) { line.stateAfter = null; }); + frontier = 0; + startWorker(100); + } + function gutterChanged() { + var visible = options.gutter || options.lineNumbers; + gutter.style.display = visible ? "" : "none"; + if (visible) gutterDirty = true; + else lineDiv.parentNode.style.marginLeft = 0; + } + function wrappingChanged(from, to) { + if (options.lineWrapping) { + wrapper.className += " CodeMirror-wrap"; + var perLine = scroller.clientWidth / charWidth() - 3; + doc.iter(0, doc.size, function(line) { + if (line.hidden) return; + var guess = Math.ceil(line.text.length / perLine) || 1; + if (guess != 1) updateLineHeight(line, guess); + }); + lineSpace.style.minWidth = widthForcer.style.left = ""; + } else { + wrapper.className = wrapper.className.replace(" CodeMirror-wrap", ""); + computeMaxLength(); + doc.iter(0, doc.size, function(line) { + if (line.height != 1 && !line.hidden) updateLineHeight(line, 1); + }); + } + changes.push({from: 0, to: doc.size}); + } + function themeChanged() { + scroller.className = scroller.className.replace(/\s*cm-s-\S+/g, "") + + options.theme.replace(/(^|\s)\s*/g, " cm-s-"); + } + function keyMapChanged() { + var style = keyMap[options.keyMap].style; + wrapper.className = wrapper.className.replace(/\s*cm-keymap-\S+/g, "") + + (style ? " cm-keymap-" + style : ""); + } + + function TextMarker(type, style) { this.lines = []; this.type = type; if (style) this.style = style; } + TextMarker.prototype.clear = operation(function() { + var min, max; + for (var i = 0; i < this.lines.length; ++i) { + var line = this.lines[i]; + var span = getMarkedSpanFor(line.markedSpans, this); + if (span.from != null) min = lineNo(line); + if (span.to != null) max = lineNo(line); + line.markedSpans = removeMarkedSpan(line.markedSpans, span); + } + if (min != null) changes.push({from: min, to: max + 1}); + this.lines.length = 0; + this.explicitlyCleared = true; + }); + TextMarker.prototype.find = function() { + var from, to; + for (var i = 0; i < this.lines.length; ++i) { + var line = this.lines[i]; + var span = getMarkedSpanFor(line.markedSpans, this); + if (span.from != null || span.to != null) { + var found = lineNo(line); + if (span.from != null) from = {line: found, ch: span.from}; + if (span.to != null) to = {line: found, ch: span.to}; + } + } + if (this.type == "bookmark") return from; + return from && {from: from, to: to}; + }; + + function markText(from, to, className, options) { + from = clipPos(from); to = clipPos(to); + var marker = new TextMarker("range", className); + if (options) for (var opt in options) if (options.hasOwnProperty(opt)) + marker[opt] = options[opt]; + var curLine = from.line; + doc.iter(curLine, to.line + 1, function(line) { + var span = {from: curLine == from.line ? from.ch : null, + to: curLine == to.line ? to.ch : null, + marker: marker}; + line.markedSpans = (line.markedSpans || []).concat([span]); + marker.lines.push(line); + ++curLine; + }); + changes.push({from: from.line, to: to.line + 1}); + return marker; + } + + function setBookmark(pos) { + pos = clipPos(pos); + var marker = new TextMarker("bookmark"), line = getLine(pos.line); + history.addChange(pos.line, 1, [newHL(line.text, line.markedSpans)], true); + var span = {from: pos.ch, to: pos.ch, marker: marker}; + line.markedSpans = (line.markedSpans || []).concat([span]); + marker.lines.push(line); + return marker; + } + + function findMarksAt(pos) { + pos = clipPos(pos); + var markers = [], spans = getLine(pos.line).markedSpans; + if (spans) for (var i = 0; i < spans.length; ++i) { + var span = spans[i]; + if ((span.from == null || span.from <= pos.ch) && + (span.to == null || span.to >= pos.ch)) + markers.push(span.marker); + } + return markers; + } + + function addGutterMarker(line, text, className) { + if (typeof line == "number") line = getLine(clipLine(line)); + line.gutterMarker = {text: text, style: className}; + gutterDirty = true; + return line; + } + function removeGutterMarker(line) { + if (typeof line == "number") line = getLine(clipLine(line)); + line.gutterMarker = null; + gutterDirty = true; + } + + function changeLine(handle, op) { + var no = handle, line = handle; + if (typeof handle == "number") line = getLine(clipLine(handle)); + else no = lineNo(handle); + if (no == null) return null; + if (op(line, no)) changes.push({from: no, to: no + 1}); + else return null; + return line; + } + function setLineClass(handle, className, bgClassName) { + return changeLine(handle, function(line) { + if (line.className != className || line.bgClassName != bgClassName) { + line.className = className; + line.bgClassName = bgClassName; + return true; + } + }); + } + function setLineHidden(handle, hidden) { + return changeLine(handle, function(line, no) { + if (line.hidden != hidden) { + line.hidden = hidden; + if (!options.lineWrapping) { + if (hidden && line.text.length == maxLine.text.length) { + updateMaxLine = true; + } else if (!hidden && line.text.length > maxLine.text.length) { + maxLine = line; updateMaxLine = false; + } + } + updateLineHeight(line, hidden ? 0 : 1); + var fline = sel.from.line, tline = sel.to.line; + if (hidden && (fline == no || tline == no)) { + var from = fline == no ? skipHidden({line: fline, ch: 0}, fline, 0) : sel.from; + var to = tline == no ? skipHidden({line: tline, ch: 0}, tline, 0) : sel.to; + // Can't hide the last visible line, we'd have no place to put the cursor + if (!to) return; + setSelection(from, to); + } + return (gutterDirty = true); + } + }); + } + + function lineInfo(line) { + if (typeof line == "number") { + if (!isLine(line)) return null; + var n = line; + line = getLine(line); + if (!line) return null; + } else { + var n = lineNo(line); + if (n == null) return null; + } + var marker = line.gutterMarker; + return {line: n, handle: line, text: line.text, markerText: marker && marker.text, + markerClass: marker && marker.style, lineClass: line.className, bgClass: line.bgClassName}; + } + + function measureLine(line, ch) { + if (ch == 0) return {top: 0, left: 0}; + var pre = lineContent(line, ch); + removeChildrenAndAdd(measure, pre); + var anchor = pre.anchor; + var top = anchor.offsetTop, left = anchor.offsetLeft; + // Older IEs report zero offsets for spans directly after a wrap + if (ie && top == 0 && left == 0) { + var backup = elt("span", "x"); + anchor.parentNode.insertBefore(backup, anchor.nextSibling); + top = backup.offsetTop; + } + return {top: top, left: left}; + } + function localCoords(pos, inLineWrap) { + var x, lh = textHeight(), y = lh * (heightAtLine(doc, pos.line) - (inLineWrap ? displayOffset : 0)); + if (pos.ch == 0) x = 0; + else { + var sp = measureLine(getLine(pos.line), pos.ch); + x = sp.left; + if (options.lineWrapping) y += Math.max(0, sp.top); + } + return {x: x, y: y, yBot: y + lh}; + } + // Coords must be lineSpace-local + function coordsChar(x, y) { + var th = textHeight(), cw = charWidth(), heightPos = displayOffset + Math.floor(y / th); + if (heightPos < 0) return {line: 0, ch: 0}; + var lineNo = lineAtHeight(doc, heightPos); + if (lineNo >= doc.size) return {line: doc.size - 1, ch: getLine(doc.size - 1).text.length}; + var lineObj = getLine(lineNo), text = lineObj.text; + var tw = options.lineWrapping, innerOff = tw ? heightPos - heightAtLine(doc, lineNo) : 0; + if (x <= 0 && innerOff == 0) return {line: lineNo, ch: 0}; + var wrongLine = false; + function getX(len) { + var sp = measureLine(lineObj, len); + if (tw) { + var off = Math.round(sp.top / th); + wrongLine = off != innerOff; + return Math.max(0, sp.left + (off - innerOff) * scroller.clientWidth); + } + return sp.left; + } + var from = 0, fromX = 0, to = text.length, toX; + // Guess a suitable upper bound for our search. + var estimated = Math.min(to, Math.ceil((x + innerOff * scroller.clientWidth * .9) / cw)); + for (;;) { + var estX = getX(estimated); + if (estX <= x && estimated < to) estimated = Math.min(to, Math.ceil(estimated * 1.2)); + else {toX = estX; to = estimated; break;} + } + if (x > toX) return {line: lineNo, ch: to}; + // Try to guess a suitable lower bound as well. + estimated = Math.floor(to * 0.8); estX = getX(estimated); + if (estX < x) {from = estimated; fromX = estX;} + // Do a binary search between these bounds. + for (;;) { + if (to - from <= 1) { + var after = x - fromX < toX - x; + return {line: lineNo, ch: after ? from : to, after: after}; + } + var middle = Math.ceil((from + to) / 2), middleX = getX(middle); + if (middleX > x) {to = middle; toX = middleX; if (wrongLine) toX += 1000; } + else {from = middle; fromX = middleX;} + } + } + function pageCoords(pos) { + var local = localCoords(pos, true), off = eltOffset(lineSpace); + return {x: off.left + local.x, y: off.top + local.y, yBot: off.top + local.yBot}; + } + + var cachedHeight, cachedHeightFor, measurePre; + function textHeight() { + if (measurePre == null) { + measurePre = elt("pre"); + for (var i = 0; i < 49; ++i) { + measurePre.appendChild(document.createTextNode("x")); + measurePre.appendChild(elt("br")); + } + measurePre.appendChild(document.createTextNode("x")); + } + var offsetHeight = lineDiv.clientHeight; + if (offsetHeight == cachedHeightFor) return cachedHeight; + cachedHeightFor = offsetHeight; + removeChildrenAndAdd(measure, measurePre.cloneNode(true)); + cachedHeight = measure.firstChild.offsetHeight / 50 || 1; + removeChildren(measure); + return cachedHeight; + } + var cachedWidth, cachedWidthFor = 0; + function charWidth() { + if (scroller.clientWidth == cachedWidthFor) return cachedWidth; + cachedWidthFor = scroller.clientWidth; + var anchor = elt("span", "x"); + var pre = elt("pre", [anchor]); + removeChildrenAndAdd(measure, pre); + return (cachedWidth = anchor.offsetWidth || 10); + } + function paddingTop() {return lineSpace.offsetTop;} + function paddingLeft() {return lineSpace.offsetLeft;} + + function posFromMouse(e, liberal) { + var offW = eltOffset(scroller, true), x, y; + // Fails unpredictably on IE[67] when mouse is dragged around quickly. + try { x = e.clientX; y = e.clientY; } catch (e) { return null; } + // This is a mess of a heuristic to try and determine whether a + // scroll-bar was clicked or not, and to return null if one was + // (and !liberal). + if (!liberal && (x - offW.left > scroller.clientWidth || y - offW.top > scroller.clientHeight)) + return null; + var offL = eltOffset(lineSpace, true); + return coordsChar(x - offL.left, y - offL.top); + } + var detectingSelectAll; + function onContextMenu(e) { + var pos = posFromMouse(e), scrollPos = scrollbar.scrollTop; + if (!pos || opera) return; // Opera is difficult. + if (posEq(sel.from, sel.to) || posLess(pos, sel.from) || !posLess(pos, sel.to)) + operation(setCursor)(pos.line, pos.ch); + + var oldCSS = input.style.cssText; + inputDiv.style.position = "absolute"; + input.style.cssText = "position: fixed; width: 30px; height: 30px; top: " + (e.clientY - 5) + + "px; left: " + (e.clientX - 5) + "px; z-index: 1000; background: white; " + + "border-width: 0; outline: none; overflow: hidden; opacity: .05; filter: alpha(opacity=5);"; + focusInput(); + resetInput(true); + // Adds "Select all" to context menu in FF + if (posEq(sel.from, sel.to)) input.value = prevInput = " "; + + function rehide() { + inputDiv.style.position = "relative"; + input.style.cssText = oldCSS; + if (ie_lt9) scrollbar.scrollTop = scrollPos; + slowPoll(); + + // Try to detect the user choosing select-all + if (input.selectionStart != null) { + clearTimeout(detectingSelectAll); + var extval = input.value = " " + (posEq(sel.from, sel.to) ? "" : input.value), i = 0; + prevInput = " "; + input.selectionStart = 1; input.selectionEnd = extval.length; + detectingSelectAll = setTimeout(function poll(){ + if (prevInput == " " && input.selectionStart == 0) + operation(commands.selectAll)(instance); + else if (i++ < 10) detectingSelectAll = setTimeout(poll, 500); + else resetInput(); + }, 200); + } + } + + if (gecko) { + e_stop(e); + var mouseup = connect(window, "mouseup", function() { + mouseup(); + setTimeout(rehide, 20); + }, true); + } else { + setTimeout(rehide, 50); + } + } + + // Cursor-blinking + function restartBlink() { + clearInterval(blinker); + var on = true; + cursor.style.visibility = ""; + blinker = setInterval(function() { + cursor.style.visibility = (on = !on) ? "" : "hidden"; + }, options.cursorBlinkRate); + } + + var matching = {"(": ")>", ")": "(<", "[": "]>", "]": "[<", "{": "}>", "}": "{<"}; + function matchBrackets(autoclear) { + var head = sel.inverted ? sel.from : sel.to, line = getLine(head.line), pos = head.ch - 1; + var match = (pos >= 0 && matching[line.text.charAt(pos)]) || matching[line.text.charAt(++pos)]; + if (!match) return; + var ch = match.charAt(0), forward = match.charAt(1) == ">", d = forward ? 1 : -1, st = line.styles; + for (var off = pos + 1, i = 0, e = st.length; i < e; i+=2) + if ((off -= st[i].length) <= 0) {var style = st[i+1]; break;} + + var stack = [line.text.charAt(pos)], re = /[(){}[\]]/; + function scan(line, from, to) { + if (!line.text) return; + var st = line.styles, pos = forward ? 0 : line.text.length - 1, cur; + for (var i = forward ? 0 : st.length - 2, e = forward ? st.length : -2; i != e; i += 2*d) { + var text = st[i]; + if (st[i+1] != style) {pos += d * text.length; continue;} + for (var j = forward ? 0 : text.length - 1, te = forward ? text.length : -1; j != te; j += d, pos+=d) { + if (pos >= from && pos < to && re.test(cur = text.charAt(j))) { + var match = matching[cur]; + if (match.charAt(1) == ">" == forward) stack.push(cur); + else if (stack.pop() != match.charAt(0)) return {pos: pos, match: false}; + else if (!stack.length) return {pos: pos, match: true}; + } + } + } + } + for (var i = head.line, e = forward ? Math.min(i + 100, doc.size) : Math.max(-1, i - 100); i != e; i+=d) { + var line = getLine(i), first = i == head.line; + var found = scan(line, first && forward ? pos + 1 : 0, first && !forward ? pos : line.text.length); + if (found) break; + } + if (!found) found = {pos: null, match: false}; + var style = found.match ? "CodeMirror-matchingbracket" : "CodeMirror-nonmatchingbracket"; + var one = markText({line: head.line, ch: pos}, {line: head.line, ch: pos+1}, style), + two = found.pos != null && markText({line: i, ch: found.pos}, {line: i, ch: found.pos + 1}, style); + var clear = operation(function(){one.clear(); two && two.clear();}); + if (autoclear) setTimeout(clear, 800); + else bracketHighlighted = clear; + } + + // Finds the line to start with when starting a parse. Tries to + // find a line with a stateAfter, so that it can start with a + // valid state. If that fails, it returns the line with the + // smallest indentation, which tends to need the least context to + // parse correctly. + function findStartLine(n) { + var minindent, minline; + for (var search = n, lim = n - 40; search > lim; --search) { + if (search == 0) return 0; + var line = getLine(search-1); + if (line.stateAfter) return search; + var indented = line.indentation(options.tabSize); + if (minline == null || minindent > indented) { + minline = search - 1; + minindent = indented; + } + } + return minline; + } + function getStateBefore(n) { + var pos = findStartLine(n), state = pos && getLine(pos-1).stateAfter; + if (!state) state = startState(mode); + else state = copyState(mode, state); + doc.iter(pos, n, function(line) { + line.process(mode, state, options.tabSize); + line.stateAfter = (pos == n - 1 || pos % 5 == 0) ? copyState(mode, state) : null; + }); + return state; + } + function highlightWorker() { + if (frontier >= showingTo) return; + var end = +new Date + options.workTime, state = copyState(mode, getStateBefore(frontier)); + var startFrontier = frontier; + doc.iter(frontier, showingTo, function(line) { + if (frontier >= showingFrom) { // Visible + line.highlight(mode, state, options.tabSize); + line.stateAfter = copyState(mode, state); + } else { + line.process(mode, state, options.tabSize); + line.stateAfter = frontier % 5 == 0 ? copyState(mode, state) : null; + } + ++frontier; + if (+new Date > end) { + startWorker(options.workDelay); + return true; + } + }); + if (showingTo > startFrontier && frontier >= showingFrom) + operation(function() {changes.push({from: startFrontier, to: frontier});})(); + } + function startWorker(time) { + if (frontier < showingTo) + highlight.set(time, highlightWorker); + } + + // Operations are used to wrap changes in such a way that each + // change won't have to update the cursor and display (which would + // be awkward, slow, and error-prone), but instead updates are + // batched and then all combined and executed at once. + function startOperation() { + updateInput = userSelChange = textChanged = null; + changes = []; selectionChanged = false; callbacks = []; + } + function endOperation() { + if (updateMaxLine) computeMaxLength(); + if (maxLineChanged && !options.lineWrapping) { + var cursorWidth = widthForcer.offsetWidth, left = measureLine(maxLine, maxLine.text.length).left; + if (!ie_lt8) { + widthForcer.style.left = left + "px"; + lineSpace.style.minWidth = (left + cursorWidth) + "px"; + } + maxLineChanged = false; + } + var newScrollPos, updated; + if (selectionChanged) { + var coords = calculateCursorCoords(); + newScrollPos = calculateScrollPos(coords.x, coords.y, coords.x, coords.yBot); + } + if (changes.length || newScrollPos && newScrollPos.scrollTop != null) + updated = updateDisplay(changes, true, newScrollPos && newScrollPos.scrollTop); + if (!updated) { + if (selectionChanged) updateSelection(); + if (gutterDirty) updateGutter(); + } + if (newScrollPos) scrollCursorIntoView(); + if (selectionChanged) restartBlink(); + + if (focused && (updateInput === true || (updateInput !== false && selectionChanged))) + resetInput(userSelChange); + + if (selectionChanged && options.matchBrackets) + setTimeout(operation(function() { + if (bracketHighlighted) {bracketHighlighted(); bracketHighlighted = null;} + if (posEq(sel.from, sel.to)) matchBrackets(false); + }), 20); + var sc = selectionChanged, cbs = callbacks; // these can be reset by callbacks + if (textChanged && options.onChange && instance) + options.onChange(instance, textChanged); + if (sc && options.onCursorActivity) + options.onCursorActivity(instance); + for (var i = 0; i < cbs.length; ++i) cbs[i](instance); + if (updated && options.onUpdate) options.onUpdate(instance); + } + var nestedOperation = 0; + function operation(f) { + return function() { + if (!nestedOperation++) startOperation(); + try {var result = f.apply(this, arguments);} + finally {if (!--nestedOperation) endOperation();} + return result; + }; + } + + function compoundChange(f) { + history.startCompound(); + try { return f(); } finally { history.endCompound(); } + } + + for (var ext in extensions) + if (extensions.propertyIsEnumerable(ext) && + !instance.propertyIsEnumerable(ext)) + instance[ext] = extensions[ext]; + for (var i = 0; i < initHooks.length; ++i) initHooks[i](instance); + return instance; + } // (end of function CodeMirror) + + // The default configuration options. + CodeMirror.defaults = { + value: "", + mode: null, + theme: "default", + indentUnit: 2, + indentWithTabs: false, + smartIndent: true, + tabSize: 4, + keyMap: "default", + extraKeys: null, + electricChars: true, + autoClearEmptyLines: false, + onKeyEvent: null, + onDragEvent: null, + lineWrapping: false, + lineNumbers: false, + gutter: false, + fixedGutter: false, + firstLineNumber: 1, + readOnly: false, + dragDrop: true, + onChange: null, + onCursorActivity: null, + onViewportChange: null, + onGutterClick: null, + onUpdate: null, + onFocus: null, onBlur: null, onScroll: null, + matchBrackets: false, + cursorBlinkRate: 530, + workTime: 100, + workDelay: 200, + pollInterval: 100, + undoDepth: 40, + tabindex: null, + autofocus: null, + lineNumberFormatter: function(integer) { return integer; } + }; + + var ios = /AppleWebKit/.test(navigator.userAgent) && /Mobile\/\w+/.test(navigator.userAgent); + var mac = ios || /Mac/.test(navigator.platform); + var win = /Win/.test(navigator.platform); + + // Known modes, by name and by MIME + var modes = CodeMirror.modes = {}, mimeModes = CodeMirror.mimeModes = {}; + CodeMirror.defineMode = function(name, mode) { + if (!CodeMirror.defaults.mode && name != "null") CodeMirror.defaults.mode = name; + if (arguments.length > 2) { + mode.dependencies = []; + for (var i = 2; i < arguments.length; ++i) mode.dependencies.push(arguments[i]); + } + modes[name] = mode; + }; + CodeMirror.defineMIME = function(mime, spec) { + mimeModes[mime] = spec; + }; + CodeMirror.resolveMode = function(spec) { + if (typeof spec == "string" && mimeModes.hasOwnProperty(spec)) + spec = mimeModes[spec]; + else if (typeof spec == "string" && /^[\w\-]+\/[\w\-]+\+xml$/.test(spec)) + return CodeMirror.resolveMode("application/xml"); + if (typeof spec == "string") return {name: spec}; + else return spec || {name: "null"}; + }; + CodeMirror.getMode = function(options, spec) { + var spec = CodeMirror.resolveMode(spec); + var mfactory = modes[spec.name]; + if (!mfactory) return CodeMirror.getMode(options, "text/plain"); + var modeObj = mfactory(options, spec); + if (modeExtensions.hasOwnProperty(spec.name)) { + var exts = modeExtensions[spec.name]; + for (var prop in exts) if (exts.hasOwnProperty(prop)) modeObj[prop] = exts[prop]; + } + modeObj.name = spec.name; + return modeObj; + }; + CodeMirror.listModes = function() { + var list = []; + for (var m in modes) + if (modes.propertyIsEnumerable(m)) list.push(m); + return list; + }; + CodeMirror.listMIMEs = function() { + var list = []; + for (var m in mimeModes) + if (mimeModes.propertyIsEnumerable(m)) list.push({mime: m, mode: mimeModes[m]}); + return list; + }; + + var extensions = CodeMirror.extensions = {}; + CodeMirror.defineExtension = function(name, func) { + extensions[name] = func; + }; + + var initHooks = []; + CodeMirror.defineInitHook = function(f) {initHooks.push(f);}; + + var modeExtensions = CodeMirror.modeExtensions = {}; + CodeMirror.extendMode = function(mode, properties) { + var exts = modeExtensions.hasOwnProperty(mode) ? modeExtensions[mode] : (modeExtensions[mode] = {}); + for (var prop in properties) if (properties.hasOwnProperty(prop)) + exts[prop] = properties[prop]; + }; + + var commands = CodeMirror.commands = { + selectAll: function(cm) {cm.setSelection({line: 0, ch: 0}, {line: cm.lineCount() - 1});}, + killLine: function(cm) { + var from = cm.getCursor(true), to = cm.getCursor(false), sel = !posEq(from, to); + if (!sel && cm.getLine(from.line).length == from.ch) cm.replaceRange("", from, {line: from.line + 1, ch: 0}); + else cm.replaceRange("", from, sel ? to : {line: from.line}); + }, + deleteLine: function(cm) {var l = cm.getCursor().line; cm.replaceRange("", {line: l, ch: 0}, {line: l});}, + undo: function(cm) {cm.undo();}, + redo: function(cm) {cm.redo();}, + goDocStart: function(cm) {cm.setCursor(0, 0, true);}, + goDocEnd: function(cm) {cm.setSelection({line: cm.lineCount() - 1}, null, true);}, + goLineStart: function(cm) {cm.setCursor(cm.getCursor().line, 0, true);}, + goLineStartSmart: function(cm) { + var cur = cm.getCursor(); + var text = cm.getLine(cur.line), firstNonWS = Math.max(0, text.search(/\S/)); + cm.setCursor(cur.line, cur.ch <= firstNonWS && cur.ch ? 0 : firstNonWS, true); + }, + goLineEnd: function(cm) {cm.setSelection({line: cm.getCursor().line}, null, true);}, + goLineUp: function(cm) {cm.moveV(-1, "line");}, + goLineDown: function(cm) {cm.moveV(1, "line");}, + goPageUp: function(cm) {cm.moveV(-1, "page");}, + goPageDown: function(cm) {cm.moveV(1, "page");}, + goCharLeft: function(cm) {cm.moveH(-1, "char");}, + goCharRight: function(cm) {cm.moveH(1, "char");}, + goColumnLeft: function(cm) {cm.moveH(-1, "column");}, + goColumnRight: function(cm) {cm.moveH(1, "column");}, + goWordLeft: function(cm) {cm.moveH(-1, "word");}, + goWordRight: function(cm) {cm.moveH(1, "word");}, + delCharLeft: function(cm) {cm.deleteH(-1, "char");}, + delCharRight: function(cm) {cm.deleteH(1, "char");}, + delWordLeft: function(cm) {cm.deleteH(-1, "word");}, + delWordRight: function(cm) {cm.deleteH(1, "word");}, + indentAuto: function(cm) {cm.indentSelection("smart");}, + indentMore: function(cm) {cm.indentSelection("add");}, + indentLess: function(cm) {cm.indentSelection("subtract");}, + insertTab: function(cm) {cm.replaceSelection("\t", "end");}, + defaultTab: function(cm) { + if (cm.somethingSelected()) cm.indentSelection("add"); + else cm.replaceSelection("\t", "end"); + }, + transposeChars: function(cm) { + var cur = cm.getCursor(), line = cm.getLine(cur.line); + if (cur.ch > 0 && cur.ch < line.length - 1) + cm.replaceRange(line.charAt(cur.ch) + line.charAt(cur.ch - 1), + {line: cur.line, ch: cur.ch - 1}, {line: cur.line, ch: cur.ch + 1}); + }, + newlineAndIndent: function(cm) { + cm.replaceSelection("\n", "end"); + cm.indentLine(cm.getCursor().line); + }, + toggleOverwrite: function(cm) {cm.toggleOverwrite();} + }; + + var keyMap = CodeMirror.keyMap = {}; + keyMap.basic = { + "Left": "goCharLeft", "Right": "goCharRight", "Up": "goLineUp", "Down": "goLineDown", + "End": "goLineEnd", "Home": "goLineStartSmart", "PageUp": "goPageUp", "PageDown": "goPageDown", + "Delete": "delCharRight", "Backspace": "delCharLeft", "Tab": "defaultTab", "Shift-Tab": "indentAuto", + "Enter": "newlineAndIndent", "Insert": "toggleOverwrite" + }; + // Note that the save and find-related commands aren't defined by + // default. Unknown commands are simply ignored. + keyMap.pcDefault = { + "Ctrl-A": "selectAll", "Ctrl-D": "deleteLine", "Ctrl-Z": "undo", "Shift-Ctrl-Z": "redo", "Ctrl-Y": "redo", + "Ctrl-Home": "goDocStart", "Alt-Up": "goDocStart", "Ctrl-End": "goDocEnd", "Ctrl-Down": "goDocEnd", + "Ctrl-Left": "goWordLeft", "Ctrl-Right": "goWordRight", "Alt-Left": "goLineStart", "Alt-Right": "goLineEnd", + "Ctrl-Backspace": "delWordLeft", "Ctrl-Delete": "delWordRight", "Ctrl-S": "save", "Ctrl-F": "find", + "Ctrl-G": "findNext", "Shift-Ctrl-G": "findPrev", "Shift-Ctrl-F": "replace", "Shift-Ctrl-R": "replaceAll", + "Ctrl-[": "indentLess", "Ctrl-]": "indentMore", + fallthrough: "basic" + }; + keyMap.macDefault = { + "Cmd-A": "selectAll", "Cmd-D": "deleteLine", "Cmd-Z": "undo", "Shift-Cmd-Z": "redo", "Cmd-Y": "redo", + "Cmd-Up": "goDocStart", "Cmd-End": "goDocEnd", "Cmd-Down": "goDocEnd", "Alt-Left": "goWordLeft", + "Alt-Right": "goWordRight", "Cmd-Left": "goLineStart", "Cmd-Right": "goLineEnd", "Alt-Backspace": "delWordLeft", + "Ctrl-Alt-Backspace": "delWordRight", "Alt-Delete": "delWordRight", "Cmd-S": "save", "Cmd-F": "find", + "Cmd-G": "findNext", "Shift-Cmd-G": "findPrev", "Cmd-Alt-F": "replace", "Shift-Cmd-Alt-F": "replaceAll", + "Cmd-[": "indentLess", "Cmd-]": "indentMore", + fallthrough: ["basic", "emacsy"] + }; + keyMap["default"] = mac ? keyMap.macDefault : keyMap.pcDefault; + keyMap.emacsy = { + "Ctrl-F": "goCharRight", "Ctrl-B": "goCharLeft", "Ctrl-P": "goLineUp", "Ctrl-N": "goLineDown", + "Alt-F": "goWordRight", "Alt-B": "goWordLeft", "Ctrl-A": "goLineStart", "Ctrl-E": "goLineEnd", + "Ctrl-V": "goPageUp", "Shift-Ctrl-V": "goPageDown", "Ctrl-D": "delCharRight", "Ctrl-H": "delCharLeft", + "Alt-D": "delWordRight", "Alt-Backspace": "delWordLeft", "Ctrl-K": "killLine", "Ctrl-T": "transposeChars" + }; + + function getKeyMap(val) { + if (typeof val == "string") return keyMap[val]; + else return val; + } + function lookupKey(name, extraMap, map, handle, stop) { + function lookup(map) { + map = getKeyMap(map); + var found = map[name]; + if (found === false) { + if (stop) stop(); + return true; + } + if (found != null && handle(found)) return true; + if (map.nofallthrough) { + if (stop) stop(); + return true; + } + var fallthrough = map.fallthrough; + if (fallthrough == null) return false; + if (Object.prototype.toString.call(fallthrough) != "[object Array]") + return lookup(fallthrough); + for (var i = 0, e = fallthrough.length; i < e; ++i) { + if (lookup(fallthrough[i])) return true; + } + return false; + } + if (extraMap && lookup(extraMap)) return true; + return lookup(map); + } + function isModifierKey(event) { + var name = keyNames[e_prop(event, "keyCode")]; + return name == "Ctrl" || name == "Alt" || name == "Shift" || name == "Mod"; + } + CodeMirror.isModifierKey = isModifierKey; + + CodeMirror.fromTextArea = function(textarea, options) { + if (!options) options = {}; + options.value = textarea.value; + if (!options.tabindex && textarea.tabindex) + options.tabindex = textarea.tabindex; + // Set autofocus to true if this textarea is focused, or if it has + // autofocus and no other element is focused. + if (options.autofocus == null) { + var hasFocus = document.body; + // doc.activeElement occasionally throws on IE + try { hasFocus = document.activeElement; } catch(e) {} + options.autofocus = hasFocus == textarea || + textarea.getAttribute("autofocus") != null && hasFocus == document.body; + } + + function save() {textarea.value = instance.getValue();} + if (textarea.form) { + // Deplorable hack to make the submit method do the right thing. + var rmSubmit = connect(textarea.form, "submit", save, true); + if (typeof textarea.form.submit == "function") { + var realSubmit = textarea.form.submit; + textarea.form.submit = function wrappedSubmit() { + save(); + textarea.form.submit = realSubmit; + textarea.form.submit(); + textarea.form.submit = wrappedSubmit; + }; + } + } + + textarea.style.display = "none"; + var instance = CodeMirror(function(node) { + textarea.parentNode.insertBefore(node, textarea.nextSibling); + }, options); + instance.save = save; + instance.getTextArea = function() { return textarea; }; + instance.toTextArea = function() { + save(); + textarea.parentNode.removeChild(instance.getWrapperElement()); + textarea.style.display = ""; + if (textarea.form) { + rmSubmit(); + if (typeof textarea.form.submit == "function") + textarea.form.submit = realSubmit; + } + }; + return instance; + }; + + var gecko = /gecko\/\d{7}/i.test(navigator.userAgent); + var ie = /MSIE \d/.test(navigator.userAgent); + var ie_lt8 = /MSIE [1-7]\b/.test(navigator.userAgent); + var ie_lt9 = /MSIE [1-8]\b/.test(navigator.userAgent); + var quirksMode = ie && document.documentMode == 5; + var webkit = /WebKit\//.test(navigator.userAgent); + var chrome = /Chrome\//.test(navigator.userAgent); + var opera = /Opera\//.test(navigator.userAgent); + var safari = /Apple Computer/.test(navigator.vendor); + var khtml = /KHTML\//.test(navigator.userAgent); + var mac_geLion = /Mac OS X 10\D([7-9]|\d\d)\D/.test(navigator.userAgent); + + // Utility functions for working with state. Exported because modes + // sometimes need to do this. + function copyState(mode, state) { + if (state === true) return state; + if (mode.copyState) return mode.copyState(state); + var nstate = {}; + for (var n in state) { + var val = state[n]; + if (val instanceof Array) val = val.concat([]); + nstate[n] = val; + } + return nstate; + } + CodeMirror.copyState = copyState; + function startState(mode, a1, a2) { + return mode.startState ? mode.startState(a1, a2) : true; + } + CodeMirror.startState = startState; + CodeMirror.innerMode = function(mode, state) { + while (mode.innerMode) { + var info = mode.innerMode(state); + state = info.state; + mode = info.mode; + } + return info || {mode: mode, state: state}; + }; + + // The character stream used by a mode's parser. + function StringStream(string, tabSize) { + this.pos = this.start = 0; + this.string = string; + this.tabSize = tabSize || 8; + } + StringStream.prototype = { + eol: function() {return this.pos >= this.string.length;}, + sol: function() {return this.pos == 0;}, + peek: function() {return this.string.charAt(this.pos) || undefined;}, + next: function() { + if (this.pos < this.string.length) + return this.string.charAt(this.pos++); + }, + eat: function(match) { + var ch = this.string.charAt(this.pos); + if (typeof match == "string") var ok = ch == match; + else var ok = ch && (match.test ? match.test(ch) : match(ch)); + if (ok) {++this.pos; return ch;} + }, + eatWhile: function(match) { + var start = this.pos; + while (this.eat(match)){} + return this.pos > start; + }, + eatSpace: function() { + var start = this.pos; + while (/[\s\u00a0]/.test(this.string.charAt(this.pos))) ++this.pos; + return this.pos > start; + }, + skipToEnd: function() {this.pos = this.string.length;}, + skipTo: function(ch) { + var found = this.string.indexOf(ch, this.pos); + if (found > -1) {this.pos = found; return true;} + }, + backUp: function(n) {this.pos -= n;}, + column: function() {return countColumn(this.string, this.start, this.tabSize);}, + indentation: function() {return countColumn(this.string, null, this.tabSize);}, + match: function(pattern, consume, caseInsensitive) { + if (typeof pattern == "string") { + var cased = function(str) {return caseInsensitive ? str.toLowerCase() : str;}; + if (cased(this.string).indexOf(cased(pattern), this.pos) == this.pos) { + if (consume !== false) this.pos += pattern.length; + return true; + } + } else { + var match = this.string.slice(this.pos).match(pattern); + if (match && match.index > 0) return null; + if (match && consume !== false) this.pos += match[0].length; + return match; + } + }, + current: function(){return this.string.slice(this.start, this.pos);} + }; + CodeMirror.StringStream = StringStream; + + function MarkedSpan(from, to, marker) { + this.from = from; this.to = to; this.marker = marker; + } + + function getMarkedSpanFor(spans, marker) { + if (spans) for (var i = 0; i < spans.length; ++i) { + var span = spans[i]; + if (span.marker == marker) return span; + } + } + + function removeMarkedSpan(spans, span) { + var r; + for (var i = 0; i < spans.length; ++i) + if (spans[i] != span) (r || (r = [])).push(spans[i]); + return r; + } + + function markedSpansBefore(old, startCh, endCh) { + if (old) for (var i = 0, nw; i < old.length; ++i) { + var span = old[i], marker = span.marker; + var startsBefore = span.from == null || (marker.inclusiveLeft ? span.from <= startCh : span.from < startCh); + if (startsBefore || marker.type == "bookmark" && span.from == startCh && span.from != endCh) { + var endsAfter = span.to == null || (marker.inclusiveRight ? span.to >= startCh : span.to > startCh); + (nw || (nw = [])).push({from: span.from, + to: endsAfter ? null : span.to, + marker: marker}); + } + } + return nw; + } + + function markedSpansAfter(old, endCh) { + if (old) for (var i = 0, nw; i < old.length; ++i) { + var span = old[i], marker = span.marker; + var endsAfter = span.to == null || (marker.inclusiveRight ? span.to >= endCh : span.to > endCh); + if (endsAfter || marker.type == "bookmark" && span.from == endCh) { + var startsBefore = span.from == null || (marker.inclusiveLeft ? span.from <= endCh : span.from < endCh); + (nw || (nw = [])).push({from: startsBefore ? null : span.from - endCh, + to: span.to == null ? null : span.to - endCh, + marker: marker}); + } + } + return nw; + } + + function updateMarkedSpans(oldFirst, oldLast, startCh, endCh, newText) { + if (!oldFirst && !oldLast) return newText; + // Get the spans that 'stick out' on both sides + var first = markedSpansBefore(oldFirst, startCh); + var last = markedSpansAfter(oldLast, endCh); + + // Next, merge those two ends + var sameLine = newText.length == 1, offset = lst(newText).length + (sameLine ? startCh : 0); + if (first) { + // Fix up .to properties of first + for (var i = 0; i < first.length; ++i) { + var span = first[i]; + if (span.to == null) { + var found = getMarkedSpanFor(last, span.marker); + if (!found) span.to = startCh; + else if (sameLine) span.to = found.to == null ? null : found.to + offset; + } + } + } + if (last) { + // Fix up .from in last (or move them into first in case of sameLine) + for (var i = 0; i < last.length; ++i) { + var span = last[i]; + if (span.to != null) span.to += offset; + if (span.from == null) { + var found = getMarkedSpanFor(first, span.marker); + if (!found) { + span.from = offset; + if (sameLine) (first || (first = [])).push(span); + } + } else { + span.from += offset; + if (sameLine) (first || (first = [])).push(span); + } + } + } + + var newMarkers = [newHL(newText[0], first)]; + if (!sameLine) { + // Fill gap with whole-line-spans + var gap = newText.length - 2, gapMarkers; + if (gap > 0 && first) + for (var i = 0; i < first.length; ++i) + if (first[i].to == null) + (gapMarkers || (gapMarkers = [])).push({from: null, to: null, marker: first[i].marker}); + for (var i = 0; i < gap; ++i) + newMarkers.push(newHL(newText[i+1], gapMarkers)); + newMarkers.push(newHL(lst(newText), last)); + } + return newMarkers; + } + + // hl stands for history-line, a data structure that can be either a + // string (line without markers) or a {text, markedSpans} object. + function hlText(val) { return typeof val == "string" ? val : val.text; } + function hlSpans(val) { + if (typeof val == "string") return null; + var spans = val.markedSpans, out = null; + for (var i = 0; i < spans.length; ++i) { + if (spans[i].marker.explicitlyCleared) { if (!out) out = spans.slice(0, i); } + else if (out) out.push(spans[i]); + } + return !out ? spans : out.length ? out : null; + } + function newHL(text, spans) { return spans ? {text: text, markedSpans: spans} : text; } + + function detachMarkedSpans(line) { + var spans = line.markedSpans; + if (!spans) return; + for (var i = 0; i < spans.length; ++i) { + var lines = spans[i].marker.lines; + var ix = indexOf(lines, line); + lines.splice(ix, 1); + } + line.markedSpans = null; + } + + function attachMarkedSpans(line, spans) { + if (!spans) return; + for (var i = 0; i < spans.length; ++i) + var marker = spans[i].marker.lines.push(line); + line.markedSpans = spans; + } + + // When measuring the position of the end of a line, different + // browsers require different approaches. If an empty span is added, + // many browsers report bogus offsets. Of those, some (Webkit, + // recent IE) will accept a space without moving the whole span to + // the next line when wrapping it, others work with a zero-width + // space. + var eolSpanContent = " "; + if (gecko || (ie && !ie_lt8)) eolSpanContent = "\u200b"; + else if (opera) eolSpanContent = ""; + + // Line objects. These hold state related to a line, including + // highlighting info (the styles array). + function Line(text, markedSpans) { + this.text = text; + this.height = 1; + attachMarkedSpans(this, markedSpans); + } + Line.prototype = { + update: function(text, markedSpans) { + this.text = text; + this.stateAfter = this.styles = null; + detachMarkedSpans(this); + attachMarkedSpans(this, markedSpans); + }, + // Run the given mode's parser over a line, update the styles + // array, which contains alternating fragments of text and CSS + // classes. + highlight: function(mode, state, tabSize) { + var stream = new StringStream(this.text, tabSize), st = this.styles || (this.styles = []); + var pos = st.length = 0; + if (this.text == "" && mode.blankLine) mode.blankLine(state); + while (!stream.eol()) { + var style = mode.token(stream, state), substr = stream.current(); + stream.start = stream.pos; + if (pos && st[pos-1] == style) { + st[pos-2] += substr; + } else if (substr) { + st[pos++] = substr; st[pos++] = style; + } + // Give up when line is ridiculously long + if (stream.pos > 5000) { + st[pos++] = this.text.slice(stream.pos); st[pos++] = null; + break; + } + } + }, + process: function(mode, state, tabSize) { + var stream = new StringStream(this.text, tabSize); + if (this.text == "" && mode.blankLine) mode.blankLine(state); + while (!stream.eol() && stream.pos <= 5000) { + mode.token(stream, state); + stream.start = stream.pos; + } + }, + // Fetch the parser token for a given character. Useful for hacks + // that want to inspect the mode state (say, for completion). + getTokenAt: function(mode, state, tabSize, ch) { + var txt = this.text, stream = new StringStream(txt, tabSize); + while (stream.pos < ch && !stream.eol()) { + stream.start = stream.pos; + var style = mode.token(stream, state); + } + return {start: stream.start, + end: stream.pos, + string: stream.current(), + className: style || null, + state: state}; + }, + indentation: function(tabSize) {return countColumn(this.text, null, tabSize);}, + // Produces an HTML fragment for the line, taking selection, + // marking, and highlighting into account. + getContent: function(tabSize, wrapAt, compensateForWrapping) { + var first = true, col = 0, specials = /[\t\u0000-\u0019\u200b\u2028\u2029\uFEFF]/g; + var pre = elt("pre"); + function span_(html, text, style) { + if (!text) return; + // Work around a bug where, in some compat modes, IE ignores leading spaces + if (first && ie && text.charAt(0) == " ") text = "\u00a0" + text.slice(1); + first = false; + if (!specials.test(text)) { + col += text.length; + var content = document.createTextNode(text); + } else { + var content = document.createDocumentFragment(), pos = 0; + while (true) { + specials.lastIndex = pos; + var m = specials.exec(text); + var skipped = m ? m.index - pos : text.length - pos; + if (skipped) { + content.appendChild(document.createTextNode(text.slice(pos, pos + skipped))); + col += skipped; + } + if (!m) break; + pos += skipped + 1; + if (m[0] == "\t") { + var tabWidth = tabSize - col % tabSize; + content.appendChild(elt("span", spaceStr(tabWidth), "cm-tab")); + col += tabWidth; + } else { + var token = elt("span", "\u2022", "cm-invalidchar"); + token.title = "\\u" + m[0].charCodeAt(0).toString(16); + content.appendChild(token); + col += 1; + } + } + } + if (style) html.appendChild(elt("span", [content], style)); + else html.appendChild(content); + } + var span = span_; + if (wrapAt != null) { + var outPos = 0, anchor = pre.anchor = elt("span"); + span = function(html, text, style) { + var l = text.length; + if (wrapAt >= outPos && wrapAt < outPos + l) { + var cut = wrapAt - outPos; + if (cut) { + span_(html, text.slice(0, cut), style); + // See comment at the definition of spanAffectsWrapping + if (compensateForWrapping) { + var view = text.slice(cut - 1, cut + 1); + if (spanAffectsWrapping.test(view)) html.appendChild(elt("wbr")); + else if (!ie_lt8 && /\w\w/.test(view)) html.appendChild(document.createTextNode("\u200d")); + } + } + html.appendChild(anchor); + span_(anchor, opera ? text.slice(cut, cut + 1) : text.slice(cut), style); + if (opera) span_(html, text.slice(cut + 1), style); + wrapAt--; + outPos += l; + } else { + outPos += l; + span_(html, text, style); + if (outPos == wrapAt && outPos == len) { + setTextContent(anchor, eolSpanContent); + html.appendChild(anchor); + } + // Stop outputting HTML when gone sufficiently far beyond measure + else if (outPos > wrapAt + 10 && /\s/.test(text)) span = function(){}; + } + }; + } + + var st = this.styles, allText = this.text, marked = this.markedSpans; + var len = allText.length; + function styleToClass(style) { + if (!style) return null; + return "cm-" + style.replace(/ +/g, " cm-"); + } + if (!allText && wrapAt == null) { + span(pre, " "); + } else if (!marked || !marked.length) { + for (var i = 0, ch = 0; ch < len; i+=2) { + var str = st[i], style = st[i+1], l = str.length; + if (ch + l > len) str = str.slice(0, len - ch); + ch += l; + span(pre, str, styleToClass(style)); + } + } else { + marked.sort(function(a, b) { return a.from - b.from; }); + var pos = 0, i = 0, text = "", style, sg = 0; + var nextChange = marked[0].from || 0, marks = [], markpos = 0; + var advanceMarks = function() { + var m; + while (markpos < marked.length && + ((m = marked[markpos]).from == pos || m.from == null)) { + if (m.marker.type == "range") marks.push(m); + ++markpos; + } + nextChange = markpos < marked.length ? marked[markpos].from : Infinity; + for (var i = 0; i < marks.length; ++i) { + var to = marks[i].to; + if (to == null) to = Infinity; + if (to == pos) marks.splice(i--, 1); + else nextChange = Math.min(to, nextChange); + } + }; + var m = 0; + while (pos < len) { + if (nextChange == pos) advanceMarks(); + var upto = Math.min(len, nextChange); + while (true) { + if (text) { + var end = pos + text.length; + var appliedStyle = style; + for (var j = 0; j < marks.length; ++j) { + var mark = marks[j]; + appliedStyle = (appliedStyle ? appliedStyle + " " : "") + mark.marker.style; + if (mark.marker.endStyle && mark.to === Math.min(end, upto)) appliedStyle += " " + mark.marker.endStyle; + if (mark.marker.startStyle && mark.from === pos) appliedStyle += " " + mark.marker.startStyle; + } + span(pre, end > upto ? text.slice(0, upto - pos) : text, appliedStyle); + if (end >= upto) {text = text.slice(upto - pos); pos = upto; break;} + pos = end; + } + text = st[i++]; style = styleToClass(st[i++]); + } + } + } + return pre; + }, + cleanUp: function() { + this.parent = null; + detachMarkedSpans(this); + } + }; + + // Data structure that holds the sequence of lines. + function LeafChunk(lines) { + this.lines = lines; + this.parent = null; + for (var i = 0, e = lines.length, height = 0; i < e; ++i) { + lines[i].parent = this; + height += lines[i].height; + } + this.height = height; + } + LeafChunk.prototype = { + chunkSize: function() { return this.lines.length; }, + remove: function(at, n, callbacks) { + for (var i = at, e = at + n; i < e; ++i) { + var line = this.lines[i]; + this.height -= line.height; + line.cleanUp(); + if (line.handlers) + for (var j = 0; j < line.handlers.length; ++j) callbacks.push(line.handlers[j]); + } + this.lines.splice(at, n); + }, + collapse: function(lines) { + lines.splice.apply(lines, [lines.length, 0].concat(this.lines)); + }, + insertHeight: function(at, lines, height) { + this.height += height; + this.lines = this.lines.slice(0, at).concat(lines).concat(this.lines.slice(at)); + for (var i = 0, e = lines.length; i < e; ++i) lines[i].parent = this; + }, + iterN: function(at, n, op) { + for (var e = at + n; at < e; ++at) + if (op(this.lines[at])) return true; + } + }; + function BranchChunk(children) { + this.children = children; + var size = 0, height = 0; + for (var i = 0, e = children.length; i < e; ++i) { + var ch = children[i]; + size += ch.chunkSize(); height += ch.height; + ch.parent = this; + } + this.size = size; + this.height = height; + this.parent = null; + } + BranchChunk.prototype = { + chunkSize: function() { return this.size; }, + remove: function(at, n, callbacks) { + this.size -= n; + for (var i = 0; i < this.children.length; ++i) { + var child = this.children[i], sz = child.chunkSize(); + if (at < sz) { + var rm = Math.min(n, sz - at), oldHeight = child.height; + child.remove(at, rm, callbacks); + this.height -= oldHeight - child.height; + if (sz == rm) { this.children.splice(i--, 1); child.parent = null; } + if ((n -= rm) == 0) break; + at = 0; + } else at -= sz; + } + if (this.size - n < 25) { + var lines = []; + this.collapse(lines); + this.children = [new LeafChunk(lines)]; + this.children[0].parent = this; + } + }, + collapse: function(lines) { + for (var i = 0, e = this.children.length; i < e; ++i) this.children[i].collapse(lines); + }, + insert: function(at, lines) { + var height = 0; + for (var i = 0, e = lines.length; i < e; ++i) height += lines[i].height; + this.insertHeight(at, lines, height); + }, + insertHeight: function(at, lines, height) { + this.size += lines.length; + this.height += height; + for (var i = 0, e = this.children.length; i < e; ++i) { + var child = this.children[i], sz = child.chunkSize(); + if (at <= sz) { + child.insertHeight(at, lines, height); + if (child.lines && child.lines.length > 50) { + while (child.lines.length > 50) { + var spilled = child.lines.splice(child.lines.length - 25, 25); + var newleaf = new LeafChunk(spilled); + child.height -= newleaf.height; + this.children.splice(i + 1, 0, newleaf); + newleaf.parent = this; + } + this.maybeSpill(); + } + break; + } + at -= sz; + } + }, + maybeSpill: function() { + if (this.children.length <= 10) return; + var me = this; + do { + var spilled = me.children.splice(me.children.length - 5, 5); + var sibling = new BranchChunk(spilled); + if (!me.parent) { // Become the parent node + var copy = new BranchChunk(me.children); + copy.parent = me; + me.children = [copy, sibling]; + me = copy; + } else { + me.size -= sibling.size; + me.height -= sibling.height; + var myIndex = indexOf(me.parent.children, me); + me.parent.children.splice(myIndex + 1, 0, sibling); + } + sibling.parent = me.parent; + } while (me.children.length > 10); + me.parent.maybeSpill(); + }, + iter: function(from, to, op) { this.iterN(from, to - from, op); }, + iterN: function(at, n, op) { + for (var i = 0, e = this.children.length; i < e; ++i) { + var child = this.children[i], sz = child.chunkSize(); + if (at < sz) { + var used = Math.min(n, sz - at); + if (child.iterN(at, used, op)) return true; + if ((n -= used) == 0) break; + at = 0; + } else at -= sz; + } + } + }; + + function getLineAt(chunk, n) { + while (!chunk.lines) { + for (var i = 0;; ++i) { + var child = chunk.children[i], sz = child.chunkSize(); + if (n < sz) { chunk = child; break; } + n -= sz; + } + } + return chunk.lines[n]; + } + function lineNo(line) { + if (line.parent == null) return null; + var cur = line.parent, no = indexOf(cur.lines, line); + for (var chunk = cur.parent; chunk; cur = chunk, chunk = chunk.parent) { + for (var i = 0, e = chunk.children.length; ; ++i) { + if (chunk.children[i] == cur) break; + no += chunk.children[i].chunkSize(); + } + } + return no; + } + function lineAtHeight(chunk, h) { + var n = 0; + outer: do { + for (var i = 0, e = chunk.children.length; i < e; ++i) { + var child = chunk.children[i], ch = child.height; + if (h < ch) { chunk = child; continue outer; } + h -= ch; + n += child.chunkSize(); + } + return n; + } while (!chunk.lines); + for (var i = 0, e = chunk.lines.length; i < e; ++i) { + var line = chunk.lines[i], lh = line.height; + if (h < lh) break; + h -= lh; + } + return n + i; + } + function heightAtLine(chunk, n) { + var h = 0; + outer: do { + for (var i = 0, e = chunk.children.length; i < e; ++i) { + var child = chunk.children[i], sz = child.chunkSize(); + if (n < sz) { chunk = child; continue outer; } + n -= sz; + h += child.height; + } + return h; + } while (!chunk.lines); + for (var i = 0; i < n; ++i) h += chunk.lines[i].height; + return h; + } + + // The history object 'chunks' changes that are made close together + // and at almost the same time into bigger undoable units. + function History() { + this.time = 0; + this.done = []; this.undone = []; + this.compound = 0; + this.closed = false; + } + History.prototype = { + addChange: function(start, added, old) { + this.undone.length = 0; + var time = +new Date, cur = lst(this.done), last = cur && lst(cur); + var dtime = time - this.time; + + if (cur && !this.closed && this.compound) { + cur.push({start: start, added: added, old: old}); + } else if (dtime > 400 || !last || this.closed || + last.start > start + old.length || last.start + last.added < start) { + this.done.push([{start: start, added: added, old: old}]); + this.closed = false; + } else { + var startBefore = Math.max(0, last.start - start), + endAfter = Math.max(0, (start + old.length) - (last.start + last.added)); + for (var i = startBefore; i > 0; --i) last.old.unshift(old[i - 1]); + for (var i = endAfter; i > 0; --i) last.old.push(old[old.length - i]); + if (startBefore) last.start = start; + last.added += added - (old.length - startBefore - endAfter); + } + this.time = time; + }, + startCompound: function() { + if (!this.compound++) this.closed = true; + }, + endCompound: function() { + if (!--this.compound) this.closed = true; + } + }; + + function stopMethod() {e_stop(this);} + // Ensure an event has a stop method. + function addStop(event) { + if (!event.stop) event.stop = stopMethod; + return event; + } + + function e_preventDefault(e) { + if (e.preventDefault) e.preventDefault(); + else e.returnValue = false; + } + function e_stopPropagation(e) { + if (e.stopPropagation) e.stopPropagation(); + else e.cancelBubble = true; + } + function e_stop(e) {e_preventDefault(e); e_stopPropagation(e);} + CodeMirror.e_stop = e_stop; + CodeMirror.e_preventDefault = e_preventDefault; + CodeMirror.e_stopPropagation = e_stopPropagation; + + function e_target(e) {return e.target || e.srcElement;} + function e_button(e) { + var b = e.which; + if (b == null) { + if (e.button & 1) b = 1; + else if (e.button & 2) b = 3; + else if (e.button & 4) b = 2; + } + if (mac && e.ctrlKey && b == 1) b = 3; + return b; + } + + // Allow 3rd-party code to override event properties by adding an override + // object to an event object. + function e_prop(e, prop) { + var overridden = e.override && e.override.hasOwnProperty(prop); + return overridden ? e.override[prop] : e[prop]; + } + + // Event handler registration. If disconnect is true, it'll return a + // function that unregisters the handler. + function connect(node, type, handler, disconnect) { + if (typeof node.addEventListener == "function") { + node.addEventListener(type, handler, false); + if (disconnect) return function() {node.removeEventListener(type, handler, false);}; + } else { + var wrapHandler = function(event) {handler(event || window.event);}; + node.attachEvent("on" + type, wrapHandler); + if (disconnect) return function() {node.detachEvent("on" + type, wrapHandler);}; + } + } + CodeMirror.connect = connect; + + function Delayed() {this.id = null;} + Delayed.prototype = {set: function(ms, f) {clearTimeout(this.id); this.id = setTimeout(f, ms);}}; + + var Pass = CodeMirror.Pass = {toString: function(){return "CodeMirror.Pass";}}; + + // Detect drag-and-drop + var dragAndDrop = function() { + // There is *some* kind of drag-and-drop support in IE6-8, but I + // couldn't get it to work yet. + if (ie_lt9) return false; + var div = elt('div'); + return "draggable" in div || "dragDrop" in div; + }(); + + // Feature-detect whether newlines in textareas are converted to \r\n + var lineSep = function () { + var te = elt("textarea"); + te.value = "foo\nbar"; + if (te.value.indexOf("\r") > -1) return "\r\n"; + return "\n"; + }(); + + // For a reason I have yet to figure out, some browsers disallow + // word wrapping between certain characters *only* if a new inline + // element is started between them. This makes it hard to reliably + // measure the position of things, since that requires inserting an + // extra span. This terribly fragile set of regexps matches the + // character combinations that suffer from this phenomenon on the + // various browsers. + var spanAffectsWrapping = /^$/; // Won't match any two-character string + if (gecko) spanAffectsWrapping = /$'/; + else if (safari) spanAffectsWrapping = /\-[^ \-?]|\?[^ !'\"\),.\-\/:;\?\]\}]/; + else if (chrome) spanAffectsWrapping = /\-[^ \-\.?]|\?[^ \-\.?\]\}:;!'\"\),\/]|[\.!\"#&%\)*+,:;=>\]|\}~][\(\{\[<]|\$'/; + + // Counts the column offset in a string, taking tabs into account. + // Used mostly to find indentation. + function countColumn(string, end, tabSize) { + if (end == null) { + end = string.search(/[^\s\u00a0]/); + if (end == -1) end = string.length; + } + for (var i = 0, n = 0; i < end; ++i) { + if (string.charAt(i) == "\t") n += tabSize - (n % tabSize); + else ++n; + } + return n; + } + + function eltOffset(node, screen) { + // Take the parts of bounding client rect that we are interested in so we are able to edit if need be, + // since the returned value cannot be changed externally (they are kept in sync as the element moves within the page) + try { var box = node.getBoundingClientRect(); box = { top: box.top, left: box.left }; } + catch(e) { box = {top: 0, left: 0}; } + if (!screen) { + // Get the toplevel scroll, working around browser differences. + if (window.pageYOffset == null) { + var t = document.documentElement || document.body.parentNode; + if (t.scrollTop == null) t = document.body; + box.top += t.scrollTop; box.left += t.scrollLeft; + } else { + box.top += window.pageYOffset; box.left += window.pageXOffset; + } + } + return box; + } + + function eltText(node) { + return node.textContent || node.innerText || node.nodeValue || ""; + } + + var spaceStrs = [""]; + function spaceStr(n) { + while (spaceStrs.length <= n) + spaceStrs.push(lst(spaceStrs) + " "); + return spaceStrs[n]; + } + + function lst(arr) { return arr[arr.length-1]; } + + function selectInput(node) { + if (ios) { // Mobile Safari apparently has a bug where select() is broken. + node.selectionStart = 0; + node.selectionEnd = node.value.length; + } else node.select(); + } + + // Operations on {line, ch} objects. + function posEq(a, b) {return a.line == b.line && a.ch == b.ch;} + function posLess(a, b) {return a.line < b.line || (a.line == b.line && a.ch < b.ch);} + function copyPos(x) {return {line: x.line, ch: x.ch};} + + function elt(tag, content, className, style) { + var e = document.createElement(tag); + if (className) e.className = className; + if (style) e.style.cssText = style; + if (typeof content == "string") setTextContent(e, content); + else if (content) for (var i = 0; i < content.length; ++i) e.appendChild(content[i]); + return e; + } + function removeChildren(e) { + e.innerHTML = ""; + return e; + } + function removeChildrenAndAdd(parent, e) { + removeChildren(parent).appendChild(e); + } + function setTextContent(e, str) { + if (ie_lt9) { + e.innerHTML = ""; + e.appendChild(document.createTextNode(str)); + } else e.textContent = str; + } + + // Used to position the cursor after an undo/redo by finding the + // last edited character. + function editEnd(from, to) { + if (!to) return 0; + if (!from) return to.length; + for (var i = from.length, j = to.length; i >= 0 && j >= 0; --i, --j) + if (from.charAt(i) != to.charAt(j)) break; + return j + 1; + } + + function indexOf(collection, elt) { + if (collection.indexOf) return collection.indexOf(elt); + for (var i = 0, e = collection.length; i < e; ++i) + if (collection[i] == elt) return i; + return -1; + } + function isWordChar(ch) { + return /\w/.test(ch) || ch.toUpperCase() != ch.toLowerCase() || /[\u4E00-\u9FA5]/.test(ch); + } + + // See if "".split is the broken IE version, if so, provide an + // alternative way to split lines. + var splitLines = "\n\nb".split(/\n/).length != 3 ? function(string) { + var pos = 0, result = [], l = string.length; + while (pos <= l) { + var nl = string.indexOf("\n", pos); + if (nl == -1) nl = string.length; + var line = string.slice(pos, string.charAt(nl - 1) == "\r" ? nl - 1 : nl); + var rt = line.indexOf("\r"); + if (rt != -1) { + result.push(line.slice(0, rt)); + pos += rt + 1; + } else { + result.push(line); + pos = nl + 1; + } + } + return result; + } : function(string){return string.split(/\r\n?|\n/);}; + CodeMirror.splitLines = splitLines; + + var hasSelection = window.getSelection ? function(te) { + try { return te.selectionStart != te.selectionEnd; } + catch(e) { return false; } + } : function(te) { + try {var range = te.ownerDocument.selection.createRange();} + catch(e) {} + if (!range || range.parentElement() != te) return false; + return range.compareEndPoints("StartToEnd", range) != 0; + }; + + CodeMirror.defineMode("null", function() { + return {token: function(stream) {stream.skipToEnd();}}; + }); + CodeMirror.defineMIME("text/plain", "null"); + + var keyNames = {3: "Enter", 8: "Backspace", 9: "Tab", 13: "Enter", 16: "Shift", 17: "Ctrl", 18: "Alt", + 19: "Pause", 20: "CapsLock", 27: "Esc", 32: "Space", 33: "PageUp", 34: "PageDown", 35: "End", + 36: "Home", 37: "Left", 38: "Up", 39: "Right", 40: "Down", 44: "PrintScrn", 45: "Insert", + 46: "Delete", 59: ";", 91: "Mod", 92: "Mod", 93: "Mod", 109: "-", 107: "=", 127: "Delete", + 186: ";", 187: "=", 188: ",", 189: "-", 190: ".", 191: "/", 192: "`", 219: "[", 220: "\\", + 221: "]", 222: "'", 63276: "PageUp", 63277: "PageDown", 63275: "End", 63273: "Home", + 63234: "Left", 63232: "Up", 63235: "Right", 63233: "Down", 63302: "Insert", 63272: "Delete"}; + CodeMirror.keyNames = keyNames; + (function() { + // Number keys + for (var i = 0; i < 10; i++) keyNames[i + 48] = String(i); + // Alphabetic keys + for (var i = 65; i <= 90; i++) keyNames[i] = String.fromCharCode(i); + // Function keys + for (var i = 1; i <= 12; i++) keyNames[i + 111] = keyNames[i + 63235] = "F" + i; + })(); + + CodeMirror.version = "2.35"; + + return CodeMirror; +})(); diff --git a/octoprint/static/gcodeviewer/lib/mode_gcode/gcode_mode.js b/octoprint/static/gcodeviewer/lib/mode_gcode/gcode_mode.js new file mode 100644 index 0000000..b172da7 --- /dev/null +++ b/octoprint/static/gcodeviewer/lib/mode_gcode/gcode_mode.js @@ -0,0 +1,32 @@ +CodeMirror.defineMode("diff", function() { + + var TOKEN_NAMES = { + 'G': 'tag', + 'M': 'string', + ';': 'meta' + }; + + return { + token: function(stream) { + var tw_pos = stream.string.search(/[\t ]+?$/); + + if (!stream.sol() || tw_pos === 0) { + stream.skipToEnd(); + return ("error " + ( + TOKEN_NAMES[stream.string.charAt(0)] || '')).replace(/ $/, ''); + } + + var token_name = TOKEN_NAMES[stream.peek()] || stream.skipToEnd(); + + if (tw_pos === -1) { + stream.skipToEnd(); + } else { + stream.pos = tw_pos; + } + + return token_name; + } + }; +}); + +CodeMirror.defineMIME("text/x-diff", "diff"); diff --git a/octoprint/static/gcodeviewer/lib/modernizr.custom.09684.js b/octoprint/static/gcodeviewer/lib/modernizr.custom.09684.js new file mode 100644 index 0000000..c41c11b --- /dev/null +++ b/octoprint/static/gcodeviewer/lib/modernizr.custom.09684.js @@ -0,0 +1,815 @@ +/* Modernizr 2.6.2 (Custom Build) | MIT & BSD + * Build: http://modernizr.com/download/#-fontface-backgroundsize-borderimage-borderradius-boxshadow-flexbox-hsla-multiplebgs-opacity-rgba-textshadow-cssanimations-csscolumns-generatedcontent-cssgradients-cssreflections-csstransforms-csstransforms3d-csstransitions-applicationcache-canvas-canvastext-draganddrop-hashchange-history-audio-video-indexeddb-input-inputtypes-localstorage-postmessage-sessionstorage-websockets-websqldatabase-webworkers-geolocation-inlinesvg-smil-svg-svgclippaths-touch-webgl-shiv-cssclasses-addtest-prefixed-teststyles-testprop-testallprops-hasevent-prefixes-domprefixes-load + */ +; + + + +window.Modernizr = (function( window, document, undefined ) { + + var version = '2.6.2', + + Modernizr = {}, + + enableClasses = true, + + docElement = document.documentElement, + + mod = 'modernizr', + modElem = document.createElement(mod), + mStyle = modElem.style, + + inputElem = document.createElement('input') , + + smile = ':)', + + toString = {}.toString, + + prefixes = ' -webkit- -moz- -o- -ms- '.split(' '), + + + + omPrefixes = 'Webkit Moz O ms', + + cssomPrefixes = omPrefixes.split(' '), + + domPrefixes = omPrefixes.toLowerCase().split(' '), + + ns = {'svg': 'http://www.w3.org/2000/svg'}, + + tests = {}, + inputs = {}, + attrs = {}, + + classes = [], + + slice = classes.slice, + + featureName, + + + injectElementWithStyles = function( rule, callback, nodes, testnames ) { + + var style, ret, node, docOverflow, + div = document.createElement('div'), + body = document.body, + fakeBody = body || document.createElement('body'); + + if ( parseInt(nodes, 10) ) { + while ( nodes-- ) { + node = document.createElement('div'); + node.id = testnames ? testnames[nodes] : mod + (nodes + 1); + div.appendChild(node); + } + } + + style = ['­',''].join(''); + div.id = mod; + (body ? div : fakeBody).innerHTML += style; + fakeBody.appendChild(div); + if ( !body ) { + fakeBody.style.background = ''; + fakeBody.style.overflow = 'hidden'; + docOverflow = docElement.style.overflow; + docElement.style.overflow = 'hidden'; + docElement.appendChild(fakeBody); + } + + ret = callback(div, rule); + if ( !body ) { + fakeBody.parentNode.removeChild(fakeBody); + docElement.style.overflow = docOverflow; + } else { + div.parentNode.removeChild(div); + } + + return !!ret; + + }, + + + + isEventSupported = (function() { + + var TAGNAMES = { + 'select': 'input', 'change': 'input', + 'submit': 'form', 'reset': 'form', + 'error': 'img', 'load': 'img', 'abort': 'img' + }; + + function isEventSupported( eventName, element ) { + + element = element || document.createElement(TAGNAMES[eventName] || 'div'); + eventName = 'on' + eventName; + + var isSupported = eventName in element; + + if ( !isSupported ) { + if ( !element.setAttribute ) { + element = document.createElement('div'); + } + if ( element.setAttribute && element.removeAttribute ) { + element.setAttribute(eventName, ''); + isSupported = is(element[eventName], 'function'); + + if ( !is(element[eventName], 'undefined') ) { + element[eventName] = undefined; + } + element.removeAttribute(eventName); + } + } + + element = null; + return isSupported; + } + return isEventSupported; + })(), + + + _hasOwnProperty = ({}).hasOwnProperty, hasOwnProp; + + if ( !is(_hasOwnProperty, 'undefined') && !is(_hasOwnProperty.call, 'undefined') ) { + hasOwnProp = function (object, property) { + return _hasOwnProperty.call(object, property); + }; + } + else { + hasOwnProp = function (object, property) { + return ((property in object) && is(object.constructor.prototype[property], 'undefined')); + }; + } + + + if (!Function.prototype.bind) { + Function.prototype.bind = function bind(that) { + + var target = this; + + if (typeof target != "function") { + throw new TypeError(); + } + + var args = slice.call(arguments, 1), + bound = function () { + + if (this instanceof bound) { + + var F = function(){}; + F.prototype = target.prototype; + var self = new F(); + + var result = target.apply( + self, + args.concat(slice.call(arguments)) + ); + if (Object(result) === result) { + return result; + } + return self; + + } else { + + return target.apply( + that, + args.concat(slice.call(arguments)) + ); + + } + + }; + + return bound; + }; + } + + function setCss( str ) { + mStyle.cssText = str; + } + + function setCssAll( str1, str2 ) { + return setCss(prefixes.join(str1 + ';') + ( str2 || '' )); + } + + function is( obj, type ) { + return typeof obj === type; + } + + function contains( str, substr ) { + return !!~('' + str).indexOf(substr); + } + + function testProps( props, prefixed ) { + for ( var i in props ) { + var prop = props[i]; + if ( !contains(prop, "-") && mStyle[prop] !== undefined ) { + return prefixed == 'pfx' ? prop : true; + } + } + return false; + } + + function testDOMProps( props, obj, elem ) { + for ( var i in props ) { + var item = obj[props[i]]; + if ( item !== undefined) { + + if (elem === false) return props[i]; + + if (is(item, 'function')){ + return item.bind(elem || obj); + } + + return item; + } + } + return false; + } + + function testPropsAll( prop, prefixed, elem ) { + + var ucProp = prop.charAt(0).toUpperCase() + prop.slice(1), + props = (prop + ' ' + cssomPrefixes.join(ucProp + ' ') + ucProp).split(' '); + + if(is(prefixed, "string") || is(prefixed, "undefined")) { + return testProps(props, prefixed); + + } else { + props = (prop + ' ' + (domPrefixes).join(ucProp + ' ') + ucProp).split(' '); + return testDOMProps(props, prefixed, elem); + } + } tests['flexbox'] = function() { + return testPropsAll('flexWrap'); + }; tests['canvas'] = function() { + var elem = document.createElement('canvas'); + return !!(elem.getContext && elem.getContext('2d')); + }; + + tests['canvastext'] = function() { + return !!(Modernizr['canvas'] && is(document.createElement('canvas').getContext('2d').fillText, 'function')); + }; + + + + tests['webgl'] = function() { + return !!window.WebGLRenderingContext; + }; + + + tests['touch'] = function() { + var bool; + + if(('ontouchstart' in window) || window.DocumentTouch && document instanceof DocumentTouch) { + bool = true; + } else { + injectElementWithStyles(['@media (',prefixes.join('touch-enabled),('),mod,')','{#modernizr{top:9px;position:absolute}}'].join(''), function( node ) { + bool = node.offsetTop === 9; + }); + } + + return bool; + }; + + + + tests['geolocation'] = function() { + return 'geolocation' in navigator; + }; + + + tests['postmessage'] = function() { + return !!window.postMessage; + }; + + + tests['websqldatabase'] = function() { + return !!window.openDatabase; + }; + + tests['indexedDB'] = function() { + return !!testPropsAll("indexedDB", window); + }; + + tests['hashchange'] = function() { + return isEventSupported('hashchange', window) && (document.documentMode === undefined || document.documentMode > 7); + }; + + tests['history'] = function() { + return !!(window.history && history.pushState); + }; + + tests['draganddrop'] = function() { + var div = document.createElement('div'); + return ('draggable' in div) || ('ondragstart' in div && 'ondrop' in div); + }; + + tests['websockets'] = function() { + return 'WebSocket' in window || 'MozWebSocket' in window; + }; + + + tests['rgba'] = function() { + setCss('background-color:rgba(150,255,150,.5)'); + + return contains(mStyle.backgroundColor, 'rgba'); + }; + + tests['hsla'] = function() { + setCss('background-color:hsla(120,40%,100%,.5)'); + + return contains(mStyle.backgroundColor, 'rgba') || contains(mStyle.backgroundColor, 'hsla'); + }; + + tests['multiplebgs'] = function() { + setCss('background:url(https://),url(https://),red url(https://)'); + + return (/(url\s*\(.*?){3}/).test(mStyle.background); + }; tests['backgroundsize'] = function() { + return testPropsAll('backgroundSize'); + }; + + tests['borderimage'] = function() { + return testPropsAll('borderImage'); + }; + + + + tests['borderradius'] = function() { + return testPropsAll('borderRadius'); + }; + + tests['boxshadow'] = function() { + return testPropsAll('boxShadow'); + }; + + tests['textshadow'] = function() { + return document.createElement('div').style.textShadow === ''; + }; + + + tests['opacity'] = function() { + setCssAll('opacity:.55'); + + return (/^0.55$/).test(mStyle.opacity); + }; + + + tests['cssanimations'] = function() { + return testPropsAll('animationName'); + }; + + + tests['csscolumns'] = function() { + return testPropsAll('columnCount'); + }; + + + tests['cssgradients'] = function() { + var str1 = 'background-image:', + str2 = 'gradient(linear,left top,right bottom,from(#9f9),to(white));', + str3 = 'linear-gradient(left top,#9f9, white);'; + + setCss( + (str1 + '-webkit- '.split(' ').join(str2 + str1) + + prefixes.join(str3 + str1)).slice(0, -str1.length) + ); + + return contains(mStyle.backgroundImage, 'gradient'); + }; + + + tests['cssreflections'] = function() { + return testPropsAll('boxReflect'); + }; + + + tests['csstransforms'] = function() { + return !!testPropsAll('transform'); + }; + + + tests['csstransforms3d'] = function() { + + var ret = !!testPropsAll('perspective'); + + if ( ret && 'webkitPerspective' in docElement.style ) { + + injectElementWithStyles('@media (transform-3d),(-webkit-transform-3d){#modernizr{left:9px;position:absolute;height:3px;}}', function( node, rule ) { + ret = node.offsetLeft === 9 && node.offsetHeight === 3; + }); + } + return ret; + }; + + + tests['csstransitions'] = function() { + return testPropsAll('transition'); + }; + + + + tests['fontface'] = function() { + var bool; + + injectElementWithStyles('@font-face {font-family:"font";src:url("https://")}', function( node, rule ) { + var style = document.getElementById('smodernizr'), + sheet = style.sheet || style.styleSheet, + cssText = sheet ? (sheet.cssRules && sheet.cssRules[0] ? sheet.cssRules[0].cssText : sheet.cssText || '') : ''; + + bool = /src/i.test(cssText) && cssText.indexOf(rule.split(' ')[0]) === 0; + }); + + return bool; + }; + + tests['generatedcontent'] = function() { + var bool; + + injectElementWithStyles(['#',mod,'{font:0/0 a}#',mod,':after{content:"',smile,'";visibility:hidden;font:3px/1 a}'].join(''), function( node ) { + bool = node.offsetHeight >= 3; + }); + + return bool; + }; + tests['video'] = function() { + var elem = document.createElement('video'), + bool = false; + + try { + if ( bool = !!elem.canPlayType ) { + bool = new Boolean(bool); + bool.ogg = elem.canPlayType('video/ogg; codecs="theora"') .replace(/^no$/,''); + + bool.h264 = elem.canPlayType('video/mp4; codecs="avc1.42E01E"') .replace(/^no$/,''); + + bool.webm = elem.canPlayType('video/webm; codecs="vp8, vorbis"').replace(/^no$/,''); + } + + } catch(e) { } + + return bool; + }; + + tests['audio'] = function() { + var elem = document.createElement('audio'), + bool = false; + + try { + if ( bool = !!elem.canPlayType ) { + bool = new Boolean(bool); + bool.ogg = elem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/,''); + bool.mp3 = elem.canPlayType('audio/mpeg;') .replace(/^no$/,''); + + bool.wav = elem.canPlayType('audio/wav; codecs="1"') .replace(/^no$/,''); + bool.m4a = ( elem.canPlayType('audio/x-m4a;') || + elem.canPlayType('audio/aac;')) .replace(/^no$/,''); + } + } catch(e) { } + + return bool; + }; + + + tests['localstorage'] = function() { + try { + localStorage.setItem(mod, mod); + localStorage.removeItem(mod); + return true; + } catch(e) { + return false; + } + }; + + tests['sessionstorage'] = function() { + try { + sessionStorage.setItem(mod, mod); + sessionStorage.removeItem(mod); + return true; + } catch(e) { + return false; + } + }; + + + tests['webworkers'] = function() { + return !!window.Worker; + }; + + + tests['applicationcache'] = function() { + return !!window.applicationCache; + }; + + + tests['svg'] = function() { + return !!document.createElementNS && !!document.createElementNS(ns.svg, 'svg').createSVGRect; + }; + + tests['inlinesvg'] = function() { + var div = document.createElement('div'); + div.innerHTML = ''; + return (div.firstChild && div.firstChild.namespaceURI) == ns.svg; + }; + + tests['smil'] = function() { + return !!document.createElementNS && /SVGAnimate/.test(toString.call(document.createElementNS(ns.svg, 'animate'))); + }; + + + tests['svgclippaths'] = function() { + return !!document.createElementNS && /SVGClipPath/.test(toString.call(document.createElementNS(ns.svg, 'clipPath'))); + }; + + function webforms() { + Modernizr['input'] = (function( props ) { + for ( var i = 0, len = props.length; i < len; i++ ) { + attrs[ props[i] ] = !!(props[i] in inputElem); + } + if (attrs.list){ + attrs.list = !!(document.createElement('datalist') && window.HTMLDataListElement); + } + return attrs; + })('autocomplete autofocus list placeholder max min multiple pattern required step'.split(' ')); + Modernizr['inputtypes'] = (function(props) { + + for ( var i = 0, bool, inputElemType, defaultView, len = props.length; i < len; i++ ) { + + inputElem.setAttribute('type', inputElemType = props[i]); + bool = inputElem.type !== 'text'; + + if ( bool ) { + + inputElem.value = smile; + inputElem.style.cssText = 'position:absolute;visibility:hidden;'; + + if ( /^range$/.test(inputElemType) && inputElem.style.WebkitAppearance !== undefined ) { + + docElement.appendChild(inputElem); + defaultView = document.defaultView; + + bool = defaultView.getComputedStyle && + defaultView.getComputedStyle(inputElem, null).WebkitAppearance !== 'textfield' && + (inputElem.offsetHeight !== 0); + + docElement.removeChild(inputElem); + + } else if ( /^(search|tel)$/.test(inputElemType) ){ + } else if ( /^(url|email)$/.test(inputElemType) ) { + bool = inputElem.checkValidity && inputElem.checkValidity() === false; + + } else { + bool = inputElem.value != smile; + } + } + + inputs[ props[i] ] = !!bool; + } + return inputs; + })('search tel url email datetime date month week time datetime-local number range color'.split(' ')); + } + for ( var feature in tests ) { + if ( hasOwnProp(tests, feature) ) { + featureName = feature.toLowerCase(); + Modernizr[featureName] = tests[feature](); + + classes.push((Modernizr[featureName] ? '' : 'no-') + featureName); + } + } + + Modernizr.input || webforms(); + + + Modernizr.addTest = function ( feature, test ) { + if ( typeof feature == 'object' ) { + for ( var key in feature ) { + if ( hasOwnProp( feature, key ) ) { + Modernizr.addTest( key, feature[ key ] ); + } + } + } else { + + feature = feature.toLowerCase(); + + if ( Modernizr[feature] !== undefined ) { + return Modernizr; + } + + test = typeof test == 'function' ? test() : test; + + if (typeof enableClasses !== "undefined" && enableClasses) { + docElement.className += ' ' + (test ? '' : 'no-') + feature; + } + Modernizr[feature] = test; + + } + + return Modernizr; + }; + + + setCss(''); + modElem = inputElem = null; + + ;(function(window, document) { + var options = window.html5 || {}; + + var reSkip = /^<|^(?:button|map|select|textarea|object|iframe|option|optgroup)$/i; + + var saveClones = /^(?:a|b|code|div|fieldset|h1|h2|h3|h4|h5|h6|i|label|li|ol|p|q|span|strong|style|table|tbody|td|th|tr|ul)$/i; + + var supportsHtml5Styles; + + var expando = '_html5shiv'; + + var expanID = 0; + + var expandoData = {}; + + var supportsUnknownElements; + + (function() { + try { + var a = document.createElement('a'); + a.innerHTML = ''; + supportsHtml5Styles = ('hidden' in a); + + supportsUnknownElements = a.childNodes.length == 1 || (function() { + (document.createElement)('a'); + var frag = document.createDocumentFragment(); + return ( + typeof frag.cloneNode == 'undefined' || + typeof frag.createDocumentFragment == 'undefined' || + typeof frag.createElement == 'undefined' + ); + }()); + } catch(e) { + supportsHtml5Styles = true; + supportsUnknownElements = true; + } + + }()); function addStyleSheet(ownerDocument, cssText) { + var p = ownerDocument.createElement('p'), + parent = ownerDocument.getElementsByTagName('head')[0] || ownerDocument.documentElement; + + p.innerHTML = 'x'; + return parent.insertBefore(p.lastChild, parent.firstChild); + } + + function getElements() { + var elements = html5.elements; + return typeof elements == 'string' ? elements.split(' ') : elements; + } + + function getExpandoData(ownerDocument) { + var data = expandoData[ownerDocument[expando]]; + if (!data) { + data = {}; + expanID++; + ownerDocument[expando] = expanID; + expandoData[expanID] = data; + } + return data; + } + + function createElement(nodeName, ownerDocument, data){ + if (!ownerDocument) { + ownerDocument = document; + } + if(supportsUnknownElements){ + return ownerDocument.createElement(nodeName); + } + if (!data) { + data = getExpandoData(ownerDocument); + } + var node; + + if (data.cache[nodeName]) { + node = data.cache[nodeName].cloneNode(); + } else if (saveClones.test(nodeName)) { + node = (data.cache[nodeName] = data.createElem(nodeName)).cloneNode(); + } else { + node = data.createElem(nodeName); + } + + return node.canHaveChildren && !reSkip.test(nodeName) ? data.frag.appendChild(node) : node; + } + + function createDocumentFragment(ownerDocument, data){ + if (!ownerDocument) { + ownerDocument = document; + } + if(supportsUnknownElements){ + return ownerDocument.createDocumentFragment(); + } + data = data || getExpandoData(ownerDocument); + var clone = data.frag.cloneNode(), + i = 0, + elems = getElements(), + l = elems.length; + for(;i + + var i, f, p, q, t; + + if ( v === 0 ) { + + this.r = this.g = this.b = 0; + + } else { + + i = Math.floor( h * 6 ); + f = ( h * 6 ) - i; + p = v * ( 1 - s ); + q = v * ( 1 - ( s * f ) ); + t = v * ( 1 - ( s * ( 1 - f ) ) ); + + if ( i === 0 ) { + + this.r = v; + this.g = t; + this.b = p; + + } else if ( i === 1 ) { + + this.r = q; + this.g = v; + this.b = p; + + } else if ( i === 2 ) { + + this.r = p; + this.g = v; + this.b = t; + + } else if ( i === 3 ) { + + this.r = p; + this.g = q; + this.b = v; + + } else if ( i === 4 ) { + + this.r = t; + this.g = p; + this.b = v; + + } else if ( i === 5 ) { + + this.r = v; + this.g = p; + this.b = q; + + } + + } + + 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; + + }, + + lerpSelf: 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; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getContextStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + clone: function () { + + return new THREE.Color().setRGB( this.r, this.g, this.b ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.Vector2 = function ( x, y ) { + + this.x = x || 0; + this.y = y || 0; + +}; + +THREE.Vector2.prototype = { + + constructor: THREE.Vector2, + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + + } else { + + this.set( 0, 0 ); + + } + + return this; + + }, + + negate: function() { + + return this.multiplyScalar( - 1 ); + + }, + + 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.lengthSq() ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + 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; + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + equals: function( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + isZero: function ( v ) { + + return this.lengthSq() < ( v !== undefined ? v : 0.0001 ); + + }, + + clone: function () { + + return new THREE.Vector2( this.x, this.y ); + + } + +}; +/** + * @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 + */ + +THREE.Vector3 = function ( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +}; + + +THREE.Vector3.prototype = { + + constructor: THREE.Vector3, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + 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; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( a, b ) { + + this.x = parseFloat(a.x) + parseFloat(b.x); + this.y = parseFloat(a.y) + parseFloat(b.y); + this.z = parseFloat(a.z) + parseFloat(b.z); + + return this; + + }, + + addSelf: function ( v ) { + + 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; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + multiply: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + multiplySelf: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + this.z *= s; + + return this; + + }, + + divideSelf: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + this.z /= s; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + + } + + return this; + + }, + + + negate: function() { + + return this.multiplyScalar( - 1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + cross: function ( a, b ) { + + this.x = a.y * b.z - a.z * b.y; + this.y = a.z * b.x - a.x * b.z; + this.z = a.x * b.y - a.y * b.x; + + return this; + + }, + + crossSelf: function ( v ) { + + var x = this.x, y = this.y, z = this.z; + + this.x = y * v.z - z * v.y; + this.y = z * v.x - x * v.z; + this.z = x * v.y - y * v.x; + + return this; + + }, + + angleTo: function ( v ) { + + return Math.acos( this.dot( v ) / this.length() / v.length() ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + return new THREE.Vector3().sub( this, v ).lengthSq(); + + }, + + getPositionFromMatrix: function ( m ) { + + this.x = m.elements[12]; + this.y = m.elements[13]; + this.z = m.elements[14]; + + return this; + + }, + + setEulerFromRotationMatrix: function ( m, order ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + // clamp, to handle numerical problems + + function clamp( x ) { + + return Math.min( Math.max( x, -1 ), 1 ); + + } + + 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]; + + if ( order === undefined || order === 'XYZ' ) { + + this.y = Math.asin( clamp( m13 ) ); + + 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 ) ); + + 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 ) ); + + 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 ) ); + + 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 ) ); + + 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 ) ); + + 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; + + } + + } + + return this; + + }, + + setEulerFromQuaternion: function ( q, order ) { + + // q is assumed to be normalized + + // clamp, to handle numerical problems + + function clamp( x ) { + + return Math.min( Math.max( x, -1 ), 1 ); + + } + + // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m + + var sqx = q.x * q.x; + var sqy = q.y * q.y; + var sqz = q.z * q.z; + var sqw = q.w * q.w; + + if ( order === undefined || order === 'XYZ' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); + this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) ); + this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YXZ' ) { + + this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) ); + this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); + this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZXY' ) { + + this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) ); + this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); + this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); + + } else if ( order === 'ZYX' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); + this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) ); + this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); + + } else if ( order === 'YZX' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); + this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); + this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) ); + + } else if ( order === 'XZY' ) { + + this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); + this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); + this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) ); + + } + + return this; + + }, + + getScaleFromMatrix: function ( m ) { + + var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length(); + var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length(); + var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + isZero: function ( v ) { + + return this.lengthSq() < ( v !== undefined ? v : 0.0001 ); + + }, + + clone: function () { + + return new THREE.Vector3( this.x, this.y, this.z ); + + } + +}; +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Vector4 = function ( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Vector4.prototype = { + + constructor: THREE.Vector4, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addSelf: function ( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + sub: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + subSelf: function ( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + this.z *= s; + this.w *= s; + + return this; + + }, + + divideScalar: function ( s ) { + + if ( s ) { + + this.x /= s; + this.y /= s; + this.z /= s; + this.w /= s; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 1; + + } + + return this; + + }, + + + negate: function() { + + return this.multiplyScalar( -1 ); + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.dot( this ); + + }, + + length: function () { + + return Math.sqrt( this.lengthSq() ); + + }, + + 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() ); + + }, + + setLength: function ( l ) { + + return this.normalize().multiplyScalar( l ); + + }, + + lerpSelf: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + clone: function () { + + return new THREE.Vector4( this.x, this.y, this.z, this.w ); + + }, + + 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; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Matrix3 = function () { + + this.elements = new Float32Array(9); + +}; + +THREE.Matrix3.prototype = { + + constructor: THREE.Matrix3, + + getInverse: function ( matrix ) { + + // input: THREE.Matrix4 + // ( based on http://code.google.com/p/webgl-mjs/ ) + + var me = matrix.elements; + + var a11 = me[10] * me[5] - me[6] * me[9]; + var a21 = - me[10] * me[1] + me[2] * me[9]; + var a31 = me[6] * me[1] - me[2] * me[5]; + var a12 = - me[10] * me[4] + me[6] * me[8]; + var a22 = me[10] * me[0] - me[2] * me[8]; + var a32 = - me[6] * me[0] + me[2] * me[4]; + var a13 = me[9] * me[4] - me[5] * me[8]; + var a23 = - me[9] * me[0] + me[1] * me[8]; + var a33 = me[5] * me[0] - me[1] * me[4]; + + var det = me[0] * a11 + me[1] * a12 + me[2] * a13; + + // no inverse + + if ( det === 0 ) { + + console.warn( "Matrix3.getInverse(): determinant == 0" ); + + } + + var idet = 1.0 / det; + + var m = this.elements; + + m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31; + m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32; + m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33; + + return this; + + }, + + + transpose: function () { + + var tmp, m = this.elements; + + tmp = m[1]; m[1] = m[3]; m[3] = tmp; + tmp = m[2]; m[2] = m[6]; m[6] = tmp; + tmp = m[5]; m[5] = m[7]; m[7] = tmp; + + return this; + + }, + + + transposeIntoArray: function ( r ) { + + var m = this.m; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + */ + + +THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + this.elements = new Float32Array( 16 ); + + this.set( + + ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, + n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, + n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, + n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1 + + ); + +}; + +THREE.Matrix4.prototype = { + + constructor: THREE.Matrix4, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14; + te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24; + te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34; + te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + copy: function ( m ) { + + var me = m.elements; + + this.set( + + me[0], me[4], me[8], me[12], + me[1], me[5], me[9], me[13], + me[2], me[6], me[10], me[14], + me[3], me[7], me[11], me[15] + + ); + + return this; + + }, + + lookAt: function ( eye, target, up ) { + + var te = this.elements; + + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + z.sub( eye, target ).normalize(); + + if ( z.length() === 0 ) { + + z.z = 1; + + } + + x.cross( up, z ).normalize(); + + if ( x.length() === 0 ) { + + z.x += 0.0001; + x.cross( up, z ).normalize(); + + } + + y.cross( z, x ); + + + te[0] = x.x; te[4] = y.x; te[8] = z.x; + te[1] = x.y; te[5] = y.y; te[9] = z.y; + te[2] = x.z; te[6] = y.z; te[10] = z.z; + + return this; + + }, + + multiply: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; + var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; + var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; + var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; + + var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; + var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; + var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; + var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; + + te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplySelf: function ( m ) { + + return this.multiply( this, m ); + + }, + + multiplyToArray: function ( a, b, r ) { + + var te = this.elements; + + this.multiply( a, b ); + + r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3]; + r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7]; + r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11]; + r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15]; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s; + te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s; + te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s; + te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s; + + return this; + + }, + + multiplyVector3: function ( v ) { + + var te = this.elements; + + var vx = v.x, vy = v.y, vz = v.z; + var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); + + v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; + v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; + v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; + + return v; + + }, + + multiplyVector4: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z, vw = v.w; + + v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; + v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; + v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; + v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; + + return v; + + }, + + multiplyVector3Array: function ( a ) { + + var tmp = THREE.Matrix4.__v1; + + for ( var i = 0, il = a.length; i < il; i += 3 ) { + + tmp.x = a[ i ]; + tmp.y = a[ i + 1 ]; + tmp.z = a[ i + 2 ]; + + this.multiplyVector3( tmp ); + + a[ i ] = tmp.x; + a[ i + 1 ] = tmp.y; + a[ i + 2 ] = tmp.z; + + } + + return a; + + }, + + rotateAxis: function ( v ) { + + var te = this.elements; + var vx = v.x, vy = v.y, vz = v.z; + + v.x = vx * te[0] + vy * te[4] + vz * te[8]; + v.y = vx * te[1] + vy * te[5] + vz * te[9]; + v.z = vx * te[2] + vy * te[6] + vz * te[10]; + + v.normalize(); + + return v; + + }, + + crossVector: function ( a ) { + + var te = this.elements; + var v = new THREE.Vector4(); + + v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w; + v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w; + v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w; + + v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1; + + return v; + + }, + + determinant: function () { + + var te = this.elements; + + var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12]; + var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13]; + var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14]; + var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n14 * n23 * n32 * n41- + n13 * n24 * n32 * n41- + n14 * n22 * n33 * n41+ + n12 * n24 * n33 * n41+ + + n13 * n22 * n34 * n41- + n12 * n23 * n34 * n41- + n14 * n23 * n31 * n42+ + n13 * n24 * n31 * n42+ + + n14 * n21 * n33 * n42- + n11 * n24 * n33 * n42- + n13 * n21 * n34 * n42+ + n11 * n23 * n34 * n42+ + + n14 * n22 * n31 * n43- + n12 * n24 * n31 * n43- + n14 * n21 * n32 * n43+ + n11 * n24 * n32 * n43+ + + n12 * n21 * n34 * n43- + n11 * n22 * n34 * n43- + n13 * n22 * n31 * n44+ + n12 * n23 * n31 * n44+ + + n13 * n21 * n32 * n44- + n11 * n23 * n32 * n44- + n12 * n21 * n33 * n44+ + n11 * n22 * n33 * n44 + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[1]; te[1] = te[4]; te[4] = tmp; + tmp = te[2]; te[2] = te[8]; te[8] = tmp; + tmp = te[6]; te[6] = te[9]; te[9] = tmp; + + tmp = te[3]; te[3] = te[12]; te[12] = tmp; + tmp = te[7]; te[7] = te[13]; te[13] = tmp; + tmp = te[11]; te[11] = te[14]; te[14] = tmp; + + return this; + + }, + + flattenToArray: function ( flat ) { + + var te = this.elements; + flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3]; + flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7]; + flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11]; + flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15]; + + return flat; + + }, + + flattenToArrayOffset: function( flat, offset ) { + + var te = this.elements; + flat[ offset ] = te[0]; + flat[ offset + 1 ] = te[1]; + flat[ offset + 2 ] = te[2]; + flat[ offset + 3 ] = te[3]; + + flat[ offset + 4 ] = te[4]; + flat[ offset + 5 ] = te[5]; + flat[ offset + 6 ] = te[6]; + flat[ offset + 7 ] = te[7]; + + flat[ offset + 8 ] = te[8]; + flat[ offset + 9 ] = te[9]; + flat[ offset + 10 ] = te[10]; + flat[ offset + 11 ] = te[11]; + + flat[ offset + 12 ] = te[12]; + flat[ offset + 13 ] = te[13]; + flat[ offset + 14 ] = te[14]; + flat[ offset + 15 ] = te[15]; + + return flat; + + }, + + getPosition: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[12], te[13], te[14] ); + + }, + + setPosition: function ( v ) { + + var te = this.elements; + + te[12] = v.x; + te[13] = v.y; + te[14] = v.z; + + return this; + + }, + + getColumnX: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); + + }, + + getColumnY: function () { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); + + }, + + getColumnZ: function() { + + var te = this.elements; + return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); + + }, + + getInverse: function ( m ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements; + var me = m.elements; + + var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12]; + var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13]; + var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14]; + var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15]; + + te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44; + te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44; + te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44; + te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34; + te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44; + te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44; + te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44; + te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34; + te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44; + te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44; + te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44; + te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34; + te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43; + te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43; + te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43; + te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33; + this.multiplyScalar( 1 / m.determinant() ); + + return this; + + }, + + setRotationFromEuler: function ( v, order ) { + + var te = this.elements; + + var x = v.x, y = v.y, z = v.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( order === undefined || order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[0] = c * e; + te[4] = - c * f; + te[8] = d; + + te[1] = af + be * d; + te[5] = ae - bf * d; + te[9] = - b * c; + + te[2] = bf - ae * d; + te[6] = be + af * d; + te[10] = a * c; + + } else if ( 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 ( 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 ( 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 ( 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 ( 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; + + } + + return this; + + }, + + + setRotationFromQuaternion: function ( q ) { + + var te = this.elements; + + var x = q.x, y = q.y, z = q.z, w = q.w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[0] = 1 - ( yy + zz ); + te[4] = xy - wz; + te[8] = xz + wy; + + te[1] = xy + wz; + te[5] = 1 - ( xx + zz ); + te[9] = yz - wx; + + te[2] = xz - wy; + te[6] = yz + wx; + te[10] = 1 - ( xx + yy ); + + return this; + + }, + + compose: function ( translation, rotation, scale ) { + + var te = this.elements; + var mRotation = THREE.Matrix4.__m1; + var mScale = THREE.Matrix4.__m2; + + mRotation.identity(); + mRotation.setRotationFromQuaternion( rotation ); + + mScale.makeScale( scale.x, scale.y, scale.z ); + + this.multiply( mRotation, mScale ); + + te[12] = translation.x; + te[13] = translation.y; + te[14] = translation.z; + + return this; + + }, + + decompose: function ( translation, rotation, scale ) { + + var te = this.elements; + + // grab the axis vectors + var x = THREE.Matrix4.__v1; + var y = THREE.Matrix4.__v2; + var z = THREE.Matrix4.__v3; + + x.set( te[0], te[1], te[2] ); + y.set( te[4], te[5], te[6] ); + z.set( te[8], te[9], te[10] ); + + translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); + rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); + scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); + + scale.x = x.length(); + scale.y = y.length(); + scale.z = z.length(); + + translation.x = te[12]; + translation.y = te[13]; + translation.z = te[14]; + + // scale the rotation part + + var matrix = THREE.Matrix4.__m1; + + matrix.copy( this ); + + matrix.elements[0] /= scale.x; + matrix.elements[1] /= scale.x; + matrix.elements[2] /= scale.x; + + matrix.elements[4] /= scale.y; + matrix.elements[5] /= scale.y; + matrix.elements[6] /= scale.y; + + matrix.elements[8] /= scale.z; + matrix.elements[9] /= scale.z; + matrix.elements[10] /= scale.z; + + rotation.setFromRotationMatrix( matrix ); + + return [ translation, rotation, scale ]; + + }, + + extractPosition: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[12] = me[12]; + te[13] = me[13]; + te[14] = me[14]; + + return this; + + }, + + extractRotation: function ( m ) { + + var te = this.elements; + var me = m.elements; + + var vector = THREE.Matrix4.__v1; + + var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); + var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); + var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length(); + + te[0] = me[0] * scaleX; + te[1] = me[1] * scaleX; + te[2] = me[2] * scaleX; + + te[4] = me[4] * scaleY; + te[5] = me[5] * scaleY; + te[6] = me[6] * scaleY; + + te[8] = me[8] * scaleZ; + te[9] = me[9] * scaleZ; + te[10] = me[10] * scaleZ; + + return this; + + }, + + // + + translate: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[12] = te[0] * x + te[4] * y + te[8] * z + te[12]; + te[13] = te[1] * x + te[5] * y + te[9] * z + te[13]; + te[14] = te[2] * x + te[6] * y + te[10] * z + te[14]; + te[15] = te[3] * x + te[7] * y + te[11] * z + te[15]; + + return this; + + }, + + rotateX: function ( angle ) { + + var te = this.elements; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[4] = c * m12 + s * m13; + te[5] = c * m22 + s * m23; + te[6] = c * m32 + s * m33; + te[7] = c * m42 + s * m43; + + te[8] = c * m13 - s * m12; + te[9] = c * m23 - s * m22; + te[10] = c * m33 - s * m32; + te[11] = c * m43 - s * m42; + + return this; + + }, + + rotateY: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m13 = te[8]; + var m23 = te[9]; + var m33 = te[10]; + var m43 = te[11]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 - s * m13; + te[1] = c * m21 - s * m23; + te[2] = c * m31 - s * m33; + te[3] = c * m41 - s * m43; + + te[8] = c * m13 + s * m11; + te[9] = c * m23 + s * m21; + te[10] = c * m33 + s * m31; + te[11] = c * m43 + s * m41; + + return this; + + }, + + rotateZ: function ( angle ) { + + var te = this.elements; + var m11 = te[0]; + var m21 = te[1]; + var m31 = te[2]; + var m41 = te[3]; + var m12 = te[4]; + var m22 = te[5]; + var m32 = te[6]; + var m42 = te[7]; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + + te[0] = c * m11 + s * m12; + te[1] = c * m21 + s * m22; + te[2] = c * m31 + s * m32; + te[3] = c * m41 + s * m42; + + te[4] = c * m12 - s * m11; + te[5] = c * m22 - s * m21; + te[6] = c * m32 - s * m31; + te[7] = c * m42 - s * m41; + + return this; + + }, + + rotateByAxis: function ( axis, angle ) { + + var te = this.elements; + + // optimize by checking axis + + if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) { + + return this.rotateX( angle ); + + } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) { + + return this.rotateY( angle ); + + } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) { + + return this.rotateZ( angle ); + + } + + var x = axis.x, y = axis.y, z = axis.z; + var n = Math.sqrt(x * x + y * y + z * z); + + x /= n; + y /= n; + z /= n; + + var xx = x * x, yy = y * y, zz = z * z; + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var oneMinusCosine = 1 - c; + var xy = x * y * oneMinusCosine; + var xz = x * z * oneMinusCosine; + var yz = y * z * oneMinusCosine; + var xs = x * s; + var ys = y * s; + var zs = z * s; + + var r11 = xx + (1 - xx) * c; + var r21 = xy + zs; + var r31 = xz - ys; + var r12 = xy - zs; + var r22 = yy + (1 - yy) * c; + var r32 = yz + xs; + var r13 = xz + ys; + var r23 = yz - xs; + var r33 = zz + (1 - zz) * c; + + var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3]; + var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7]; + var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11]; + var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; + + te[0] = r11 * m11 + r21 * m12 + r31 * m13; + te[1] = r11 * m21 + r21 * m22 + r31 * m23; + te[2] = r11 * m31 + r21 * m32 + r31 * m33; + te[3] = r11 * m41 + r21 * m42 + r31 * m43; + + te[4] = r12 * m11 + r22 * m12 + r32 * m13; + te[5] = r12 * m21 + r22 * m22 + r32 * m23; + te[6] = r12 * m31 + r22 * m32 + r32 * m33; + te[7] = r12 * m41 + r22 * m42 + r32 * m43; + + te[8] = r13 * m11 + r23 * m12 + r33 * m13; + te[9] = r13 * m21 + r23 * m22 + r33 * m23; + te[10] = r13 * m31 + r23 * m32 + r33 * m33; + te[11] = r13 * m41 + r23 * m42 + r33 * m43; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[0] *= x; te[4] *= y; te[8] *= z; + te[1] *= x; te[5] *= y; te[9] *= z; + te[2] *= x; te[6] *= y; te[10] *= z; + te[3] *= x; te[7] *= y; te[11] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; + var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; + var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; + + return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) ); + + }, + + // + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, -s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationY: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + -s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationZ: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, -s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationAxis: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeScale: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeFrustum: function ( left, right, bottom, top, near, far ) { + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + te[0] = x; te[4] = 0; te[8] = a; te[12] = 0; + te[1] = 0; te[5] = y; te[9] = b; te[13] = 0; + te[2] = 0; te[6] = 0; te[10] = c; te[14] = d; + te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0; + + return this; + + }, + + makePerspective: function ( fov, aspect, near, far ) { + + var ymax = near * Math.tan( fov * Math.PI / 360 ); + var ymin = - ymax; + var xmin = ymin * aspect; + var xmax = ymax * aspect; + + return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = right - left; + var h = top - bottom; + var p = far - near; + + var x = ( right + left ) / w; + var y = ( top + bottom ) / h; + var z = ( far + near ) / p; + + te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x; + te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y; + te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z; + te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1; + + return this; + + }, + + + clone: function () { + + var te = this.elements; + + return new THREE.Matrix4( + + te[0], te[4], te[8], te[12], + te[1], te[5], te[9], te[13], + te[2], te[6], te[10], te[14], + te[3], te[7], te[11], te[15] + + ); + + } + +}; + +THREE.Matrix4.__v1 = new THREE.Vector3(); +THREE.Matrix4.__v2 = new THREE.Vector3(); +THREE.Matrix4.__v3 = new THREE.Vector3(); + +THREE.Matrix4.__m1 = new THREE.Matrix4(); +THREE.Matrix4.__m2 = new THREE.Matrix4(); +/** + * https://github.com/mrdoob/eventtarget.js/ + */ + +THREE.EventTarget = function () { + + var listeners = {}; + + this.addEventListener = function ( type, listener ) { + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }; + + this.dispatchEvent = function ( event ) { + + for ( var listener in listeners[ event.type ] ) { + + listeners[ event.type ][ listener ]( event ); + + } + + }; + + this.removeEventListener = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Frustum = function ( ) { + + this.planes = [ + + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4(), + new THREE.Vector4() + + ]; + +}; + +THREE.Frustum.prototype.setFromMatrix = function ( m ) { + + var plane; + 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 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ); + planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ); + planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ); + planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ); + planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ); + planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ); + + for ( var i = 0; i < 6; i ++ ) { + + plane = planes[ i ]; + plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) ); + + } + +}; + +THREE.Frustum.prototype.contains = function ( object ) { + + var distance = 0.0; + var planes = this.planes; + var matrix = object.matrixWorld; + var me = matrix.elements; + var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis(); + + for ( var i = 0; i < 6; i ++ ) { + + distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w; + if ( distance <= radius ) return false; + + } + + return true; + +}; + +THREE.Frustum.__v1 = new THREE.Vector3(); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +( function ( THREE ) { + + THREE.Ray = function ( origin, direction, near, far ) { + + this.origin = origin || new THREE.Vector3(); + this.direction = direction || new THREE.Vector3(); + this.near = near || 0; + this.far = far || Infinity; + + }; + + var originCopy = new THREE.Vector3(); + + var localOriginCopy = new THREE.Vector3(); + var localDirectionCopy = new THREE.Vector3(); + + var vector = new THREE.Vector3(); + var normal = new THREE.Vector3(); + var intersectPoint = new THREE.Vector3(); + + var inverseMatrix = new THREE.Matrix4(); + + var descSort = function ( a, b ) { + + return a.distance - b.distance; + + }; + + var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); + + var distanceFromIntersection = function ( origin, direction, position ) { + + v0.sub( position, origin ); + + var dot = v0.dot( direction ); + + var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); + var distance = position.distanceTo( intersect ); + + return distance; + + }; + + // http://www.blackpawn.com/texts/pointinpoly/default.html + + var pointInFace3 = function ( p, a, b, c ) { + + v0.sub( c, a ); + v1.sub( b, a ); + v2.sub( p, 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 invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ); + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); + + }; + + var intersectObject = function ( object, ray, intersects ) { + + var distance,intersect; + + if ( object instanceof THREE.Particle ) { + + distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() ); + + if ( distance > object.scale.x ) { + + return intersects; + + } + + intersect = { + + distance: distance, + point: object.position, + face: null, + object: object + + }; + + intersects.push( intersect ); + + } else if ( object instanceof THREE.Mesh ) { + + // Checking boundingSphere + + var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis(); + + // Checking distance to ray + + distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() ); + + if ( distance > scaledRadius) { + + return intersects; + + } + + // Checking faces + + var f, fl, face, dot, scalar, + geometry = object.geometry, + vertices = geometry.vertices, + objMatrix, geometryMaterials, + isFaceMaterial, material, side, point; + + geometryMaterials = object.geometry.materials; + isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; + side = object.material.side; + + var a, b, c, d; + var precision = ray.precision; + + object.matrixRotationWorld.extractRotation( object.matrixWorld ); + + originCopy.copy( ray.origin ); + + objMatrix = object.matrixWorld; + inverseMatrix.getInverse( objMatrix ); + + localOriginCopy.copy( originCopy ); + inverseMatrix.multiplyVector3( localOriginCopy ); + + localDirectionCopy.copy( ray.direction ); + inverseMatrix.rotateAxis( localDirectionCopy ).normalize(); + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + + material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material; + if ( material === undefined ) continue; + side = material.side; + + vector.sub( face.centroid, localOriginCopy ); + normal = face.normal; + dot = localDirectionCopy.dot( normal ); + + // bail if ray and plane are parallel + + if ( Math.abs( dot ) < precision ) continue; + + // calc distance to plane + + scalar = normal.dot( vector ) / dot; + + // if negative distance, then plane is behind ray + + if ( scalar < 0 ) continue; + + if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) { + + intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) ); + + if ( face instanceof THREE.Face3 ) { + + a = vertices[ face.a ]; + b = vertices[ face.b ]; + c = vertices[ face.c ]; + + if ( pointInFace3( intersectPoint, a, b, c ) ) { + + point = object.matrixWorld.multiplyVector3( intersectPoint.clone() ); + distance = originCopy.distanceTo( point ); + + if ( distance < ray.near || distance > ray.far ) continue; + + intersect = { + + distance: distance, + point: point, + face: face, + faceIndex: f, + object: object + + }; + + intersects.push( intersect ); + + } + + } else if ( face instanceof THREE.Face4 ) { + + a = vertices[ face.a ]; + b = vertices[ face.b ]; + c = vertices[ face.c ]; + d = vertices[ face.d ]; + + if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { + + point = object.matrixWorld.multiplyVector3( intersectPoint.clone() ); + distance = originCopy.distanceTo( point ); + + if ( distance < ray.near || distance > ray.far ) continue; + + intersect = { + + distance: distance, + point: point, + face: face, + faceIndex: f, + object: object + + }; + + intersects.push( intersect ); + + } + + } + + } + + } + + } + + }; + + var intersectDescendants = function ( object, ray, intersects ) { + + var descendants = object.getDescendants(); + + for ( var i = 0, l = descendants.length; i < l; i ++ ) { + + intersectObject( descendants[ i ], ray, intersects ); + + } + }; + + // + + THREE.Ray.prototype.precision = 0.0001; + + THREE.Ray.prototype.set = function ( origin, direction ) { + + this.origin = origin; + this.direction = direction; + + }; + + THREE.Ray.prototype.intersectObject = function ( object, recursive ) { + + var intersects = []; + + if ( recursive === true ) { + + intersectDescendants( object, this, intersects ); + + } + + intersectObject( object, this, intersects ); + + intersects.sort( descSort ); + + return intersects; + + }; + + THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) { + + var intersects = []; + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects ); + + if ( recursive === true ) { + + intersectDescendants( objects[ i ], this, intersects ); + + } + } + + intersects.sort( descSort ); + + return intersects; + + }; + +}( THREE ) ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Rectangle = function () { + + var _left = 0; + var _top = 0; + var _right = 0; + var _bottom = 0; + var _width = 0; + var _height = 0; + var _isEmpty = true; + + function resize() { + + _width = _right - _left; + _height = _bottom - _top; + + } + + this.getX = function () { + + return _left; + + }; + + this.getY = function () { + + return _top; + + }; + + this.getWidth = function () { + + return _width; + + }; + + this.getHeight = function () { + + return _height; + + }; + + this.getLeft = function() { + + return _left; + + }; + + this.getTop = function() { + + return _top; + + }; + + this.getRight = function() { + + return _right; + + }; + + this.getBottom = function() { + + return _bottom; + + }; + + this.set = function ( left, top, right, bottom ) { + + _isEmpty = false; + + _left = left; _top = top; + _right = right; _bottom = bottom; + + resize(); + + }; + + this.addPoint = function ( x, y ) { + + if ( _isEmpty === true ) { + + _isEmpty = false; + _left = x; _top = y; + _right = x; _bottom = y; + + resize(); + + } else { + + _left = _left < x ? _left : x; // Math.min( _left, x ); + _top = _top < y ? _top : y; // Math.min( _top, y ); + _right = _right > x ? _right : x; // Math.max( _right, x ); + _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y ); + + resize(); + } + + }; + + this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) { + + if ( _isEmpty === true ) { + + _isEmpty = false; + _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 ); + _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 ); + _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 ); + _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 ); + + resize(); + + } else { + + _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) ); + _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) ); + _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) ); + _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ); + + resize(); + + }; + + }; + + this.addRectangle = function ( r ) { + + if ( _isEmpty === true ) { + + _isEmpty = false; + _left = r.getLeft(); _top = r.getTop(); + _right = r.getRight(); _bottom = r.getBottom(); + + resize(); + + } else { + + _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() ); + _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() ); + _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() ); + _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() ); + + resize(); + + } + + }; + + this.inflate = function ( v ) { + + _left -= v; _top -= v; + _right += v; _bottom += v; + + resize(); + + }; + + this.minSelf = function ( r ) { + + _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() ); + _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() ); + _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() ); + _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() ); + + resize(); + + }; + + this.intersects = function ( r ) { + + // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/ + + if ( _right < r.getLeft() ) return false; + if ( _left > r.getRight() ) return false; + if ( _bottom < r.getTop() ) return false; + if ( _top > r.getBottom() ) return false; + + return true; + + }; + + this.empty = function () { + + _isEmpty = true; + + _left = 0; _top = 0; + _right = 0; _bottom = 0; + + resize(); + + }; + + this.isEmpty = function () { + + return _isEmpty; + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Math = { + + // Clamp value to range + + clamp: function ( x, a, b ) { + + return ( x < a ) ? a : ( ( x > b ) ? b : x ); + + }, + + // Clamp value to range to range + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // Random float from <0, 1> with 16 bits of randomness + // (standard Math.random() creates repetitive patterns when applied over larger space) + + random16: function () { + + return ( 65280 * Math.random() + 255 * Math.random() ) / 65535; + + }, + + // Random integer from interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + sign: function ( x ) { + + return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Object3D = function () { + + THREE.Object3DLibrary.push( this ); + + this.id = THREE.Object3DIdCount ++; + + this.name = ''; + this.properties = {}; + + this.parent = undefined; + this.children = []; + + this.up = new THREE.Vector3( 0, 1, 0 ); + + this.position = new THREE.Vector3(); + this.rotation = new THREE.Vector3(); + this.eulerOrder = THREE.Object3D.defaultEulerOrder; + this.scale = new THREE.Vector3( 1, 1, 1 ); + + this.renderDepth = null; + + this.rotationAutoUpdate = true; + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + this.matrixRotationWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = true; + this.matrixWorldNeedsUpdate = true; + + this.quaternion = new THREE.Quaternion(); + this.useQuaternion = false; + + this.boundRadius = 0.0; + this.boundRadiusScale = 1.0; + + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + + this._vector = new THREE.Vector3(); + +}; + + +THREE.Object3D.prototype = { + + constructor: THREE.Object3D, + + applyMatrix: function ( matrix ) { + + this.matrix.multiply( matrix, this.matrix ); + + this.scale.getScaleFromMatrix( this.matrix ); + + var mat = new THREE.Matrix4().extractRotation( this.matrix ); + this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder ); + + this.position.getPositionFromMatrix( this.matrix ); + + }, + + translate: function ( distance, axis ) { + + this.matrix.rotateAxis( axis ); + this.position.addSelf( axis.multiplyScalar( distance ) ); + + }, + + translateX: function ( distance ) { + + this.translate( distance, this._vector.set( 1, 0, 0 ) ); + + }, + + translateY: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 1, 0 ) ); + + }, + + translateZ: function ( distance ) { + + this.translate( distance, this._vector.set( 0, 0, 1 ) ); + + }, + + localToWorld: function ( vector ) { + + return this.matrixWorld.multiplyVector3( vector ); + + }, + + worldToLocal: function ( vector ) { + + return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector ); + + }, + + lookAt: function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( vector, this.position, this.up ); + + if ( this.rotationAutoUpdate ) { + + this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); + + } + + }, + + add: function ( object ) { + + if ( object === this ) { + + console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' ); + return; + + } + + if ( object instanceof THREE.Object3D ) { + + if ( object.parent !== undefined ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + // add to scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__addObject( object ); + + } + + } + + }, + + remove: function ( object ) { + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = undefined; + this.children.splice( index, 1 ); + + // remove from scene + + var scene = this; + + while ( scene.parent !== undefined ) { + + scene = scene.parent; + + } + + if ( scene !== undefined && scene instanceof THREE.Scene ) { + + scene.__removeObject( object ); + + } + + } + + }, + + traverse: function ( callback ) { + + callback( this ); + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].traverse( callback ); + + } + + }, + + getChildByName: function ( name, recursive ) { + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + + if ( child.name === name ) { + + return child; + + } + + if ( recursive === true ) { + + child = child.getChildByName( name, recursive ); + + if ( child !== undefined ) { + + return child; + + } + + } + + } + + return undefined; + + }, + + getDescendants: function ( array ) { + + if ( array === undefined ) array = []; + + Array.prototype.push.apply( array, this.children ); + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].getDescendants( array ); + + } + + return array; + + }, + + updateMatrix: function () { + + this.matrix.setPosition( this.position ); + + if ( this.useQuaternion === false ) { + + this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); + + } else { + + this.matrix.setRotationFromQuaternion( this.quaternion ); + + } + + if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); + + } + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + if ( this.matrixAutoUpdate === true ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate === true || force === true ) { + + if ( this.parent === undefined ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + + }, + + clone: function ( object ) { + + if ( object === undefined ) object = new THREE.Object3D(); + + object.name = this.name; + + object.up.copy( this.up ); + + object.position.copy( this.position ); + if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness + object.eulerOrder = this.eulerOrder; + object.scale.copy( this.scale ); + + object.renderDepth = this.renderDepth; + + object.rotationAutoUpdate = this.rotationAutoUpdate; + + object.matrix.copy( this.matrix ); + object.matrixWorld.copy( this.matrixWorld ); + object.matrixRotationWorld.copy( this.matrixRotationWorld ); + + object.matrixAutoUpdate = this.matrixAutoUpdate; + object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate; + + object.quaternion.copy( this.quaternion ); + object.useQuaternion = this.useQuaternion; + + object.boundRadius = this.boundRadius; + object.boundRadiusScale = this.boundRadiusScale; + + object.visible = this.visible; + + object.castShadow = this.castShadow; + object.receiveShadow = this.receiveShadow; + + object.frustumCulled = this.frustumCulled; + + return object; + + }, + + deallocate: function () { + + var index = THREE.Object3DLibrary.indexOf( this ); + if ( index !== -1 ) THREE.Object3DLibrary.splice( index, 1 ); + + } + +}; + +THREE.Object3D.__m1 = new THREE.Matrix4(); +THREE.Object3D.defaultEulerOrder = 'XYZ', + +THREE.Object3DIdCount = 0; +THREE.Object3DLibrary = []; +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author julianwa / https://github.com/julianwa + */ + +THREE.Projector = function() { + + var _object, _objectCount, _objectPool = [], _objectPoolLength = 0, + _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0, + _face, _face3Count, _face3Pool = [], _face3PoolLength = 0, + _face4Count, _face4Pool = [], _face4PoolLength = 0, + _line, _lineCount, _linePool = [], _linePoolLength = 0, + _particle, _particleCount, _particlePool = [], _particlePoolLength = 0, + + _renderData = { objects: [], sprites: [], lights: [], elements: [] }, + + _vector3 = new THREE.Vector3(), + _vector4 = new THREE.Vector4(), + + _viewProjectionMatrix = new THREE.Matrix4(), + _modelViewProjectionMatrix = new THREE.Matrix4(), + + _frustum = new THREE.Frustum(), + + _clippedVertex1PositionScreen = new THREE.Vector4(), + _clippedVertex2PositionScreen = new THREE.Vector4(), + + _face3VertexNormals; + + this.projectVector = function ( vector, camera ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _viewProjectionMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.unprojectVector = function ( vector, camera ) { + + camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); + + _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); + _viewProjectionMatrix.multiplyVector3( vector ); + + return vector; + + }; + + this.pickingRay = function ( vector, camera ) { + + var end, ray, t; + + // set two vectors with opposing z values + vector.z = -1.0; + end = new THREE.Vector3( vector.x, vector.y, 1.0 ); + + this.unprojectVector( vector, camera ); + this.unprojectVector( end, camera ); + + // find direction from vector to end + end.subSelf( vector ).normalize(); + + return new THREE.Ray( vector, end ); + + }; + + var projectGraph = function ( root, sortObjects ) { + + _objectCount = 0; + + _renderData.objects.length = 0; + _renderData.sprites.length = 0; + _renderData.lights.length = 0; + + var projectObject = function ( parent ) { + + for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) { + + var object = parent.children[ c ]; + + if ( object.visible === false ) continue; + + if ( object instanceof THREE.Light ) { + + _renderData.lights.push( object ); + + } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) { + + if ( object.frustumCulled === false || _frustum.contains( object ) === true ) { + + _object = getNextObjectInPool(); + _object.object = object; + + if ( object.renderDepth !== null ) { + + _object.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _viewProjectionMatrix.multiplyVector3( _vector3 ); + _object.z = _vector3.z; + + } + + _renderData.objects.push( _object ); + + } + + } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) { + + _object = getNextObjectInPool(); + _object.object = object; + + // TODO: Find an elegant and performant solution and remove this dupe code. + + if ( object.renderDepth !== null ) { + + _object.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _viewProjectionMatrix.multiplyVector3( _vector3 ); + _object.z = _vector3.z; + + } + + _renderData.sprites.push( _object ); + + } else { + + _object = getNextObjectInPool(); + _object.object = object; + + if ( object.renderDepth !== null ) { + + _object.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _viewProjectionMatrix.multiplyVector3( _vector3 ); + _object.z = _vector3.z; + + } + + _renderData.objects.push( _object ); + + } + + projectObject( object ); + + } + + }; + + projectObject( root ); + + if ( sortObjects === true ) _renderData.objects.sort( painterSort ); + + return _renderData; + + }; + + this.projectScene = function ( scene, camera, sortObjects, sortElements ) { + + var near = camera.near, far = camera.far, visible = false, + o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, + modelMatrix, rotationMatrix, + geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, + faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, + v1, v2, v3, v4, isFaceMaterial, material, side; + + _face3Count = 0; + _face4Count = 0; + _lineCount = 0; + _particleCount = 0; + + _renderData.elements.length = 0; + + scene.updateMatrixWorld(); + + if ( camera.parent === undefined ) camera.updateMatrixWorld(); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + + _frustum.setFromMatrix( _viewProjectionMatrix ); + + _renderData = projectGraph( scene, sortObjects ); + + for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { + + object = _renderData.objects[ o ].object; + + modelMatrix = object.matrixWorld; + + _vertexCount = 0; + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + geometryMaterials = object.geometry.materials; + vertices = geometry.vertices; + faces = geometry.faces; + faceVertexUvs = geometry.faceVertexUvs; + + rotationMatrix = object.matrixRotationWorld.extractRotation( modelMatrix ); + + isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; + side = object.material.side; + + for ( v = 0, vl = vertices.length; v < vl; v ++ ) { + + _vertex = getNextVertexInPool(); + _vertex.positionWorld.copy( vertices[ v ] ); + + modelMatrix.multiplyVector3( _vertex.positionWorld ); + + _vertex.positionScreen.copy( _vertex.positionWorld ); + _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen ); + + _vertex.positionScreen.x /= _vertex.positionScreen.w; + _vertex.positionScreen.y /= _vertex.positionScreen.w; + + _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; + + } + + for ( f = 0, fl = faces.length; f < fl; f ++ ) { + + face = faces[ f ]; + + material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material; + + if ( material === undefined ) continue; + + side = material.side; + + if ( face instanceof THREE.Face3 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + + if ( v1.visible === true && v2.visible === true && v3.visible === true ) { + + visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; + + if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) { + + _face = getNextFace3InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } else if ( face instanceof THREE.Face4 ) { + + v1 = _vertexPool[ face.a ]; + v2 = _vertexPool[ face.b ]; + v3 = _vertexPool[ face.c ]; + v4 = _vertexPool[ face.d ]; + + if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) { + + visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - + ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || + ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - + ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0; + + + if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) { + + _face = getNextFace4InPool(); + + _face.v1.copy( v1 ); + _face.v2.copy( v2 ); + _face.v3.copy( v3 ); + _face.v4.copy( v4 ); + + } else { + + continue; + + } + + } else { + + continue; + + } + + } + + _face.normalWorld.copy( face.normal ); + + if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate(); + rotationMatrix.multiplyVector3( _face.normalWorld ); + + _face.centroidWorld.copy( face.centroid ); + modelMatrix.multiplyVector3( _face.centroidWorld ); + + _face.centroidScreen.copy( _face.centroidWorld ); + _viewProjectionMatrix.multiplyVector3( _face.centroidScreen ); + + faceVertexNormals = face.vertexNormals; + + for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { + + normal = _face.vertexNormalsWorld[ n ]; + normal.copy( faceVertexNormals[ n ] ); + + if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate(); + + rotationMatrix.multiplyVector3( normal ); + + } + + _face.vertexNormalsLength = faceVertexNormals.length; + + for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { + + uvs = faceVertexUvs[ c ][ f ]; + + if ( uvs === undefined ) continue; + + for ( u = 0, ul = uvs.length; u < ul; u ++ ) { + + _face.uvs[ c ][ u ] = uvs[ u ]; + + } + + } + + _face.color = face.color; + _face.material = material; + + _face.z = _face.centroidScreen.z; + + _renderData.elements.push( _face ); + + } + + } else if ( object instanceof THREE.Line ) { + + _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix ); + + vertices = object.geometry.vertices; + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ 0 ] ); + _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen ); + + // Handle LineStrip and LinePieces + var step = object.type === THREE.LinePieces ? 2 : 1; + + for ( v = 1, vl = vertices.length; v < vl; v ++ ) { + + v1 = getNextVertexInPool(); + v1.positionScreen.copy( vertices[ v ] ); + _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen ); + + if ( ( v + 1 ) % step > 0 ) continue; + + v2 = _vertexPool[ _vertexCount - 2 ]; + + _clippedVertex1PositionScreen.copy( v1.positionScreen ); + _clippedVertex2PositionScreen.copy( v2.positionScreen ); + + if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) { + + // Perform the perspective divide + _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); + _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); + + _line = getNextLineInPool(); + _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); + _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); + + _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); + + _line.material = object.material; + + _renderData.elements.push( _line ); + + } + + } + + } + + } + + for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) { + + object = _renderData.sprites[ o ].object; + + modelMatrix = object.matrixWorld; + + if ( object instanceof THREE.Particle ) { + + _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 ); + _viewProjectionMatrix.multiplyVector4( _vector4 ); + + _vector4.z /= _vector4.w; + + if ( _vector4.z > 0 && _vector4.z < 1 ) { + + _particle = getNextParticleInPool(); + _particle.object = object; + _particle.x = _vector4.x / _vector4.w; + _particle.y = _vector4.y / _vector4.w; + _particle.z = _vector4.z; + + _particle.rotation = object.rotation.z; + + _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) ); + _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) ); + + _particle.material = object.material; + + _renderData.elements.push( _particle ); + + } + + } + + } + + if ( sortElements === true ) _renderData.elements.sort( painterSort ); + + return _renderData; + + }; + + // Pools + + function getNextObjectInPool() { + + if ( _objectCount === _objectPoolLength ) { + + var object = new THREE.RenderableObject(); + _objectPool.push( object ); + _objectPoolLength ++; + _objectCount ++; + return object; + + } + + return _objectPool[ _objectCount ++ ]; + + } + + function getNextVertexInPool() { + + if ( _vertexCount === _vertexPoolLength ) { + + var vertex = new THREE.RenderableVertex(); + _vertexPool.push( vertex ); + _vertexPoolLength ++; + _vertexCount ++; + return vertex; + + } + + return _vertexPool[ _vertexCount ++ ]; + + } + + function getNextFace3InPool() { + + if ( _face3Count === _face3PoolLength ) { + + var face = new THREE.RenderableFace3(); + _face3Pool.push( face ); + _face3PoolLength ++; + _face3Count ++; + return face; + + } + + return _face3Pool[ _face3Count ++ ]; + + + } + + function getNextFace4InPool() { + + if ( _face4Count === _face4PoolLength ) { + + var face = new THREE.RenderableFace4(); + _face4Pool.push( face ); + _face4PoolLength ++; + _face4Count ++; + return face; + + } + + return _face4Pool[ _face4Count ++ ]; + + } + + function getNextLineInPool() { + + if ( _lineCount === _linePoolLength ) { + + var line = new THREE.RenderableLine(); + _linePool.push( line ); + _linePoolLength ++; + _lineCount ++ + return line; + + } + + return _linePool[ _lineCount ++ ]; + + } + + function getNextParticleInPool() { + + if ( _particleCount === _particlePoolLength ) { + + var particle = new THREE.RenderableParticle(); + _particlePool.push( particle ); + _particlePoolLength ++; + _particleCount ++ + return particle; + + } + + return _particlePool[ _particleCount ++ ]; + + } + + // + + function painterSort( a, b ) { + + return b.z - a.z; + + } + + function clipLine( s1, s2 ) { + + var alpha1 = 0, alpha2 = 1, + + // Calculate the boundary coordinate of each vertex for the near and far clip planes, + // Z = -1 and Z = +1, respectively. + bc1near = s1.z + s1.w, + bc2near = s2.z + s2.w, + bc1far = - s1.z + s1.w, + bc2far = - s2.z + s2.w; + + if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { + + // Both vertices lie entirely within all clip planes. + return true; + + } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) { + + // Both vertices lie entirely outside one of the clip planes. + return false; + + } else { + + // The line segment spans at least one clip plane. + + if ( bc1near < 0 ) { + + // v1 lies outside the near plane, v2 inside + alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); + + } else if ( bc2near < 0 ) { + + // v2 lies outside the near plane, v1 inside + alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); + + } + + if ( bc1far < 0 ) { + + // v1 lies outside the far plane, v2 inside + alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); + + } else if ( bc2far < 0 ) { + + // v2 lies outside the far plane, v2 inside + alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); + + } + + if ( alpha2 < alpha1 ) { + + // The line segment spans two boundaries, but is outside both of them. + // (This can't happen when we're only clipping against just near/far but good + // to leave the check here for future usage if other clip planes are added.) + return false; + + } else { + + // Update the s1 and s2 vertices to match the clipped line segment. + s1.lerpSelf( s2, alpha1 ); + s2.lerpSelf( s1, 1 - alpha2 ); + + return true; + + } + + } + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Quaternion = function( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Quaternion.prototype = { + + constructor: THREE.Quaternion, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + copy: function ( q ) { + + this.x = q.x; + this.y = q.y; + this.z = q.z; + this.w = q.w; + + return this; + + }, + + setFromEuler: function ( v, order ) { + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + var c1 = Math.cos( v.x / 2 ); + var c2 = Math.cos( v.y / 2 ); + var c3 = Math.cos( v.z / 2 ); + var s1 = Math.sin( v.x / 2 ); + var s2 = Math.sin( v.y / 2 ); + var s3 = Math.sin( v.z / 2 ); + + if ( order === undefined || 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; + + } + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // axis have to be normalized + + var halfAngle = angle / 2, + s = Math.sin( halfAngle ); + + this.x = axis.x * s; + this.y = axis.y * s; + this.z = axis.z * s; + this.w = Math.cos( halfAngle ); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // 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; + + } + + return this; + + }, + + calculateW : function () { + + this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) ); + + return this; + + }, + + inverse: function () { + + this.x *= -1; + this.y *= -1; + this.z *= -1; + + return this; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + normalize: function () { + + var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + if ( l === 0 ) { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 0; + + } else { + + l = 1 / l; + + this.x = this.x * l; + this.y = this.y * l; + this.z = this.z * l; + this.w = this.w * l; + + } + + return this; + + }, + + multiply: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w, + qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qay * qbz - qaz * qby + qaw * qbx; + this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby; + this.z = qax * qby - qay * qbx + qaz * qbw + qaw * qbz; + this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw; + + return this; + + }, + + multiplySelf: function ( b ) { + + var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, + qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w; + + this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return this; + + }, + + multiplyVector3: function ( vector, dest ) { + + if ( !dest ) { dest = vector; } + + var x = vector.x, y = vector.y, z = vector.z, + qx = this.x, qy = this.y, qz = this.z, qw = this.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; + dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; + dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; + + return dest; + + }, + + slerpSelf: function ( qb, t ) { + + 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 halfTheta = Math.acos( cosHalfTheta ); + 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 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 ); + + return this; + + }, + + clone: function () { + + return new THREE.Quaternion( this.x, this.y, this.z, this.w ); + + } + +} + +THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; + + if ( cosHalfTheta < 0 ) { + + qm.w = -qb.w; + qm.x = -qb.x; + qm.y = -qb.y; + qm.z = -qb.z; + + cosHalfTheta = -cosHalfTheta; + + } else { + + qm.copy( qb ); + + } + + if ( Math.abs( cosHalfTheta ) >= 1.0 ) { + + qm.w = qa.w; + qm.x = qa.x; + qm.y = qa.y; + qm.z = qa.z; + + return qm; + + } + + var halfTheta = Math.acos( cosHalfTheta ); + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + qm.w = 0.5 * ( qa.w + qm.w ); + qm.x = 0.5 * ( qa.x + qm.x ); + qm.y = 0.5 * ( qa.y + qm.y ); + qm.z = 0.5 * ( qa.z + qm.z ); + + return qm; + + } + + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta; + var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + qm.w = ( qa.w * ratioA + qm.w * ratioB ); + qm.x = ( qa.x * ratioA + qm.x * ratioB ); + qm.y = ( qa.y * ratioA + qm.y * ratioB ); + qm.z = ( qa.z * ratioA + qm.z * ratioB ); + + return qm; + +} +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Vertex = function ( v ) { + + console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.') + return v; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face3.prototype = { + + constructor: THREE.Face3, + + clone: function () { + + var face = new THREE.Face3( this.a, this.b, this.c ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + this.d = d; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = normal instanceof Array ? normal : [ ]; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = color instanceof Array ? color : []; + + this.vertexTangents = []; + + this.materialIndex = materialIndex; + + this.centroid = new THREE.Vector3(); + +}; + +THREE.Face4.prototype = { + + constructor: THREE.Face4, + + clone: function () { + + var face = new THREE.Face4( this.a, this.b, this.c, this.d ); + + face.normal.copy( this.normal ); + face.color.copy( this.color ); + face.centroid.copy( this.centroid ); + + face.materialIndex = this.materialIndex; + + var i, il; + for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + return face; + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.UV = function ( u, v ) { + + this.u = u || 0; + this.v = v || 0; + +}; + +THREE.UV.prototype = { + + constructor: THREE.UV, + + set: function ( u, v ) { + + this.u = u; + this.v = v; + + return this; + + }, + + copy: function ( uv ) { + + this.u = uv.u; + this.v = uv.v; + + return this; + + }, + + lerpSelf: function ( uv, alpha ) { + + this.u += ( uv.u - this.u ) * alpha; + this.v += ( uv.v - this.v ) * alpha; + + return this; + + }, + + clone: function () { + + return new THREE.UV( this.u, this.v ); + + } + +}; +/** + * @author 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 + */ + +THREE.Geometry = function () { + + THREE.GeometryLibrary.push( this ); + + this.id = THREE.GeometryIdCount ++; + + this.name = ''; + + this.vertices = []; + this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon + + this.materials = []; + + this.faces = []; + + this.faceUvs = [[]]; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphColors = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.hasTangents = false; + + this.dynamic = true; // the intermediate typearrays will be deleted when set to false + + // update flags + + this.verticesNeedUpdate = false; + this.elementsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.tangentsNeedUpdate = false; + this.colorsNeedUpdate = false; + +}; + +THREE.Geometry.prototype = { + + constructor : THREE.Geometry, + + applyMatrix: function ( matrix ) { + + var matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + + matrix.multiplyVector3( vertex ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + + matrixRotation.multiplyVector3( face.normal ); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + matrixRotation.multiplyVector3( face.vertexNormals[ j ] ); + + } + + matrix.multiplyVector3( face.centroid ); + + } + + }, + + computeCentroids: function () { + + var f, fl, face; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + face.centroid.set( 0, 0, 0 ); + + if ( face instanceof THREE.Face3 ) { + + face.centroid.addSelf( this.vertices[ face.a ] ); + face.centroid.addSelf( this.vertices[ face.b ] ); + face.centroid.addSelf( this.vertices[ face.c ] ); + face.centroid.divideScalar( 3 ); + + } else if ( face instanceof THREE.Face4 ) { + + face.centroid.addSelf( this.vertices[ face.a ] ); + face.centroid.addSelf( this.vertices[ face.b ] ); + face.centroid.addSelf( this.vertices[ face.c ] ); + face.centroid.addSelf( this.vertices[ face.d ] ); + face.centroid.divideScalar( 4 ); + + } + + } + + }, + + computeFaceNormals: function () { + + var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, + cb = new THREE.Vector3(), ab = new THREE.Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.sub( vC, vB ); + ab.sub( vA, vB ); + cb.crossSelf( ab ); + + if ( !cb.isZero() ) { + + cb.normalize(); + + } + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function () { + + var v, vl, f, fl, face, vertices; + + // create internal buffers for reuse when calling this method repeatedly + // (otherwise memory allocation / deallocation every frame is big resource hog) + + if ( this.__tmpVertices === undefined ) { + + this.__tmpVertices = new Array( this.vertices.length ); + vertices = this.__tmpVertices; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new THREE.Vector3(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + + } + + } + + } else { + + vertices = this.__tmpVertices; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].set( 0, 0, 0 ); + + } + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + vertices[ face.a ].addSelf( face.normal ); + vertices[ face.b ].addSelf( face.normal ); + vertices[ face.c ].addSelf( face.normal ); + + } else if ( face instanceof THREE.Face4 ) { + + vertices[ face.a ].addSelf( face.normal ); + vertices[ face.b ].addSelf( face.normal ); + vertices[ face.c ].addSelf( face.normal ); + vertices[ face.d ].addSelf( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( face instanceof THREE.Face3 ) { + + face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); + face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); + face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else if ( face instanceof THREE.Face4 ) { + + face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); + face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); + face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); + face.vertexNormals[ 3 ].copy( vertices[ face.d ] ); + + } + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new THREE.Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = new THREE.Vector3(); + + if ( face instanceof THREE.Face3 ) { + + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; + + } else { + + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() }; + + } + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + if ( face instanceof THREE.Face3 ) { + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } else { + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + vertexNormals.d.copy( face.vertexNormals[ 3 ] ); + + } + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeTangents: function () { + + // based on http://www.terathon.com/code/tangent.html + // tangents go to vertices + + var f, fl, v, vl, i, il, vertexIndex, + face, uv, vA, vB, vC, uvA, uvB, uvC, + x1, x2, y1, y2, z1, z2, + s1, s2, t1, t2, r, t, test, + tan1 = [], tan2 = [], + sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), + tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), + n = new THREE.Vector3(), w; + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + tan1[ v ] = new THREE.Vector3(); + tan2[ v ] = new THREE.Vector3(); + + } + + function handleTriangle( context, a, b, c, ua, ub, uc ) { + + vA = context.vertices[ a ]; + vB = context.vertices[ b ]; + vC = context.vertices[ c ]; + + uvA = uv[ ua ]; + uvB = uv[ ub ]; + uvC = uv[ uc ]; + + x1 = vB.x - vA.x; + x2 = vC.x - vA.x; + y1 = vB.y - vA.y; + y2 = vC.y - vA.y; + z1 = vB.z - vA.z; + z2 = vC.z - vA.z; + + s1 = uvB.u - uvA.u; + s2 = uvC.u - uvA.u; + t1 = uvB.v - uvA.v; + t2 = uvC.v - uvA.v; + + r = 1.0 / ( s1 * t2 - s2 * t1 ); + sdir.set( ( t2 * x1 - t1 * x2 ) * r, + ( t2 * y1 - t1 * y2 ) * r, + ( t2 * z1 - t1 * z2 ) * r ); + tdir.set( ( s1 * x2 - s2 * x1 ) * r, + ( s1 * y2 - s2 * y1 ) * r, + ( s1 * z2 - s2 * z1 ) * r ); + + tan1[ a ].addSelf( sdir ); + tan1[ b ].addSelf( sdir ); + tan1[ c ].addSelf( sdir ); + + tan2[ a ].addSelf( tdir ); + tan2[ b ].addSelf( tdir ); + tan2[ c ].addSelf( tdir ); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents + + if ( face instanceof THREE.Face3 ) { + + handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); + + } else if ( face instanceof THREE.Face4 ) { + + handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 ); + handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 ); + + } + + } + + var faceIndex = [ 'a', 'b', 'c', 'd' ]; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + for ( i = 0; i < face.vertexNormals.length; i++ ) { + + n.copy( face.vertexNormals[ i ] ); + + vertexIndex = face[ faceIndex[ i ] ]; + + t = tan1[ vertexIndex ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.cross( face.vertexNormals[ i ], t ); + test = tmp2.dot( tan2[ vertexIndex ] ); + w = (test < 0.0) ? -1.0 : 1.0; + + face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w ); + + } + + } + + this.hasTangents = true; + + }, + + computeBoundingBox: function () { + + if ( ! this.boundingBox ) { + + this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }; + + } + + if ( this.vertices.length > 0 ) { + + var position, firstPosition = this.vertices[ 0 ]; + + this.boundingBox.min.copy( firstPosition ); + this.boundingBox.max.copy( firstPosition ); + + var min = this.boundingBox.min, + max = this.boundingBox.max; + + for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { + + position = this.vertices[ v ]; + + if ( position.x < min.x ) { + + min.x = position.x; + + } else if ( position.x > max.x ) { + + max.x = position.x; + + } + + if ( position.y < min.y ) { + + min.y = position.y; + + } else if ( position.y > max.y ) { + + max.y = position.y; + + } + + if ( position.z < min.z ) { + + min.z = position.z; + + } else if ( position.z > max.z ) { + + max.z = position.z; + + } + + } + + } else { + + this.boundingBox.min.set( 0, 0, 0 ); + this.boundingBox.max.set( 0, 0, 0 ); + + } + + }, + + computeBoundingSphere: function () { + + var maxRadiusSq = 0; + + if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 }; + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + var radiusSq = this.vertices[ i ].lengthSq(); + if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq; + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i,il, face; + var abcd = 'abcd', o, k, j, jl, u; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + }; + + + // Start to patch face indices + + for( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + } else if ( face instanceof THREE.Face4 ) { + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + face.d = changes[ face.d ]; + + // check dups in (a, b, c, d) and convert to -> face3 + + o = [ face.a, face.b, face.c, face.d ]; + + for ( k = 3; k > 0; k -- ) { + + if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) { + + // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k); + + o.splice( k, 1 ); + + this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + u = this.faceVertexUvs[ j ][ i ]; + if ( u ) u.splice( k, 1 ); + + } + + this.faces[ i ].vertexColors = face.vertexColors; + + break; + } + + } + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + clone: function () { + + // TODO + + }, + + deallocate: function () { + + var index = THREE.GeometryLibrary.indexOf( this ); + if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 ); + + } + +}; + +THREE.GeometryIdCount = 0; +THREE.GeometryLibrary = []; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BufferGeometry = function () { + + this.id = THREE.GeometryCount ++; + + // attributes + + this.attributes = {}; + + // attributes typed arrays are kept only if dynamic flag is set + + this.dynamic = false; + + // boundings + + this.boundingBox = null; + this.boundingSphere = null; + + this.hasTangents = false; + + // for compatibility + + this.morphTargets = []; + +}; + +THREE.BufferGeometry.prototype = { + + constructor : THREE.BufferGeometry, + + applyMatrix: function ( matrix ) { + + var positionArray; + var normalArray; + + if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array; + if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array; + + if ( positionArray !== undefined ) { + + matrix.multiplyVector3Array( positionArray ); + this.verticesNeedUpdate = true; + + } + + if ( normalArray !== undefined ) { + + var matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix ); + + matrixRotation.multiplyVector3Array( normalArray ); + this.normalsNeedUpdate = true; + + } + + }, + + computeBoundingBox: function () { + + if ( ! this.boundingBox ) { + + this.boundingBox = { + + min: new THREE.Vector3( Infinity, Infinity, Infinity ), + max: new THREE.Vector3( -Infinity, -Infinity, -Infinity ) + + }; + + } + + var positions = this.attributes[ "position" ].array; + + if ( positions ) { + + var bb = this.boundingBox; + var x, y, z; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + x = positions[ i ]; + y = positions[ i + 1 ]; + z = positions[ i + 2 ]; + + // bounding box + + if ( x < bb.min.x ) { + + bb.min.x = x; + + } else if ( x > bb.max.x ) { + + bb.max.x = x; + + } + + if ( y < bb.min.y ) { + + bb.min.y = y; + + } else if ( y > bb.max.y ) { + + bb.max.y = y; + + } + + if ( z < bb.min.z ) { + + bb.min.z = z; + + } else if ( z > bb.max.z ) { + + bb.max.z = z; + + } + + } + + } + + if ( positions === undefined || positions.length === 0 ) { + + this.boundingBox.min.set( 0, 0, 0 ); + this.boundingBox.max.set( 0, 0, 0 ); + + } + + }, + + computeBoundingSphere: function () { + + if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; + + var positions = this.attributes[ "position" ].array; + + if ( positions ) { + + var radiusSq, maxRadiusSq = 0; + var x, y, z; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + x = positions[ i ]; + y = positions[ i + 1 ]; + z = positions[ i + 2 ]; + + radiusSq = x * x + y * y + z * z; + if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq; + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + } + + }, + + computeVertexNormals: function () { + + if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) { + + var i, il; + var j, jl; + + var nVertexElements = this.attributes[ "position" ].array.length; + + if ( this.attributes[ "normal" ] === undefined ) { + + this.attributes[ "normal" ] = { + + itemSize: 3, + array: new Float32Array( nVertexElements ), + numItems: nVertexElements + + }; + + } else { + + // reset existing normals to zero + + for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) { + + this.attributes[ "normal" ].array[ i ] = 0; + + } + + } + + var offsets = this.offsets; + + var indices = this.attributes[ "index" ].array; + var positions = this.attributes[ "position" ].array; + var normals = this.attributes[ "normal" ].array; + + var vA, vB, vC, x, y, z, + + pA = new THREE.Vector3(), + pB = new THREE.Vector3(), + pC = new THREE.Vector3(), + + cb = new THREE.Vector3(), + ab = new THREE.Vector3(); + + for ( j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( i = start, il = start + count; i < il; i += 3 ) { + + vA = index + indices[ i ]; + vB = index + indices[ i + 1 ]; + vC = index + indices[ i + 2 ]; + + x = positions[ vA * 3 ]; + y = positions[ vA * 3 + 1 ]; + z = positions[ vA * 3 + 2 ]; + pA.set( x, y, z ); + + x = positions[ vB * 3 ]; + y = positions[ vB * 3 + 1 ]; + z = positions[ vB * 3 + 2 ]; + pB.set( x, y, z ); + + x = positions[ vC * 3 ]; + y = positions[ vC * 3 + 1 ]; + z = positions[ vC * 3 + 2 ]; + pC.set( x, y, z ); + + cb.sub( pC, pB ); + ab.sub( pA, pB ); + cb.crossSelf( ab ); + + normals[ vA * 3 ] += cb.x; + normals[ vA * 3 + 1 ] += cb.y; + normals[ vA * 3 + 2 ] += cb.z; + + normals[ vB * 3 ] += cb.x; + normals[ vB * 3 + 1 ] += cb.y; + normals[ vB * 3 + 2 ] += cb.z; + + normals[ vC * 3 ] += cb.x; + normals[ vC * 3 + 1 ] += cb.y; + normals[ vC * 3 + 2 ] += cb.z; + + } + + } + + // normalize normals + + for ( i = 0, il = normals.length; i < il; i += 3 ) { + + x = normals[ i ]; + y = normals[ i + 1 ]; + z = normals[ i + 2 ]; + + var n = 1.0 / Math.sqrt( x * x + y * y + z * z ); + + normals[ i ] *= n; + normals[ i + 1 ] *= n; + normals[ i + 2 ] *= n; + + } + + this.normalsNeedUpdate = true; + + } + + }, + + computeTangents: function () { + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( this.attributes[ "index" ] === undefined || + this.attributes[ "position" ] === undefined || + this.attributes[ "normal" ] === undefined || + this.attributes[ "uv" ] === undefined ) { + + console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" ); + return; + + } + + var indices = this.attributes[ "index" ].array; + var positions = this.attributes[ "position" ].array; + var normals = this.attributes[ "normal" ].array; + var uvs = this.attributes[ "uv" ].array; + + var nVertices = positions.length / 3; + + if ( this.attributes[ "tangent" ] === undefined ) { + + var nTangentElements = 4 * nVertices; + + this.attributes[ "tangent" ] = { + + itemSize: 4, + array: new Float32Array( nTangentElements ), + numItems: nTangentElements + + }; + + } + + var tangents = this.attributes[ "tangent" ].array; + + var tan1 = [], tan2 = []; + + for ( var k = 0; k < nVertices; k ++ ) { + + tan1[ k ] = new THREE.Vector3(); + tan2[ k ] = new THREE.Vector3(); + + } + + var xA, yA, zA, + xB, yB, zB, + xC, yC, zC, + + uA, vA, + uB, vB, + uC, vC, + + x1, x2, y1, y2, z1, z2, + s1, s2, t1, t2, r; + + var sdir = new THREE.Vector3(), tdir = new THREE.Vector3(); + + function handleTriangle( a, b, c ) { + + xA = positions[ a * 3 ]; + yA = positions[ a * 3 + 1 ]; + zA = positions[ a * 3 + 2 ]; + + xB = positions[ b * 3 ]; + yB = positions[ b * 3 + 1 ]; + zB = positions[ b * 3 + 2 ]; + + xC = positions[ c * 3 ]; + yC = positions[ c * 3 + 1 ]; + zC = positions[ c * 3 + 2 ]; + + uA = uvs[ a * 2 ]; + vA = uvs[ a * 2 + 1 ]; + + uB = uvs[ b * 2 ]; + vB = uvs[ b * 2 + 1 ]; + + uC = uvs[ c * 2 ]; + vC = uvs[ c * 2 + 1 ]; + + x1 = xB - xA; + x2 = xC - xA; + + y1 = yB - yA; + y2 = yC - yA; + + z1 = zB - zA; + z2 = zC - zA; + + s1 = uB - uA; + s2 = uC - uA; + + t1 = vB - vA; + t2 = vC - vA; + + r = 1.0 / ( s1 * t2 - s2 * t1 ); + + sdir.set( + ( t2 * x1 - t1 * x2 ) * r, + ( t2 * y1 - t1 * y2 ) * r, + ( t2 * z1 - t1 * z2 ) * r + ); + + tdir.set( + ( s1 * x2 - s2 * x1 ) * r, + ( s1 * y2 - s2 * y1 ) * r, + ( s1 * z2 - s2 * z1 ) * r + ); + + tan1[ a ].addSelf( sdir ); + tan1[ b ].addSelf( sdir ); + tan1[ c ].addSelf( sdir ); + + tan2[ a ].addSelf( tdir ); + tan2[ b ].addSelf( tdir ); + tan2[ c ].addSelf( tdir ); + + } + + var i, il; + var j, jl; + var iA, iB, iC; + + var offsets = this.offsets; + + for ( j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( i = start, il = start + count; i < il; i += 3 ) { + + iA = index + indices[ i ]; + iB = index + indices[ i + 1 ]; + iC = index + indices[ i + 2 ]; + + handleTriangle( iA, iB, iC ); + + } + + } + + var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(); + var n = new THREE.Vector3(), n2 = new THREE.Vector3(); + var w, t, test; + var nx, ny, nz; + + function handleVertex( v ) { + + n.x = normals[ v * 3 ]; + n.y = normals[ v * 3 + 1 ]; + n.z = normals[ v * 3 + 2 ]; + + n2.copy( n ); + + t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.cross( n2, t ); + test = tmp2.dot( tan2[ v ] ); + w = ( test < 0.0 ) ? -1.0 : 1.0; + + tangents[ v * 4 ] = tmp.x; + tangents[ v * 4 + 1 ] = tmp.y; + tangents[ v * 4 + 2 ] = tmp.z; + tangents[ v * 4 + 3 ] = w; + + } + + for ( j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( i = start, il = start + count; i < il; i += 3 ) { + + iA = index + indices[ i ]; + iB = index + indices[ i + 1 ]; + iC = index + indices[ i + 2 ]; + + handleVertex( iA ); + handleVertex( iB ); + handleVertex( iC ); + + } + + } + + this.hasTangents = true; + this.tangentsNeedUpdate = true; + + } + +}; + +/** + * Spline from Tween.js, slightly optimized (and trashed) + * http://sole.github.com/tween.js/examples/05_spline.html + * + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Spline = function ( points ) { + + this.points = points; + + var c = [], v3 = { x: 0, y: 0, z: 0 }, + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + this.initFromArray = function( a ) { + + this.points = []; + + for ( var i = 0; i < a.length; i++ ) { + + this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; + + } + + }; + + this.getPoint = function ( k ) { + + point = ( this.points.length - 1 ) * k; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; + + pa = this.points[ c[ 0 ] ]; + pb = this.points[ c[ 1 ] ]; + pc = this.points[ c[ 2 ] ]; + pd = this.points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); + v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); + v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); + + return v3; + + }; + + this.getControlPointsArray = function () { + + var i, p, l = this.points.length, + coords = []; + + for ( i = 0; i < l; i ++ ) { + + p = this.points[ i ]; + coords[ i ] = [ p.x, p.y, p.z ]; + + } + + return coords; + + }; + + // approximate length by summing linear segments + + this.getLength = function ( nSubDivisions ) { + + var i, index, nSamples, position, + point = 0, intPoint = 0, oldIntPoint = 0, + oldPosition = new THREE.Vector3(), + tmpVec = new THREE.Vector3(), + chunkLengths = [], + totalLength = 0; + + // first point has 0 length + + chunkLengths[ 0 ] = 0; + + if ( !nSubDivisions ) nSubDivisions = 100; + + nSamples = this.points.length * nSubDivisions; + + oldPosition.copy( this.points[ 0 ] ); + + for ( i = 1; i < nSamples; i ++ ) { + + index = i / nSamples; + + position = this.getPoint( index ); + tmpVec.copy( position ); + + totalLength += tmpVec.distanceTo( oldPosition ); + + oldPosition.copy( position ); + + point = ( this.points.length - 1 ) * index; + intPoint = Math.floor( point ); + + if ( intPoint != oldIntPoint ) { + + chunkLengths[ intPoint ] = totalLength; + oldIntPoint = intPoint; + + } + + } + + // last point ends with total length + + chunkLengths[ chunkLengths.length ] = totalLength; + + return { chunks: chunkLengths, total: totalLength }; + + }; + + this.reparametrizeByArcLength = function ( samplingCoef ) { + + var i, j, + index, indexCurrent, indexNext, + linearDistance, realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + }; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Camera = function () { + + THREE.Object3D.call( this ); + + this.matrixWorldInverse = new THREE.Matrix4(); + + this.projectionMatrix = new THREE.Matrix4(); + this.projectionMatrixInverse = new THREE.Matrix4(); + +}; + +THREE.Camera.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Camera.prototype.lookAt = function ( vector ) { + + // TODO: Add hierarchy support. + + this.matrix.lookAt( this.position, vector, this.up ); + + if ( this.rotationAutoUpdate === true ) { + + this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { + + THREE.Camera.call( this ); + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype ); + +THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { + + this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { + + THREE.Camera.call( this ); + + this.fov = fov !== undefined ? fov : 50; + this.aspect = aspect !== undefined ? aspect : 1; + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype ); + + +/** + * Uses Focal Length (in mm) to estimate and set FOV + * 35mm (fullframe) camera is used if frame size is not specified; + * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html + */ + +THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + if ( frameHeight === undefined ) frameHeight = 24; + + this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + this.updateProjectionMatrix(); + +} + + +/** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + +THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) { + + this.fullWidth = fullWidth; + this.fullHeight = fullHeight; + this.x = x; + this.y = y; + this.width = width; + this.height = height; + + this.updateProjectionMatrix(); + +}; + + +THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () { + + if ( this.fullWidth ) { + + var aspect = this.fullWidth / this.fullHeight; + var top = Math.tan( this.fov * Math.PI / 360 ) * this.near; + var bottom = -top; + var left = aspect * bottom; + var right = aspect * top; + var width = Math.abs( right - left ); + var height = Math.abs( top - bottom ); + + this.projectionMatrix.makeFrustum( + left + this.x * width / this.fullWidth, + left + ( this.x + this.width ) * width / this.fullWidth, + top - ( this.y + this.height ) * height / this.fullHeight, + top - this.y * height / this.fullHeight, + this.near, + this.far + ); + + } else { + + this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( hex ) { + + THREE.Object3D.call( this ); + + this.color = new THREE.Color( hex ); + +}; + +THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( hex ) { + + THREE.Light.call( this, hex ); + +}; + +THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DirectionalLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + + this.shadowCameraLeft = -500; + this.shadowCameraRight = 500; + this.shadowCameraTop = 500; + this.shadowCameraBottom = -500; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowCascade = false; + + this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 ); + this.shadowCascadeCount = 2; + + this.shadowCascadeBias = [ 0, 0, 0 ]; + this.shadowCascadeWidth = [ 512, 512, 512 ]; + this.shadowCascadeHeight = [ 512, 512, 512 ]; + + this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ]; + this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ]; + + this.shadowCascadeArray = []; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) { + + THREE.Light.call( this, skyColorHex ); + + this.groundColor = new THREE.Color( groundColorHex ); + + this.position = new THREE.Vector3( 0, 100, 0 ); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + +}; + +THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLight = function ( hex, intensity, distance ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 0, 0 ); + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + +}; + +THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) { + + THREE.Light.call( this, hex ); + + this.position = new THREE.Vector3( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 2; + this.exponent = ( exponent !== undefined ) ? exponent : 10; + + this.castShadow = false; + this.onlyShadow = false; + + // + + this.shadowCameraNear = 50; + this.shadowCameraFar = 5000; + this.shadowCameraFov = 50; + + this.shadowCameraVisible = false; + + this.shadowBias = 0; + this.shadowDarkness = 0.5; + + this.shadowMapWidth = 512; + this.shadowMapHeight = 512; + + // + + this.shadowMap = null; + this.shadowMapSize = null; + this.shadowCamera = null; + this.shadowMatrix = null; + +}; + +THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Loader = function ( showStatus ) { + + this.showStatus = showStatus; + this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: 'anonymous', + + addStatusElement: function () { + + var e = document.createElement( "div" ); + + e.style.position = "absolute"; + e.style.right = "0px"; + e.style.top = "0px"; + e.style.fontSize = "0.8em"; + e.style.textAlign = "left"; + e.style.background = "rgba(0,0,0,0.25)"; + e.style.color = "#fff"; + e.style.width = "120px"; + e.style.padding = "0.5em 0.5em 0.5em 0.5em"; + e.style.zIndex = 1000; + + e.innerHTML = "Loading ..."; + + return e; + + }, + + updateProgress: function ( progress ) { + + var message = "Loaded "; + + if ( progress.total ) { + + message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; + + + } else { + + message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; + + } + + this.statusDomElement.innerHTML = message; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + parts.pop(); + return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/'; + + }, + + initMaterials: function ( scope, materials, texturePath ) { + + scope.materials = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath ); + + } + + }, + + hasNormals: function ( scope ) { + + var m, i, il = scope.materials.length; + + for( i = 0; i < il; i ++ ) { + + m = scope.materials[ i ]; + + if ( m instanceof THREE.ShaderMaterial ) return true; + + } + + return false; + + }, + + createMaterial: function ( m, texturePath ) { + + var _this = this; + + function is_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.floor( l ) == l; + + } + + function nearest_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function load_image( where, url ) { + + var image = new Image(); + + image.onload = function () { + + if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) { + + var width = nearest_pow2( this.width ); + var height = nearest_pow2( this.height ); + + where.image.width = width; + where.image.height = height; + where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height ); + + } else { + + where.image = this; + + } + + where.needsUpdate = true; + + }; + + image.crossOrigin = _this.crossOrigin; + image.src = url; + + } + + function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) { + + var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" ); + var fullPath = texturePath + "/" + sourceFile; + + if ( isCompressed ) { + + var texture = THREE.ImageUtils.loadCompressedTexture( fullPath ); + + where[ name ] = texture; + + } else { + + var texture = document.createElement( 'canvas' ); + + where[ name ] = new THREE.Texture( texture ); + + } + + where[ name ].sourceFile = sourceFile; + + if( repeat ) { + + where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + "repeat": THREE.RepeatWrapping, + "mirror": THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + if ( anisotropy ) { + + where[ name ].anisotropy = anisotropy; + + } + + if ( ! isCompressed ) { + + load_image( where[ name ], fullPath ); + + } + + } + + function rgb2hex( rgb ) { + + return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + + } + + // defaults + + var mtype = "MeshLambertMaterial"; + var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; + + // parameters from model file + + if ( m.shading ) { + + var shading = m.shading.toLowerCase(); + + if ( shading === "phong" ) mtype = "MeshPhongMaterial"; + else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + + } + + if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + + mpars.blending = THREE[ m.blending ]; + + } + + if ( m.transparent !== undefined || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.visible !== undefined ) { + + mpars.visible = m.visible; + + } + + if ( m.flipSided !== undefined ) { + + mpars.side = THREE.BackSide; + + } + + if ( m.doubleSided !== undefined ) { + + mpars.side = THREE.DoubleSide; + + } + + if ( m.wireframe !== undefined ) { + + mpars.wireframe = m.wireframe; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors === "face" ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + // textures + + if ( m.mapDiffuse && texturePath ) { + + create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + + } + + if ( m.mapLight && texturePath ) { + + create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + + } + + if ( m.mapBump && texturePath ) { + + create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + + } + + if ( m.mapNormal && texturePath ) { + + create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + + } + + if ( m.mapSpecular && texturePath ) { + + create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + + } + + // + + if ( m.mapBumpScale ) { + + mpars.bumpScale = m.mapBumpScale; + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ "tNormal" ].value = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor ); + + } + + if ( mpars.map ) { + + uniforms[ "tDiffuse" ].value = mpars.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ "tSpecular" ].value = mpars.specularMap; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ "tAO" ].value = mpars.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); + uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); + uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + + uniforms[ "uShininess" ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ "uOpacity" ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + } else { + + var material = new THREE[ mtype ]( mpars ); + + } + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + return material; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.BinaryLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype ); + +// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary) +// - binary models consist of two files: JS and BIN +// - parameters +// - url (required) +// - callback (required) +// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file) +// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file) + +THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) { + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url ); + + var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null; + + this.onLoadStart(); + + // #1 load JS part via web worker + + this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var json = JSON.parse( xhr.responseText ); + context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + xhr.send( null ); + +}; + +THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(), + url = binaryPath + "/" + json.buffers; + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState == 4 ) { + + if ( xhr.status == 200 || xhr.status == 0 ) { + + var buffer = xhr.response; + if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this + THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials ); + + } else { + + console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState == 3 ) { + + if ( callbackProgress ) { + + if ( length == 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState == 2 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + xhr.responseType = "arraybuffer"; + xhr.send( null ); + +}; + +// Binary AJAX parser + +THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) { + + var Model = function ( texturePath ) { + + var scope = this, + currentOffset = 0, + md, + normals = [], + uvs = [], + start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv, + start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv, + tri_size, quad_size, + len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv, + len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv; + + + THREE.Geometry.call( this ); + + THREE.Loader.prototype.initMaterials( scope, materials, texturePath ); + + md = parseMetaData( data, currentOffset ); + + currentOffset += md.header_bytes; +/* + md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT; + md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT; + md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT; +*/ + // buffers sizes + + tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes; + quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes; + + len_tri_flat = md.ntri_flat * ( tri_size ); + len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 ); + len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 ); + len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 ); + + len_quad_flat = md.nquad_flat * ( quad_size ); + len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 ); + len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 ); + len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 ); + + // read buffers + + currentOffset += init_vertices( currentOffset ); + + currentOffset += init_normals( currentOffset ); + currentOffset += handlePadding( md.nnormals * 3 ); + + currentOffset += init_uvs( currentOffset ); + + start_tri_flat = currentOffset; + start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 ); + start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 ); + start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 ); + + start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 ); + start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 ); + start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 ); + start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 ); + + // have to first process faces with uvs + // so that face and uv indices match + + init_triangles_flat_uv( start_tri_flat_uv ); + init_triangles_smooth_uv( start_tri_smooth_uv ); + + init_quads_flat_uv( start_quad_flat_uv ); + init_quads_smooth_uv( start_quad_smooth_uv ); + + // now we can process untextured faces + + init_triangles_flat( start_tri_flat ); + init_triangles_smooth( start_tri_smooth ); + + init_quads_flat( start_quad_flat ); + init_quads_smooth( start_quad_smooth ); + + this.computeCentroids(); + this.computeFaceNormals(); + + if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents(); + + function handlePadding( n ) { + + return ( n % 4 ) ? ( 4 - n % 4 ) : 0; + + }; + + function parseMetaData( data, offset ) { + + var metaData = { + + 'signature' :parseString( data, offset, 12 ), + 'header_bytes' :parseUChar8( data, offset + 12 ), + + 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ), + 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ), + 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ), + + 'vertex_index_bytes' :parseUChar8( data, offset + 16 ), + 'normal_index_bytes' :parseUChar8( data, offset + 17 ), + 'uv_index_bytes' :parseUChar8( data, offset + 18 ), + 'material_index_bytes' :parseUChar8( data, offset + 19 ), + + 'nvertices' :parseUInt32( data, offset + 20 ), + 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ), + 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ), + + 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ), + 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ), + 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ), + 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ), + + 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ), + 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ), + 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ), + 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 ) + + }; +/* + console.log( "signature: " + metaData.signature ); + + console.log( "header_bytes: " + metaData.header_bytes ); + console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes ); + console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes ); + console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes ); + + console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes ); + console.log( "normal_index_bytes: " + metaData.normal_index_bytes ); + console.log( "uv_index_bytes: " + metaData.uv_index_bytes ); + console.log( "material_index_bytes: " + metaData.material_index_bytes ); + + console.log( "nvertices: " + metaData.nvertices ); + console.log( "nnormals: " + metaData.nnormals ); + console.log( "nuvs: " + metaData.nuvs ); + + console.log( "ntri_flat: " + metaData.ntri_flat ); + console.log( "ntri_smooth: " + metaData.ntri_smooth ); + console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv ); + console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv ); + + console.log( "nquad_flat: " + metaData.nquad_flat ); + console.log( "nquad_smooth: " + metaData.nquad_smooth ); + console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv ); + console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv ); + + var total = metaData.header_bytes + + metaData.nvertices * metaData.vertex_coordinate_bytes * 3 + + metaData.nnormals * metaData.normal_coordinate_bytes * 3 + + metaData.nuvs * metaData.uv_coordinate_bytes * 2 + + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes ) + + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 ) + + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 ) + + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 ) + + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes ) + + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 ) + + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 ) + + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 ); + console.log( "total bytes: " + total ); +*/ + + return metaData; + + }; + + function parseString( data, offset, length ) { + + var charArray = new Uint8Array( data, offset, length ); + + var text = ""; + + for ( var i = 0; i < length; i ++ ) { + + text += String.fromCharCode( charArray[ offset + i ] ); + + } + + return text; + + }; + + function parseUChar8( data, offset ) { + + var charArray = new Uint8Array( data, offset, 1 ); + + return charArray[ 0 ]; + + }; + + function parseUInt32( data, offset ) { + + var intArray = new Uint32Array( data, offset, 1 ); + + return intArray[ 0 ]; + + }; + + function init_vertices( start ) { + + var nElements = md.nvertices; + + var coordArray = new Float32Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = coordArray[ i * 3 ]; + y = coordArray[ i * 3 + 1 ]; + z = coordArray[ i * 3 + 2 ]; + + vertex( scope, x, y, z ); + + } + + return nElements * 3 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_normals( start ) { + + var nElements = md.nnormals; + + if ( nElements ) { + + var normalArray = new Int8Array( data, start, nElements * 3 ); + + var i, x, y, z; + + for( i = 0; i < nElements; i ++ ) { + + x = normalArray[ i * 3 ]; + y = normalArray[ i * 3 + 1 ]; + z = normalArray[ i * 3 + 2 ]; + + normals.push( x/127, y/127, z/127 ); + + } + + } + + return nElements * 3 * Int8Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs( start ) { + + var nElements = md.nuvs; + + if ( nElements ) { + + var uvArray = new Float32Array( data, start, nElements * 2 ); + + var i, u, v; + + for( i = 0; i < nElements; i ++ ) { + + u = uvArray[ i * 2 ]; + v = uvArray[ i * 2 + 1 ]; + + uvs.push( u, v ); + + } + + } + + return nElements * 2 * Float32Array.BYTES_PER_ELEMENT; + + }; + + function init_uvs3( nElements, offset ) { + + var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3; + + var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 3 ]; + uvb = uvIndexBuffer[ i * 3 + 1 ]; + uvc = uvIndexBuffer[ i * 3 + 2 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 ); + + } + + }; + + function init_uvs4( nElements, offset ) { + + var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4; + + var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements ); + + for( i = 0; i < nElements; i ++ ) { + + uva = uvIndexBuffer[ i * 4 ]; + uvb = uvIndexBuffer[ i * 4 + 1 ]; + uvc = uvIndexBuffer[ i * 4 + 2 ]; + uvd = uvIndexBuffer[ i * 4 + 3 ]; + + u1 = uvs[ uva*2 ]; + v1 = uvs[ uva*2 + 1 ]; + + u2 = uvs[ uvb*2 ]; + v2 = uvs[ uvb*2 + 1 ]; + + u3 = uvs[ uvc*2 ]; + v3 = uvs[ uvc*2 + 1 ]; + + u4 = uvs[ uvd*2 ]; + v4 = uvs[ uvd*2 + 1 ]; + + uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 ); + + } + + }; + + function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3( scope, a, b, c, m ); + + } + + }; + + function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) { + + var i, a, b, c, d, m; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4( scope, a, b, c, d, m ); + + } + + }; + + function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, m; + var na, nb, nc; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 3 ]; + b = vertexIndexBuffer[ i * 3 + 1 ]; + c = vertexIndexBuffer[ i * 3 + 2 ]; + + na = normalIndexBuffer[ i * 3 ]; + nb = normalIndexBuffer[ i * 3 + 1 ]; + nc = normalIndexBuffer[ i * 3 + 2 ]; + + m = materialIndexBuffer[ i ]; + + f3n( scope, normals, a, b, c, m, na, nb, nc ); + + } + + }; + + function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) { + + var i, a, b, c, d, m; + var na, nb, nc, nd; + + var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements ); + var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements ); + var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements ); + + for( i = 0; i < nElements; i ++ ) { + + a = vertexIndexBuffer[ i * 4 ]; + b = vertexIndexBuffer[ i * 4 + 1 ]; + c = vertexIndexBuffer[ i * 4 + 2 ]; + d = vertexIndexBuffer[ i * 4 + 3 ]; + + na = normalIndexBuffer[ i * 4 ]; + nb = normalIndexBuffer[ i * 4 + 1 ]; + nc = normalIndexBuffer[ i * 4 + 2 ]; + nd = normalIndexBuffer[ i * 4 + 3 ]; + + m = materialIndexBuffer[ i ]; + + f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd ); + + } + + }; + + function init_triangles_flat( start ) { + + var nElements = md.ntri_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + init_faces3_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_triangles_flat_uv( start ) { + + var nElements = md.ntri_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_flat( nElements, start, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_triangles_smooth( start ) { + + var nElements = md.ntri_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_triangles_smooth_uv( start ) { + + var nElements = md.ntri_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3; + + init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs3( nElements, offsetUvs ); + + } + + }; + + function init_quads_flat( start ) { + + var nElements = md.nquad_flat; + + if ( nElements ) { + + var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + init_faces4_flat( nElements, start, offsetMaterials ); + + } + + }; + + function init_quads_flat_uv( start ) { + + var nElements = md.nquad_flat_uv; + + if ( nElements ) { + + var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_flat( nElements, start, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + function init_quads_smooth( start ) { + + var nElements = md.nquad_smooth; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + + } + + }; + + function init_quads_smooth_uv( start ) { + + var nElements = md.nquad_smooth_uv; + + if ( nElements ) { + + var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4; + + init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials ); + init_uvs4( nElements, offsetUvs ); + + } + + }; + + }; + + function vertex ( scope, x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + }; + + function f3 ( scope, a, b, c, mi ) { + + scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) ); + + }; + + function f4 ( scope, a, b, c, d, mi ) { + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) ); + + }; + + function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ]; + + scope.faces.push( new THREE.Face3( a, b, c, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz )], + null, + mi ) ); + + }; + + function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) { + + var nax = normals[ na*3 ], + nay = normals[ na*3 + 1 ], + naz = normals[ na*3 + 2 ], + + nbx = normals[ nb*3 ], + nby = normals[ nb*3 + 1 ], + nbz = normals[ nb*3 + 2 ], + + ncx = normals[ nc*3 ], + ncy = normals[ nc*3 + 1 ], + ncz = normals[ nc*3 + 2 ], + + ndx = normals[ nd*3 ], + ndy = normals[ nd*3 + 1 ], + ndz = normals[ nd*3 + 2 ]; + + scope.faces.push( new THREE.Face4( a, b, c, d, + [new THREE.Vector3( nax, nay, naz ), + new THREE.Vector3( nbx, nby, nbz ), + new THREE.Vector3( ncx, ncy, ncz ), + new THREE.Vector3( ndx, ndy, ndz )], + null, + mi ) ); + + }; + + function uv3 ( where, u1, v1, u2, v2, u3, v3 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + where.push( uv ); + + }; + + function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) { + + var uv = []; + uv.push( new THREE.UV( u1, v1 ) ); + uv.push( new THREE.UV( u2, v2 ) ); + uv.push( new THREE.UV( u3, v3 ) ); + uv.push( new THREE.UV( u4, v4 ) ); + where.push( uv ); + + }; + + Model.prototype = Object.create( THREE.Geometry.prototype ); + + callback( new Model( texturePath ) ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageLoader = function () { + + THREE.EventTarget.call( this ); + + this.crossOrigin = null; + +}; + +THREE.ImageLoader.prototype = { + + constructor: THREE.ImageLoader, + + load: function ( url, image ) { + + var scope = this; + + if ( image === undefined ) image = new Image(); + + image.addEventListener( 'load', function () { + + scope.dispatchEvent( { type: 'load', content: image } ); + + }, false ); + + image.addEventListener( 'error', function () { + + scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + + }, false ); + + if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin; + + image.src = url; + + } + +} +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + +}; + +THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype ); + +THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { + + var scope = this; + + texturePath = texturePath ? texturePath : this.extractUrlBase( url ); + + this.onLoadStart(); + this.loadAjaxJSON( this, url, callback, texturePath ); + +}; + +THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) { + + var xhr = new XMLHttpRequest(); + + var length = 0; + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === xhr.DONE ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + if ( xhr.responseText ) { + + var json = JSON.parse( xhr.responseText ); + context.createModel( json, callback, texturePath ); + + } else { + + console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" ); + + } + + // in context of more complex asset initialization + // do not block on single failed file + // maybe should go even one more level up + + context.onLoadComplete(); + + } else { + + console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } else if ( xhr.readyState === xhr.LOADING ) { + + if ( callbackProgress ) { + + if ( length === 0 ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + callbackProgress( { total: length, loaded: xhr.responseText.length } ); + + } + + } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { + + length = xhr.getResponseHeader( "Content-Length" ); + + } + + }; + + xhr.open( "GET", url, true ); + xhr.send( null ); + +}; + +THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) { + + var scope = this, + geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + this.initMaterials( geometry, json.materials, texturePath ); + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + + if ( this.hasNormals( geometry ) ) geometry.computeTangents(); + + + function parseModel( scale ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, nVertices, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceUv, hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, color, normal, + + uvLayer, uvs, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + nUvLayers = 0; + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i++ ) { + + geometry.faceUvs[ i ] = []; + geometry.faceVertexUvs[ i ] = []; + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceUv = isBitSet( type, 2 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + face = new THREE.Face4(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + face.d = faces[ offset ++ ]; + + nVertices = 4; + + } else { + + face = new THREE.Face3(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + nVertices = 3; + + } + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + + } + + } + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i++ ) { + + uvLayer = json.uvs[ i ]; + + uvs = []; + + for ( j = 0; j < nVertices; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uvs[ j ] = new THREE.UV( u, v ); + + } + + geometry.faceVertexUvs[ i ][ fi ] = uvs; + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.normal = normal; + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < nVertices; i++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.color = color; + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < nVertices; i++ ) { + + colorIndex = faces[ offset ++ ]; + + color = new THREE.Color( colors[ colorIndex ] ); + face.vertexColors.push( color ); + + } + + } + + geometry.faces.push( face ); + + } + + }; + + function parseSkin() { + + var i, l, x, y, z, w, a, b, c, d; + + if ( json.skinWeights ) { + + for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) { + + x = json.skinWeights[ i ]; + y = json.skinWeights[ i + 1 ]; + z = 0; + w = 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) { + + a = json.skinIndices[ i ]; + b = json.skinIndices[ i + 1 ]; + c = 0; + d = 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + geometry.animation = json.animation; + + }; + + function parseMorphing( scale ) { + + if ( json.morphTargets !== undefined ) { + + var i, l, v, vl, dstVertices, srcVertices; + + for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + dstVertices = geometry.morphTargets[ i ].vertices; + srcVertices = json.morphTargets [ i ].vertices; + + for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined ) { + + var i, l, c, cl, dstColors, srcColors, color; + + for ( i = 0, l = json.morphColors.length; i < l; i++ ) { + + geometry.morphColors[ i ] = {}; + geometry.morphColors[ i ].name = json.morphColors[ i ].name; + geometry.morphColors[ i ].colors = []; + + dstColors = geometry.morphColors[ i ].colors; + srcColors = json.morphColors [ i ].colors; + + for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) { + + color = new THREE.Color( 0xffaa00 ); + color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + dstColors.push( color ); + + } + + } + + } + + }; + + callback( geometry ); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LoadingMonitor = function () { + + THREE.EventTarget.call( this ); + + var scope = this; + + var loaded = 0; + var total = 0; + + var onLoad = function ( event ) { + + loaded ++; + + scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } ); + + if ( loaded === total ) { + + scope.dispatchEvent( { type: 'load' } ); + + } + + }; + + this.add = function ( loader ) { + + total ++; + + loader.addEventListener( 'load', onLoad, false ); + + }; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.GeometryLoader = function () { + + THREE.EventTarget.call( this ); + + this.crossOrigin = null; + this.path = null; + + +}; + +THREE.GeometryLoader.prototype = { + + constructor: THREE.GeometryLoader, + + load: function ( url ) { + + var scope = this; + var geometry = null; + + if ( scope.path === null ) { + + var parts = url.split( '/' ); parts.pop(); + scope.path = ( parts.length < 1 ? '.' : parts.join( '/' ) ); + + } + + // + + var xhr = new XMLHttpRequest(); + + xhr.addEventListener( 'load', function ( event ) { + + if ( event.target.responseText ) { + + geometry = scope.parse( JSON.parse( event.target.responseText ), monitor ); + + } else { + + scope.dispatchEvent( { type: 'error', message: 'Invalid file [' + url + ']' } ); + + } + + }, false ); + + xhr.addEventListener( 'error', function () { + + scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + + }, false ); + + xhr.open( 'GET', url, true ); + xhr.send( null ); + + // + + var monitor = new THREE.LoadingMonitor(); + + monitor.addEventListener( 'load', function ( event ) { + + scope.dispatchEvent( { type: 'load', content: geometry } ); + + } ); + + monitor.add( xhr ); + + }, + + parse: function ( data, monitor ) { + + var scope = this; + var geometry = new THREE.Geometry(); + + var scale = ( data.scale !== undefined ) ? 1 / data.scale : 1; + + // materials + + if ( data.materials ) { + + geometry.materials = []; + + for ( var i = 0; i < data.materials.length; ++ i ) { + + var m = data.materials[ i ]; + + function isPow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.floor( l ) == l; + + } + + function nearestPow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function createTexture( where, name, sourceFile, repeat, offset, wrap ) { + + where[ name ] = new THREE.Texture(); + where[ name ].sourceFile = sourceFile; + + if ( repeat ) { + + where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + + "repeat": THREE.RepeatWrapping, + "mirror": THREE.MirroredRepeatWrapping + + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + // load image + + var texture = where[ name ]; + + var loader = new THREE.ImageLoader(); + loader.addEventListener( 'load', function ( event ) { + + var image = event.content; + + if ( !isPow2( image.width ) || !isPow2( image.height ) ) { + + var width = nearestPow2( image.width ); + var height = nearestPow2( image.height ); + + texture.image = document.createElement( 'canvas' ); + texture.image.width = width; + texture.image.height = height; + texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height ); + + } else { + + texture.image = image; + + } + + texture.needsUpdate = true; + + } ); + loader.crossOrigin = scope.crossOrigin; + loader.load( scope.path + '/' + sourceFile ); + + if ( monitor ) monitor.add( loader ); + + } + + function rgb2hex( rgb ) { + + return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; + + } + + // defaults + + var mtype = "MeshLambertMaterial"; + var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; + + // parameters from model file + + if ( m.shading ) { + + var shading = m.shading.toLowerCase(); + + if ( shading === "phong" ) mtype = "MeshPhongMaterial"; + else if ( shading === "basic" ) mtype = "MeshBasicMaterial"; + + } + + if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { + + mpars.blending = THREE[ m.blending ]; + + } + + if ( m.transparent !== undefined || m.opacity < 1.0 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.depthTest !== undefined ) { + + mpars.depthTest = m.depthTest; + + } + + if ( m.depthWrite !== undefined ) { + + mpars.depthWrite = m.depthWrite; + + } + + if ( m.vertexColors !== undefined ) { + + if ( m.vertexColors == "face" ) { + + mpars.vertexColors = THREE.FaceColors; + + } else if ( m.vertexColors ) { + + mpars.vertexColors = THREE.VertexColors; + + } + + } + + // colors + + if ( m.colorDiffuse ) { + + mpars.color = rgb2hex( m.colorDiffuse ); + + } else if ( m.DbgColor ) { + + mpars.color = m.DbgColor; + + } + + if ( m.colorSpecular ) { + + mpars.specular = rgb2hex( m.colorSpecular ); + + } + + if ( m.colorAmbient ) { + + mpars.ambient = rgb2hex( m.colorAmbient ); + + } + + // modifiers + + if ( m.transparency ) { + + mpars.opacity = m.transparency; + + } + + if ( m.specularCoef ) { + + mpars.shininess = m.specularCoef; + + } + + if ( m.visible !== undefined ) { + + mpars.visible = m.visible; + + } + + if ( m.flipSided !== undefined ) { + + mpars.side = THREE.BackSide; + + } + + if ( m.doubleSided !== undefined ) { + + mpars.side = THREE.DoubleSide; + + } + + if ( m.wireframe !== undefined ) { + + mpars.wireframe = m.wireframe; + + } + + // textures + + if ( m.mapDiffuse ) { + + createTexture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); + + } + + if ( m.mapLight ) { + + createTexture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); + + } + + if ( m.mapBump ) { + + createTexture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap ); + + } + + if ( m.mapNormal ) { + + createTexture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); + + } + + if ( m.mapSpecular ) { + + createTexture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); + + } + + // special case for normal mapped material + + if ( m.mapNormal ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + uniforms[ "tNormal" ].value = mpars.normalMap; + + if ( m.mapNormalFactor ) { + + uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor ); + + } + + if ( mpars.map ) { + + uniforms[ "tDiffuse" ].value = mpars.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( mpars.specularMap ) { + + uniforms[ "tSpecular" ].value = mpars.specularMap; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( mpars.lightMap ) { + + uniforms[ "tAO" ].value = mpars.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + // for the moment don't handle displacement texture + + uniforms[ "uDiffuseColor" ].value.setHex( mpars.color ); + uniforms[ "uSpecularColor" ].value.setHex( mpars.specular ); + uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient ); + + uniforms[ "uShininess" ].value = mpars.shininess; + + if ( mpars.opacity !== undefined ) { + + uniforms[ "uOpacity" ].value = mpars.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + var material = new THREE.ShaderMaterial( parameters ); + + } else { + + var material = new THREE[ mtype ]( mpars ); + + } + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + geometry.materials[ i ] = material; + + } + + } + + // geometry + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var faces = data.faces; + var vertices = data.vertices; + var normals = data.normals; + var colors = data.colors; + var nUvLayers = 0; + + // disregard empty arrays + + if ( data.uvs ) { + + for ( var i = 0; i < data.uvs.length; i ++ ) { + + if ( data.uvs[ i ].length ) nUvLayers ++; + + } + + } + + for ( var i = 0; i < nUvLayers; i ++ ) { + + geometry.faceUvs[ i ] = []; + geometry.faceVertexUvs[ i ] = []; + + } + + var offset = 0; + var zLength = vertices.length; + + while ( offset < zLength ) { + + var vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + var type = faces[ offset ++ ]; + + var isQuad = isBitSet( type, 0 ); + + var hasMaterial = isBitSet( type, 1 ); + var hasFaceUv = isBitSet( type, 2 ); + var hasFaceVertexUv = isBitSet( type, 3 ); + var hasFaceNormal = isBitSet( type, 4 ); + var hasFaceVertexNormal = isBitSet( type, 5 ); + var hasFaceColor = isBitSet( type, 6 ); + var hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + var face = new THREE.Face4(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + face.d = faces[ offset ++ ]; + + var nVertices = 4; + + } else { + + var face = new THREE.Face3(); + + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + var nVertices = 3; + + } + + if ( hasMaterial ) { + + var materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + var fi = geometry.faces.length; + + if ( hasFaceUv ) { + + for ( var i = 0; i < nUvLayers; i ++ ) { + + var uvLayer = data.uvs[ i ]; + + var uvIndex = faces[ offset ++ ]; + + var u = uvLayer[ uvIndex * 2 ]; + var v = uvLayer[ uvIndex * 2 + 1 ]; + + geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v ); + + } + + } + + if ( hasFaceVertexUv ) { + + for ( var i = 0; i < nUvLayers; i ++ ) { + + var uvLayer = data.uvs[ i ]; + + var uvs = []; + + for ( var j = 0; j < nVertices; j ++ ) { + + var uvIndex = faces[ offset ++ ]; + + var u = uvLayer[ uvIndex * 2 ]; + var v = uvLayer[ uvIndex * 2 + 1 ]; + + uvs[ j ] = new THREE.UV( u, v ); + + } + + geometry.faceVertexUvs[ i ][ fi ] = uvs; + + } + + } + + if ( hasFaceNormal ) { + + var normalIndex = faces[ offset ++ ] * 3; + + var normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.normal = normal; + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < nVertices; i ++ ) { + + var normalIndex = faces[ offset ++ ] * 3; + + var normal = new THREE.Vector3(); + + normal.x = normals[ normalIndex ++ ]; + normal.y = normals[ normalIndex ++ ]; + normal.z = normals[ normalIndex ]; + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + var colorIndex = faces[ offset ++ ]; + + face.color = new THREE.Color( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( var i = 0; i < nVertices; i ++ ) { + + var colorIndex = faces[ offset ++ ]; + + face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + + // skin + + if ( data.skinWeights ) { + + for ( var i = 0, l = data.skinWeights.length; i < l; i += 2 ) { + + var x = data.skinWeights[ i ]; + var y = data.skinWeights[ i + 1 ]; + var z = 0; + var w = 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( data.skinIndices ) { + + for ( var i = 0, l = data.skinIndices.length; i < l; i += 2 ) { + + var a = data.skinIndices[ i ]; + var b = data.skinIndices[ i + 1 ]; + var c = 0; + var d = 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = data.bones; + geometry.animation = data.animation; + + + // morphing + + if ( data.morphTargets ) { + + for ( var i = 0, l = data.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = data.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = data.morphTargets [ i ].vertices; + + for( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( data.morphColors ) { + + for ( var i = 0, l = data.morphColors.length; i < l; i++ ) { + + geometry.morphColors[ i ] = {}; + geometry.morphColors[ i ].name = data.morphColors[ i ].name; + geometry.morphColors[ i ].colors = []; + + var dstColors = geometry.morphColors[ i ].colors; + var srcColors = data.morphColors [ i ].colors; + + for ( var c = 0, cl = srcColors.length; c < cl; c += 3 ) { + + var color = new THREE.Color( 0xffaa00 ); + color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] ); + + dstColors.push( color ); + + } + + } + + } + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + + return geometry; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneLoader = function () { + + this.onLoadStart = function () {}; + this.onLoadProgress = function() {}; + this.onLoadComplete = function () {}; + + this.callbackSync = function () {}; + this.callbackProgress = function () {}; + + this.geometryHandlerMap = {}; + + this.addGeometryHandler( "ascii", THREE.JSONLoader ); + this.addGeometryHandler( "binary", THREE.BinaryLoader ); + +}; + +THREE.SceneLoader.prototype.constructor = THREE.SceneLoader; + +THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) { + + var scope = this; + + var xhr = new XMLHttpRequest(); + + xhr.onreadystatechange = function () { + + if ( xhr.readyState === 4 ) { + + if ( xhr.status === 200 || xhr.status === 0 ) { + + var json = JSON.parse( xhr.responseText ); + scope.parse( json, callbackFinished, url ); + + } else { + + console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" ); + + } + + } + + }; + + xhr.open( "GET", url, true ); + xhr.send( null ); + +}; + +THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) { + + this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass }; + +}; + +THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) { + + var scope = this; + + var urlBase = THREE.Loader.prototype.extractUrlBase( url ); + + var dg, dm, dl, dc, df, dt, + g, m, l, d, p, r, q, s, c, t, f, tt, pp, u, + geometry, material, camera, fog, + texture, images, + light, + counter_models, counter_textures, + total_models, total_textures, + result; + + var data = json; + + // async geometry loaders + + for ( var typeID in this.geometryHandlerMap ) { + + var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ]; + this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass(); + + } + + counter_models = 0; + counter_textures = 0; + + result = { + + scene: new THREE.Scene(), + geometries: {}, + materials: {}, + textures: {}, + objects: {}, + cameras: {}, + lights: {}, + fogs: {}, + empties: {} + + }; + + if ( data.transform ) { + + var position = data.transform.position, + rotation = data.transform.rotation, + scale = data.transform.scale; + + if ( position ) + result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] ); + + if ( rotation ) + result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] ); + + if ( scale ) + result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] ); + + if ( position || rotation || scale ) { + + result.scene.updateMatrix(); + result.scene.updateMatrixWorld(); + + } + + } + + function get_url( source_url, url_type ) { + + if ( url_type == "relativeToHTML" ) { + + return source_url; + + } else { + + return urlBase + "/" + source_url; + + } + + }; + + // toplevel loader function, delegates to handle_children + + function handle_objects() { + + handle_children( result.scene, data.objects ); + + } + + // handle all the children from the loaded json and attach them to given parent + + function handle_children( parent, children ) { + + for ( var dd in children ) { + + // check by id if child has already been handled, + // if not, create new object + + if ( result.objects[ dd ] === undefined ) { + + var o = children[ dd ]; + + var object = null; + + if ( o.geometry !== undefined ) { + + geometry = result.geometries[ o.geometry ]; + + // geometry already loaded + + if ( geometry ) { + + var hasNormals = false; + + // not anymore support for multiple materials + // shouldn't really be array + + material = result.materials[ o.materials[ 0 ] ]; + hasNormals = material instanceof THREE.ShaderMaterial; + + if ( hasNormals ) { + + geometry.computeTangents(); + + } + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + m = o.matrix; + + // turn off quaternions, for the moment + + q = 0; + + if ( o.materials.length === 0 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + // dirty hack to handle meshes with multiple materials + // just use face materials defined in model + + if ( o.materials.length > 1 ) { + + material = new THREE.MeshFaceMaterial(); + + } + + if ( o.morph ) { + + object = new THREE.MorphAnimMesh( geometry, material ); + + if ( o.duration !== undefined ) { + + object.duration = o.duration; + + } + + if ( o.time !== undefined ) { + + object.time = o.time; + + } + + if ( o.mirroredLoop !== undefined ) { + + object.mirroredLoop = o.mirroredLoop; + + } + + if ( material.morphNormals ) { + + geometry.computeMorphNormals(); + + } + + } else { + + object = new THREE.Mesh( geometry, material ); + + } + + object.name = dd; + + if ( m ) { + + object.matrixAutoUpdate = false; + object.matrix.set( + m[0], m[1], m[2], m[3], + m[4], m[5], m[6], m[7], + m[8], m[9], m[10], m[11], + m[12], m[13], m[14], m[15] + ); + + } else { + + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + + } + + object.visible = o.visible; + object.castShadow = o.castShadow; + object.receiveShadow = o.receiveShadow; + + parent.add( object ); + + result.objects[ dd ] = object; + + } + + // pure Object3D + + } else { + + p = o.position; + r = o.rotation; + q = o.quaternion; + s = o.scale; + + // turn off quaternions, for the moment + + q = 0; + + object = new THREE.Object3D(); + object.name = dd; + object.position.set( p[0], p[1], p[2] ); + + if ( q ) { + + object.quaternion.set( q[0], q[1], q[2], q[3] ); + object.useQuaternion = true; + + } else { + + object.rotation.set( r[0], r[1], r[2] ); + + } + + object.scale.set( s[0], s[1], s[2] ); + object.visible = ( o.visible !== undefined ) ? o.visible : false; + + parent.add( object ); + + result.objects[ dd ] = object; + result.empties[ dd ] = object; + + } + + if ( object ) { + + if ( o.properties !== undefined ) { + + for ( var key in o.properties ) { + + var value = o.properties[ key ]; + object.properties[ key ] = value; + + } + + } + + if ( o.children !== undefined ) { + + handle_children( object, o.children ); + + } + + } + + } + + } + + }; + + function handle_mesh( geo, id ) { + + result.geometries[ id ] = geo; + handle_objects(); + + }; + + function create_callback( id ) { + + return function( geo ) { + + handle_mesh( geo, id ); + + counter_models -= 1; + + scope.onLoadComplete(); + + async_callback_gate(); + + } + + }; + + function create_callback_embed( id ) { + + return function( geo ) { + + result.geometries[ id ] = geo; + + } + + }; + + function async_callback_gate() { + + var progress = { + + totalModels : total_models, + totalTextures : total_textures, + loadedModels : total_models - counter_models, + loadedTextures : total_textures - counter_textures + + }; + + scope.callbackProgress( progress, result ); + + scope.onLoadProgress(); + + if ( counter_models === 0 && counter_textures === 0 ) { + + callbackFinished( result ); + + } + + }; + + var callbackTexture = function ( count ) { + + counter_textures -= count; + async_callback_gate(); + + scope.onLoadComplete(); + + }; + + // must use this instead of just directly calling callbackTexture + // because of closure in the calling context loop + + var generateTextureCallback = function ( count ) { + + return function() { + + callbackTexture( count ); + + }; + + }; + + // first go synchronous elements + + // cameras + + for( dc in data.cameras ) { + + c = data.cameras[ dc ]; + + if ( c.type === "perspective" ) { + + camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far ); + + } else if ( c.type === "ortho" ) { + + camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far ); + + } + + p = c.position; + t = c.target; + u = c.up; + + camera.position.set( p[0], p[1], p[2] ); + camera.target = new THREE.Vector3( t[0], t[1], t[2] ); + if ( u ) camera.up.set( u[0], u[1], u[2] ); + + result.cameras[ dc ] = camera; + + } + + // lights + + var hex, intensity; + + for ( dl in data.lights ) { + + l = data.lights[ dl ]; + + hex = ( l.color !== undefined ) ? l.color : 0xffffff; + intensity = ( l.intensity !== undefined ) ? l.intensity : 1; + + if ( l.type === "directional" ) { + + p = l.direction; + + light = new THREE.DirectionalLight( hex, intensity ); + light.position.set( p[0], p[1], p[2] ); + light.position.normalize(); + + } else if ( l.type === "point" ) { + + p = l.position; + d = l.distance; + + light = new THREE.PointLight( hex, intensity, d ); + light.position.set( p[0], p[1], p[2] ); + + } else if ( l.type === "ambient" ) { + + light = new THREE.AmbientLight( hex ); + + } + + result.scene.add( light ); + + result.lights[ dl ] = light; + + } + + // fogs + + for( df in data.fogs ) { + + f = data.fogs[ df ]; + + if ( f.type === "linear" ) { + + fog = new THREE.Fog( 0x000000, f.near, f.far ); + + } else if ( f.type === "exp2" ) { + + fog = new THREE.FogExp2( 0x000000, f.density ); + + } + + c = f.color; + fog.color.setRGB( c[0], c[1], c[2] ); + + result.fogs[ df ] = fog; + + } + + // defaults + + if ( result.cameras && data.defaults.camera ) { + + result.currentCamera = result.cameras[ data.defaults.camera ]; + + } + + if ( result.fogs && data.defaults.fog ) { + + result.scene.fog = result.fogs[ data.defaults.fog ]; + + } + + c = data.defaults.bgcolor; + result.bgColor = new THREE.Color(); + result.bgColor.setRGB( c[0], c[1], c[2] ); + + result.bgColorAlpha = data.defaults.bgalpha; + + // now come potentially asynchronous elements + + // geometries + + // count how many models will be loaded asynchronously + + for( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type in this.geometryHandlerMap ) { + + counter_models += 1; + + scope.onLoadStart(); + + } + + } + + total_models = counter_models; + + for ( dg in data.geometries ) { + + g = data.geometries[ dg ]; + + if ( g.type === "cube" ) { + + geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "plane" ) { + + geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "sphere" ) { + + geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "cylinder" ) { + + geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "torus" ) { + + geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT ); + result.geometries[ dg ] = geometry; + + } else if ( g.type === "icosahedron" ) { + + geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions ); + result.geometries[ dg ] = geometry; + + } else if ( g.type in this.geometryHandlerMap ) { + + var loaderParameters = {}; + for ( var parType in g ) { + + if ( parType !== "type" && parType !== "url" ) { + + loaderParameters[ parType ] = g[ parType ]; + + } + + } + + var loader = this.geometryHandlerMap[ g.type ][ "loaderObject" ]; + loader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ), loaderParameters ); + + } else if ( g.type === "embedded" ) { + + var modelJson = data.embeds[ g.id ], + texture_path = ""; + + // pass metadata along to jsonLoader so it knows the format version + + modelJson.metadata = data.metadata; + + if ( modelJson ) { + + var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ]; + jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path ); + + } + + } + + } + + // textures + + // count how many textures will be loaded asynchronously + + for( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if( tt.url instanceof Array ) { + + counter_textures += tt.url.length; + + for( var n = 0; n < tt.url.length; n ++ ) { + + scope.onLoadStart(); + + } + + } else { + + counter_textures += 1; + + scope.onLoadStart(); + + } + + } + + total_textures = counter_textures; + + for ( dt in data.textures ) { + + tt = data.textures[ dt ]; + + if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined ) { + + tt.mapping = new THREE[ tt.mapping ](); + + } + + if ( tt.url instanceof Array ) { + + var count = tt.url.length; + var url_array = []; + + for( var i = 0; i < count; i ++ ) { + + url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType ); + + } + + var isCompressed = url_array[ 0 ].endsWith( ".dds" ); + + if ( isCompressed ) { + + texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, tt.mapping, generateTextureCallback( count ) ); + + } else { + + texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) ); + + } + + } else { + + var isCompressed = tt.url.toLowerCase().endsWith( ".dds" ); + var fullUrl = get_url( tt.url, data.urlBaseType ); + var textureCallback = generateTextureCallback( 1 ); + + if ( isCompressed ) { + + texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, tt.mapping, textureCallback ); + + } else { + + texture = THREE.ImageUtils.loadTexture( fullUrl, tt.mapping, textureCallback ); + + } + + if ( THREE[ tt.minFilter ] !== undefined ) + texture.minFilter = THREE[ tt.minFilter ]; + + if ( THREE[ tt.magFilter ] !== undefined ) + texture.magFilter = THREE[ tt.magFilter ]; + + if ( tt.anisotropy ) texture.anisotropy = tt.anisotropy; + + if ( tt.repeat ) { + + texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] ); + + if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( tt.offset ) { + + texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] ); + + } + + // handle wrap after repeat so that default repeat can be overriden + + if ( tt.wrap ) { + + var wrapMap = { + "repeat" : THREE.RepeatWrapping, + "mirror" : THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ]; + if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ]; + + } + + } + + result.textures[ dt ] = texture; + + } + + // materials + + for ( dm in data.materials ) { + + m = data.materials[ dm ]; + + for ( pp in m.parameters ) { + + if ( pp === "envMap" || pp === "map" || pp === "lightMap" || pp === "bumpMap" ) { + + m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ]; + + } else if ( pp === "shading" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading; + + } else if ( pp === "side" ) { + + if ( m.parameters[ pp ] == "double" ) { + + m.parameters[ pp ] = THREE.DoubleSide; + + } else if ( m.parameters[ pp ] == "back" ) { + + m.parameters[ pp ] = THREE.BackSide; + + } else { + + m.parameters[ pp ] = THREE.FrontSide; + + } + + } else if ( pp === "blending" ) { + + m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending; + + } else if ( pp === "combine" ) { + + m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation; + + } else if ( pp === "vertexColors" ) { + + if ( m.parameters[ pp ] == "face" ) { + + m.parameters[ pp ] = THREE.FaceColors; + + // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false + + } else if ( m.parameters[ pp ] ) { + + m.parameters[ pp ] = THREE.VertexColors; + + } + + } else if ( pp === "wrapRGB" ) { + + var v3 = m.parameters[ pp ]; + m.parameters[ pp ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] ); + + } + + } + + if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) { + + m.parameters.transparent = true; + + } + + if ( m.parameters.normalMap ) { + + var shader = THREE.ShaderUtils.lib[ "normal" ]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + var diffuse = m.parameters.color; + var specular = m.parameters.specular; + var ambient = m.parameters.ambient; + var shininess = m.parameters.shininess; + + uniforms[ "tNormal" ].value = result.textures[ m.parameters.normalMap ]; + + if ( m.parameters.normalScale ) { + + uniforms[ "uNormalScale" ].value.set( m.parameters.normalScale[ 0 ], m.parameters.normalScale[ 1 ] ); + + } + + if ( m.parameters.map ) { + + uniforms[ "tDiffuse" ].value = m.parameters.map; + uniforms[ "enableDiffuse" ].value = true; + + } + + if ( m.parameters.envMap ) { + + uniforms[ "tCube" ].value = m.parameters.envMap; + uniforms[ "enableReflection" ].value = true; + uniforms[ "uReflectivity" ].value = m.parameters.reflectivity; + + } + + if ( m.parameters.lightMap ) { + + uniforms[ "tAO" ].value = m.parameters.lightMap; + uniforms[ "enableAO" ].value = true; + + } + + if ( m.parameters.specularMap ) { + + uniforms[ "tSpecular" ].value = result.textures[ m.parameters.specularMap ]; + uniforms[ "enableSpecular" ].value = true; + + } + + if ( m.parameters.displacementMap ) { + + uniforms[ "tDisplacement" ].value = result.textures[ m.parameters.displacementMap ]; + uniforms[ "enableDisplacement" ].value = true; + + uniforms[ "uDisplacementBias" ].value = m.parameters.displacementBias; + uniforms[ "uDisplacementScale" ].value = m.parameters.displacementScale; + + } + + uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); + uniforms[ "uSpecularColor" ].value.setHex( specular ); + uniforms[ "uAmbientColor" ].value.setHex( ambient ); + + uniforms[ "uShininess" ].value = shininess; + + if ( m.parameters.opacity ) { + + uniforms[ "uOpacity" ].value = m.parameters.opacity; + + } + + var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; + + material = new THREE.ShaderMaterial( parameters ); + + } else { + + material = new THREE[ m.type ]( m.parameters ); + + } + + result.materials[ dm ] = material; + + } + + // objects ( synchronous init of procedural primitives ) + + handle_objects(); + + // synchronous callback + + scope.callbackSync( result ); + + // just in case there are no async elements + + async_callback_gate(); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.TextureLoader = function () { + + THREE.EventTarget.call( this ); + + this.crossOrigin = null; + +}; + +THREE.TextureLoader.prototype = { + + constructor: THREE.TextureLoader, + + load: function ( url ) { + + var scope = this; + + var image = new Image(); + + image.addEventListener( 'load', function () { + + var texture = new THREE.Texture( image ); + texture.needsUpdate = true; + + scope.dispatchEvent( { type: 'load', content: texture } ); + + }, false ); + + image.addEventListener( 'error', function () { + + scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } ); + + }, false ); + + if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin; + + image.src = url; + + } + +} +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Material = function () { + + THREE.MaterialLibrary.push( this ); + + this.id = THREE.MaterialIdCount ++; + + this.name = ''; + + this.side = THREE.FrontSide; + + this.opacity = 1; + this.transparent = false; + + this.blending = THREE.NormalBlending; + + this.blendSrc = THREE.SrcAlphaFactor; + this.blendDst = THREE.OneMinusSrcAlphaFactor; + this.blendEquation = THREE.AddEquation; + + this.depthTest = true; + this.depthWrite = true; + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.alphaTest = 0; + + this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this.needsUpdate = true; + +}; + +THREE.Material.prototype.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; + + } + + if ( key in this ) { + + var currentValue = this[ key ]; + + if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) { + + currentValue.copy( newValue ); + + } else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) { + + currentValue.setHex( newValue ); + + } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + +}; + +THREE.Material.prototype.clone = function ( material ) { + + if ( material === undefined ) material = new THREE.Material(); + + material.name = this.name; + + material.side = this.side; + + material.opacity = this.opacity; + material.transparent = this.transparent; + + material.blending = this.blending; + + material.blendSrc = this.blendSrc; + material.blendDst = this.blendDst; + material.blendEquation = this.blendEquation; + + material.depthTest = this.depthTest; + material.depthWrite = this.depthWrite; + + material.polygonOffset = this.polygonOffset; + material.polygonOffsetFactor = this.polygonOffsetFactor; + material.polygonOffsetUnits = this.polygonOffsetUnits; + + material.alphaTest = this.alphaTest; + + material.overdraw = this.overdraw; + + material.visible = this.visible; + + return material; + +}; + +THREE.Material.prototype.deallocate = function () { + + var index = THREE.MaterialLibrary.indexOf( this ); + if ( index !== -1 ) THREE.MaterialLibrary.splice( index, 1 ); + +}; + +THREE.MaterialIdCount = 0; +THREE.MaterialLibrary = []; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round", + * + * vertexColors: + * + * fog: + * } + */ + +THREE.LineBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.vertexColors = false; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.LineBasicMaterial.prototype.clone = function () { + + var material = new THREE.LineBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.linewidth = this.linewidth; + material.linecap = this.linecap; + material.linejoin = this.linejoin; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * + * fog: + * } + */ + +THREE.MeshBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + + this.specularMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.skinning = false; + this.morphTargets = false; + + this.setValues( parameters ); + +}; + +THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshBasicMaterial.prototype.clone = function () { + + var material = new THREE.MeshBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.specularMap = this.specularMap; + + material.envMap = this.envMap; + material.combine = this.combine; + material.reflectivity = this.reflectivity; + material.refractionRatio = this.refractionRatio; + + material.fog = this.fog; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + material.wireframeLinecap = this.wireframeLinecap; + material.wireframeLinejoin = this.wireframeLinejoin; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + material.morphTargets = this.morphTargets; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshLambertMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.ambient = new THREE.Color( 0xffffff ); + this.emissive = new THREE.Color( 0x000000 ); + + this.wrapAround = false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = null; + + this.lightMap = null; + + this.specularMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshLambertMaterial.prototype.clone = function () { + + var material = new THREE.MeshLambertMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.ambient.copy( this.ambient ); + material.emissive.copy( this.emissive ); + + material.wrapAround = this.wrapAround; + material.wrapRGB.copy( this.wrapRGB ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.specularMap = this.specularMap; + + material.envMap = this.envMap; + material.combine = this.combine; + material.reflectivity = this.reflectivity; + material.refractionRatio = this.refractionRatio; + + material.fog = this.fog; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + material.wireframeLinecap = this.wireframeLinecap; + material.wireframeLinejoin = this.wireframeLinejoin; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * ambient: , + * emissive: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * specularMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshPhongMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.ambient = new THREE.Color( 0xffffff ); + this.emissive = new THREE.Color( 0x000000 ); + this.specular = new THREE.Color( 0x111111 ); + this.shininess = 30; + + this.metal = false; + this.perPixel = false; + + this.wrapAround = false; + this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); + + this.map = null; + + this.lightMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new THREE.Vector2( 1, 1 ); + + this.specularMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshPhongMaterial.prototype.clone = function () { + + var material = new THREE.MeshPhongMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.ambient.copy( this.ambient ); + material.emissive.copy( this.emissive ); + material.specular.copy( this.specular ); + material.shininess = this.shininess; + + material.metal = this.metal; + material.perPixel = this.perPixel; + + material.wrapAround = this.wrapAround; + material.wrapRGB.copy( this.wrapRGB ); + + material.map = this.map; + + material.lightMap = this.lightMap; + + material.bumpMap = this.bumpMap; + material.bumpScale = this.bumpScale; + + material.normalMap = this.normalMap; + material.normalScale.copy( this.normalScale ); + + material.specularMap = this.specularMap; + + material.envMap = this.envMap; + material.combine = this.combine; + material.reflectivity = this.reflectivity; + material.refractionRatio = this.refractionRatio; + + material.fog = this.fog; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + material.wireframeLinecap = this.wireframeLinecap; + material.wireframeLinejoin = this.wireframeLinejoin; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * opacity: , + + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshDepthMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + +}; + +THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshDepthMaterial.prototype.clone = function () { + + var material = new THREE.LineBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + + * shading: THREE.FlatShading, + * blending: THREE.NormalBlending, + * depthTest: , + + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshNormalMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + this.shading = THREE.FlatShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + +}; + +THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.MeshNormalMaterial.prototype.clone = function () { + + var material = new THREE.MeshNormalMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MeshFaceMaterial = function () {}; + +THREE.MeshFaceMaterial.prototype.clone = function () { + + return new THREE.MeshFaceMaterial(); + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * + * vertexColors: , + * + * fog: + * } + */ + +THREE.ParticleBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.vertexColors = false; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ParticleBasicMaterial.prototype.clone = function () { + + var material = new THREE.ParticleBasicMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.map = this.map; + + material.size = this.size; + material.sizeAttenuation = this.sizeAttenuation; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * color: , + * program: , + * opacity: , + * blending: THREE.NormalBlending + * } + */ + +THREE.ParticleCanvasMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.color = new THREE.Color( 0xffffff ); + this.program = function ( context, color ) {}; + + this.setValues( parameters ); + +}; + +THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ParticleCanvasMaterial.prototype.clone = function () { + + var material = new THREE.ParticleCanvasMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.program = this.program; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ParticleDOMMaterial = function ( element ) { + + this.element = element; + +}; + +THREE.ParticleDOMMaterial.prototype.clone = function(){ + + return new THREE.ParticleDOMMaterial( this.element ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * fragmentShader: , + * vertexShader: , + * + * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, + * + * defines: { "label" : "value" }, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.ShaderMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.fragmentShader = "void main() {}"; + this.vertexShader = "void main() {}"; + this.uniforms = {}; + this.defines = {}; + this.attributes = null; + + this.shading = THREE.SmoothShading; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + + this.lights = false; // set to use scene lights + + this.vertexColors = THREE.NoColors; // set to use "color" attribute stream + + 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.setValues( parameters ); + +}; + +THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); + +THREE.ShaderMaterial.prototype.clone = function () { + + var material = new THREE.ShaderMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.fragmentShader = this.fragmentShader; + material.vertexShader = this.vertexShader; + material.uniforms = this.uniforms; + material.attributes = this.attributes; + material.defines = this.defines; + + material.shading = this.shading; + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + material.fog = this.fog; + + material.lights = this.lights; + + material.vertexColors = this.vertexColors; + + material.skinning = this.skinning; + + material.morphTargets = this.morphTargets; + material.morphNormals = this.morphNormals; + + return material; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + THREE.TextureLibrary.push( this ); + + this.id = THREE.TextureIdCount ++; + + this.image = image; + + this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping(); + + this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : THREE.RGBAFormat; + this.type = type !== undefined ? type : THREE.UnsignedByteType; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + + this.needsUpdate = false; + this.onUpdate = null; + +}; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + clone: function () { + + var texture = new THREE.Texture(); + + texture.image = this.image; + + texture.mapping = this.mapping; + + texture.wrapS = this.wrapS; + texture.wrapT = this.wrapT; + + texture.magFilter = this.magFilter; + texture.minFilter = this.minFilter; + + texture.anisotropy = this.anisotropy; + + texture.format = this.format; + texture.type = this.type; + + texture.offset.copy( this.offset ); + texture.repeat.copy( this.repeat ); + + texture.generateMipmaps = this.generateMipmaps; + texture.premultiplyAlpha = this.premultiplyAlpha; + texture.flipY = this.flipY; + + return texture; + + }, + + deallocate: function () { + + var index = THREE.TextureLibrary.indexOf( this ); + if ( index !== -1 ) THREE.TextureLibrary.splice( index, 1 ); + + } + +}; + +THREE.TextureIdCount = 0; +THREE.TextureLibrary = []; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + +}; + +THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype ); + +THREE.CompressedTexture.prototype.clone = function () { + + var texture = new THREE.CompressedTexture(); + + texture.image = this.image; + texture.mipmaps = this.mipmaps; + + texture.format = this.format; + texture.type = this.type; + + texture.mapping = this.mapping; + + texture.wrapS = this.wrapS; + texture.wrapT = this.wrapT; + + texture.magFilter = this.magFilter; + texture.minFilter = this.minFilter; + + texture.anisotropy = this.anisotropy; + + texture.offset.copy( this.offset ); + texture.repeat.copy( this.repeat ); + + return texture; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); + + this.image = { data: data, width: width, height: height }; + +}; + +THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); + +THREE.DataTexture.prototype.clone = function () { + + var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); + + clonedTexture.offset.copy( this.offset ); + clonedTexture.repeat.copy( this.repeat ); + + return clonedTexture; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Particle = function ( material ) { + + THREE.Object3D.call( this ); + + this.material = material; + +}; + +THREE.Particle.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Particle.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Particle( this.material ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ParticleSystem = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.sortParticles = false; + + if ( this.geometry ) { + + // calc bound radius + + if( this.geometry.boundingSphere === null ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + } + + this.frustumCulled = false; + +}; + +THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.ParticleSystem.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material ); + object.sortParticles = this.sortParticles; + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, type ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); + this.type = ( type !== undefined ) ? type : THREE.LineStrip; + + if ( this.geometry ) { + + if ( ! this.geometry.boundingSphere ) { + + this.geometry.computeBoundingSphere(); + + } + + } + +}; + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Line.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Mesh = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ); + + if ( this.geometry ) { + + // calc bound radius + + if ( this.geometry.boundingSphere === null ) { + + this.geometry.computeBoundingSphere(); + + } + + this.boundRadius = geometry.boundingSphere.radius; + + + // setup morph targets + + if ( this.geometry.morphTargets.length ) { + + this.morphTargetBase = -1; + this.morphTargetForcedOrder = []; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + + } + + } + + } + +} + +THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) { + + if ( this.morphTargetDictionary[ name ] !== undefined ) { + + return this.morphTargetDictionary[ name ]; + + } + + console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." ); + + return 0; + +}; + +THREE.Mesh.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Bone = function( belongsToSkin ) { + + THREE.Object3D.call( this ); + + this.skin = belongsToSkin; + this.skinMatrix = new THREE.Matrix4(); + +}; + +THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) { + + // update local + + if ( this.matrixAutoUpdate ) { + + forceUpdate |= this.updateMatrix(); + + } + + // update skin matrix + + if ( forceUpdate || this.matrixWorldNeedsUpdate ) { + + if( parentSkinMatrix ) { + + this.skinMatrix.multiply( parentSkinMatrix, this.matrix ); + + } else { + + this.skinMatrix.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + forceUpdate = true; + + } + + // update children + + var child, i, l = this.children.length; + + for ( i = 0; i < l; i ++ ) { + + this.children[ i ].update( this.skinMatrix, forceUpdate ); + + } + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) { + + THREE.Mesh.call( this, geometry, material ); + + // + + this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; + + // init bones + + this.identityMatrix = new THREE.Matrix4(); + + this.bones = []; + this.boneMatrices = []; + + var b, bone, gbone, p, q, s; + + if ( this.geometry.bones !== undefined ) { + + for ( b = 0; b < this.geometry.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + + p = gbone.pos; + q = gbone.rotq; + s = gbone.scl; + + bone = this.addBone(); + + bone.name = gbone.name; + bone.position.set( p[0], p[1], p[2] ); + bone.quaternion.set( q[0], q[1], q[2], q[3] ); + bone.useQuaternion = true; + + if ( s !== undefined ) { + + bone.scale.set( s[0], s[1], s[2] ); + + } else { + + bone.scale.set( 1, 1, 1 ); + + } + + } + + for ( b = 0; b < this.bones.length; b ++ ) { + + gbone = this.geometry.bones[ b ]; + bone = this.bones[ b ]; + + if ( gbone.parent === -1 ) { + + this.add( bone ); + + } else { + + this.bones[ gbone.parent ].add( bone ); + + } + + } + + // + + var nBones = this.bones.length; + + if ( this.useVertexTexture ) { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones (8 * 8 / 4) + // 16x16 pixel texture max 64 bones (16 * 16 / 4) + // 32x32 pixel texture max 256 bones (32 * 32 / 4) + // 64x64 pixel texture max 1024 bones (64 * 64 / 4) + + var size; + + if ( nBones > 256 ) + size = 64; + else if ( nBones > 64 ) + size = 32; + else if ( nBones > 16 ) + size = 16; + else + size = 8; + + this.boneTextureWidth = size; + this.boneTextureHeight = size; + + this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel + this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType ); + this.boneTexture.minFilter = THREE.NearestFilter; + this.boneTexture.magFilter = THREE.NearestFilter; + this.boneTexture.generateMipmaps = false; + this.boneTexture.flipY = false; + + } else { + + this.boneMatrices = new Float32Array( 16 * nBones ); + + } + + this.pose(); + + } + +}; + +THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.SkinnedMesh.prototype.addBone = function( bone ) { + + if ( bone === undefined ) { + + bone = new THREE.Bone( this ); + + } + + this.bones.push( bone ); + + return bone; + +}; + +THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + + if ( child instanceof THREE.Bone ) { + + child.update( this.identityMatrix, false ); + + } else { + + child.updateMatrixWorld( true ); + + } + + } + + // make a snapshot of the bones' rest position + + if ( this.boneInverses == undefined ) { + + this.boneInverses = []; + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + var inverse = new THREE.Matrix4(); + + inverse.getInverse( this.bones[ b ].skinMatrix ); + + this.boneInverses.push( inverse ); + + } + + } + + // flatten bone matrices to array + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + // compute the offset between the current and the original transform; + + //TODO: we could get rid of this multiplication step if the skinMatrix + // was already representing the offset; however, this requires some + // major changes to the animation system + + THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] ); + + THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); + + } + + if ( this.useVertexTexture ) { + + this.boneTexture.needsUpdate = true; + + } + +}; + +THREE.SkinnedMesh.prototype.pose = function() { + + this.updateMatrixWorld( true ); + + for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { + + // normalize weights + + var sw = this.geometry.skinWeights[ i ]; + + var scale = 1.0 / sw.lengthManhattan(); + + if ( scale !== Infinity ) { + + sw.multiplyScalar( scale ); + + } else { + + sw.set( 1 ); // this will be normalized by the shader anyway + + } + + } + +}; + +THREE.SkinnedMesh.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture ); + + THREE.Mesh.prototype.clone.call( this, object ); + + return object; + +}; + +THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4(); +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphAnimMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + // API + + this.duration = 1000; // milliseconds + this.mirroredLoop = false; + this.time = 0; + + // internals + + this.lastKeyframe = 0; + this.currentKeyframe = 0; + + this.direction = 1; + this.directionBackwards = false; + + this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); + +}; + +THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { + + this.startKeyframe = start; + this.endKeyframe = end; + + this.length = this.endKeyframe - this.startKeyframe + 1; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionForward = function () { + + this.direction = 1; + this.directionBackwards = false; + +}; + +THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { + + this.direction = -1; + this.directionBackwards = true; + +}; + +THREE.MorphAnimMesh.prototype.parseAnimations = function () { + + var geometry = this.geometry; + + if ( ! geometry.animations ) geometry.animations = {}; + + var firstAnimation, animations = geometry.animations; + + var pattern = /([a-z]+)(\d+)/; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var parts = morph.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var label = parts[ 1 ]; + var num = parts[ 2 ]; + + if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity }; + + var animation = animations[ label ]; + + if ( i < animation.start ) animation.start = i; + if ( i > animation.end ) animation.end = i; + + if ( ! firstAnimation ) firstAnimation = label; + + } + + } + + geometry.firstAnimation = firstAnimation; + +}; + +THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { + + if ( ! this.geometry.animations ) this.geometry.animations = {}; + + this.geometry.animations[ label ] = { start: start, end: end }; + +}; + +THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { + + var animation = this.geometry.animations[ label ]; + + if ( animation ) { + + this.setFrameRange( animation.start, animation.end ); + this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); + this.time = 0; + + } else { + + console.warn( "animation[" + label + "] undefined" ); + + } + +}; + +THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { + + var frameTime = this.duration / this.length; + + this.time += this.direction * delta; + + if ( this.mirroredLoop ) { + + if ( this.time > this.duration || this.time < 0 ) { + + this.direction *= -1; + + if ( this.time > this.duration ) { + + this.time = this.duration; + this.directionBackwards = true; + + } + + if ( this.time < 0 ) { + + this.time = 0; + this.directionBackwards = false; + + } + + } + + } else { + + this.time = this.time % this.duration; + + if ( this.time < 0 ) this.time += this.duration; + + } + + var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); + + if ( keyframe !== this.currentKeyframe ) { + + this.morphTargetInfluences[ this.lastKeyframe ] = 0; + this.morphTargetInfluences[ this.currentKeyframe ] = 1; + + this.morphTargetInfluences[ keyframe ] = 0; + + this.lastKeyframe = this.currentKeyframe; + this.currentKeyframe = keyframe; + + } + + var mix = ( this.time % frameTime ) / frameTime; + + if ( this.directionBackwards ) { + + mix = 1 - mix; + + } + + this.morphTargetInfluences[ this.currentKeyframe ] = mix; + this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; + +}; + +THREE.MorphAnimMesh.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material ); + + object.duration = this.duration; + object.mirroredLoop = this.mirroredLoop; + object.time = this.time; + + object.lastKeyframe = this.lastKeyframe; + object.currentKeyframe = this.currentKeyframe; + + object.direction = this.direction; + object.directionBackwards = this.directionBackwards; + + THREE.Mesh.prototype.clone.call( this, object ); + + return object; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Ribbon = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.geometry = geometry; + this.material = material; + +}; + +THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Ribbon.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LOD = function () { + + THREE.Object3D.call( this ); + + this.LODs = []; + +}; + + +THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) { + + if ( visibleAtDistance === undefined ) { + + visibleAtDistance = 0; + + } + + visibleAtDistance = Math.abs( visibleAtDistance ); + + for ( var l = 0; l < this.LODs.length; l ++ ) { + + if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) { + + break; + + } + + } + + this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } ); + this.add( object3D ); + +}; + +THREE.LOD.prototype.update = function ( camera ) { + + if ( this.LODs.length > 1 ) { + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + var inverse = camera.matrixWorldInverse; + var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] ); + + this.LODs[ 0 ].object3D.visible = true; + + for ( var l = 1; l < this.LODs.length; l ++ ) { + + if( distance >= this.LODs[ l ].visibleAtDistance ) { + + this.LODs[ l - 1 ].object3D.visible = false; + this.LODs[ l ].object3D.visible = true; + + } else { + + break; + + } + + } + + for( ; l < this.LODs.length; l ++ ) { + + this.LODs[ l ].object3D.visible = false; + + } + + } + +}; + +THREE.LOD.prototype.clone = function () { + + // TODO + +}; +/** + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.Sprite = function ( parameters ) { + + THREE.Object3D.call( this ); + + this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); + this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); + + this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending; + + this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; + this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; + this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; + + this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; + this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; + this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; + this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; + this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; + + this.rotation3d = this.rotation; + this.rotation = 0; + this.opacity = 1; + + this.uvOffset = new THREE.Vector2( 0, 0 ); + this.uvScale = new THREE.Vector2( 1, 1 ); + +}; + +THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype ); + +/* + * Custom update matrix + */ + +THREE.Sprite.prototype.updateMatrix = function () { + + this.matrix.setPosition( this.position ); + + this.rotation3d.set( 0, 0, this.rotation ); + this.matrix.setRotationFromEuler( this.rotation3d ); + + if ( this.scale.x !== 1 || this.scale.y !== 1 ) { + + this.matrix.scale( this.scale ); + this.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); + + } + + this.matrixWorldNeedsUpdate = true; + +}; + +THREE.Sprite.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Sprite( {} ); + + object.color.copy( this.color ); + object.map = this.map; + object.blending = this.blending; + + object.useScreenCoordinates = this.useScreenCoordinates; + object.mergeWith3D = this.mergeWith3D; + object.affectedByDistance = this.affectedByDistance; + object.scaleByViewport = this.scaleByViewport; + object.alignment = this.alignment; + + object.rotation3d.copy( this.rotation3d ); + object.rotation = this.rotation; + object.opacity = this.opacity; + + object.uvOffset.copy( this.uvOffset ); + object.uvScale.copy( this.uvScale); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +/* + * Alignment + */ + +THREE.SpriteAlignment = {}; +THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 ); +THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 ); +THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 ); +THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 ); +THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 ); +THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 ); +THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 ); +THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 ); +THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Scene = function () { + + THREE.Object3D.call( this ); + + this.fog = null; + this.overrideMaterial = null; + + this.matrixAutoUpdate = false; + + this.__objects = []; + this.__lights = []; + + this.__objectsAdded = []; + this.__objectsRemoved = []; + +}; + +THREE.Scene.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Scene.prototype.__addObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + if ( this.__lights.indexOf( object ) === - 1 ) { + + this.__lights.push( object ); + + } + + if ( object.target && object.target.parent === undefined ) { + + this.add( object.target ); + + } + + } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) { + + if ( this.__objects.indexOf( object ) === - 1 ) { + + this.__objects.push( object ); + this.__objectsAdded.push( object ); + + // check if previously removed + + var i = this.__objectsRemoved.indexOf( object ); + + if ( i !== -1 ) { + + this.__objectsRemoved.splice( i, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__addObject( object.children[ c ] ); + + } + +}; + +THREE.Scene.prototype.__removeObject = function ( object ) { + + if ( object instanceof THREE.Light ) { + + var i = this.__lights.indexOf( object ); + + if ( i !== -1 ) { + + this.__lights.splice( i, 1 ); + + } + + } else if ( !( object instanceof THREE.Camera ) ) { + + var i = this.__objects.indexOf( object ); + + if( i !== -1 ) { + + this.__objects.splice( i, 1 ); + this.__objectsRemoved.push( object ); + + // check if previously added + + var ai = this.__objectsAdded.indexOf( object ); + + if ( ai !== -1 ) { + + this.__objectsAdded.splice( ai, 1 ); + + } + + } + + } + + for ( var c = 0; c < object.children.length; c ++ ) { + + this.__removeObject( object.children[ c ] ); + + } + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Fog = function ( hex, near, far ) { + + this.color = new THREE.Color( hex ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.FogExp2 = function ( hex, density ) { + + this.color = new THREE.Color( hex ); + this.density = ( density !== undefined ) ? density : 0.00025; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CanvasRenderer = function ( parameters ) { + + console.log( 'THREE.CanvasRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _this = this, + _renderData, _elements, _lights, + _projector = new THREE.Projector(), + + _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf, + _context = _canvas.getContext( '2d' ), + + _clearColor = new THREE.Color( 0x000000 ), + _clearOpacity = 0, + + _contextGlobalAlpha = 1, + _contextGlobalCompositeOperation = 0, + _contextStrokeStyle = null, + _contextFillStyle = null, + _contextLineWidth = null, + _contextLineCap = null, + _contextLineJoin = null, + + _v1, _v2, _v3, _v4, + _v5 = new THREE.RenderableVertex(), + _v6 = new THREE.RenderableVertex(), + + _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, + _v4x, _v4y, _v5x, _v5y, _v6x, _v6y, + + _color = new THREE.Color(), + _color1 = new THREE.Color(), + _color2 = new THREE.Color(), + _color3 = new THREE.Color(), + _color4 = new THREE.Color(), + + _diffuseColor = new THREE.Color(), + _emissiveColor = new THREE.Color(), + + _patterns = {}, _imagedatas = {}, + + _near, _far, + + _image, _uvs, + _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, + + _clipRect = new THREE.Rectangle(), + _clearRect = new THREE.Rectangle(), + _bboxRect = new THREE.Rectangle(), + + _enableLighting = false, + _ambientLight = new THREE.Color(), + _directionalLights = new THREE.Color(), + _pointLights = new THREE.Color(), + + _pi2 = Math.PI * 2, + _vector3 = new THREE.Vector3(), // Needed for PointLight + + _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData, + _gradientMap, _gradientMapContext, _gradientMapQuality = 16; + + _pixelMap = document.createElement( 'canvas' ); + _pixelMap.width = _pixelMap.height = 2; + + _pixelMapContext = _pixelMap.getContext( '2d' ); + _pixelMapContext.fillStyle = 'rgba(0,0,0,1)'; + _pixelMapContext.fillRect( 0, 0, 2, 2 ); + + _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 ); + _pixelMapData = _pixelMapImage.data; + + _gradientMap = document.createElement( 'canvas' ); + _gradientMap.width = _gradientMap.height = _gradientMapQuality; + + _gradientMapContext = _gradientMap.getContext( '2d' ); + _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 ); + _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality ); + + _gradientMapQuality --; // Fix UVs + + this.domElement = _canvas; + + this.autoClear = true; + this.sortObjects = true; + this.sortElements = true; + + this.info = { + + render: { + + vertices: 0, + faces: 0 + + } + + } + + this.setSize = function ( width, height ) { + + _canvasWidth = width; + _canvasHeight = height; + _canvasWidthHalf = Math.floor( _canvasWidth / 2 ); + _canvasHeightHalf = Math.floor( _canvasHeight / 2 ); + + _canvas.width = _canvasWidth; + _canvas.height = _canvasHeight; + + _clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + _contextGlobalAlpha = 1; + _contextGlobalCompositeOperation = 0; + _contextStrokeStyle = null; + _contextFillStyle = null; + _contextLineWidth = null; + _contextLineCap = null; + _contextLineJoin = null; + + }; + + this.setClearColor = function ( color, opacity ) { + + _clearColor.copy( color ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.setClearColorHex = function ( hex, opacity ) { + + _clearColor.setHex( hex ); + _clearOpacity = opacity !== undefined ? opacity : 1; + + _clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf ); + + }; + + this.getMaxAnisotropy = function () { + + return 0; + + }; + + this.clear = function () { + + _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + if ( _clearRect.isEmpty() === false ) { + + _clearRect.minSelf( _clipRect ); + _clearRect.inflate( 2 ); + + if ( _clearOpacity < 1 ) { + + _context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + if ( _clearOpacity > 0 ) { + + setBlending( THREE.NormalBlending ); + setOpacity( 1 ); + + setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' ); + + _context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) ); + + } + + _clearRect.empty(); + + } + + + }; + + this.render = function ( scene, camera ) { + + if ( camera instanceof THREE.Camera === false ) { + + console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var e, el, element, material; + + this.autoClear === true + ? this.clear() + : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf ); + + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + + _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements ); + _elements = _renderData.elements; + _lights = _renderData.lights; + + /* DEBUG + _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )'; + _context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() ); + */ + + _enableLighting = _lights.length > 0; + + if ( _enableLighting === true ) { + + calculateLights(); + + } + + for ( e = 0, el = _elements.length; e < el; e++ ) { + + element = _elements[ e ]; + + material = element.material; + + if ( material === undefined || material.visible === false ) continue; + + _bboxRect.empty(); + + if ( element instanceof THREE.RenderableParticle ) { + + _v1 = element; + _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; + + renderParticle( _v1, element, material, scene ); + + } else if ( element instanceof THREE.RenderableLine ) { + + _v1 = element.v1; _v2 = element.v2; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) === true ) { + + renderLine( _v1, _v2, element, material, scene ); + + } + + + } else if ( element instanceof THREE.RenderableFace3 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + + if ( material.overdraw === true ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v3.positionScreen ); + expand( _v3.positionScreen, _v1.positionScreen ); + + } + + _bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y, + _v2.positionScreen.x, _v2.positionScreen.y, + _v3.positionScreen.x, _v3.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) === true ) { + + renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene ); + + } + + } else if ( element instanceof THREE.RenderableFace4 ) { + + _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; + + _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; + _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; + _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; + _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf; + + _v5.positionScreen.copy( _v2.positionScreen ); + _v6.positionScreen.copy( _v4.positionScreen ); + + if ( material.overdraw === true ) { + + expand( _v1.positionScreen, _v2.positionScreen ); + expand( _v2.positionScreen, _v4.positionScreen ); + expand( _v4.positionScreen, _v1.positionScreen ); + + expand( _v3.positionScreen, _v5.positionScreen ); + expand( _v3.positionScreen, _v6.positionScreen ); + + } + + _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); + _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); + _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); + _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); + + if ( _clipRect.intersects( _bboxRect ) === true ) { + + renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene ); + + } + + } + + /* DEBUG + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )'; + _context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() ); + */ + + _clearRect.addRectangle( _bboxRect ); + + + } + + /* DEBUG + _context.lineWidth = 1; + _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )'; + _context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() ); + */ + + _context.setTransform( 1, 0, 0, 1, 0, 0 ); + + // + + function calculateLights() { + + _ambientLight.setRGB( 0, 0, 0 ); + _directionalLights.setRGB( 0, 0, 0 ); + _pointLights.setRGB( 0, 0, 0 ); + + for ( var l = 0, ll = _lights.length; l < ll; l ++ ) { + + var light = _lights[ l ]; + var lightColor = light.color; + + if ( light instanceof THREE.AmbientLight ) { + + _ambientLight.r += lightColor.r; + _ambientLight.g += lightColor.g; + _ambientLight.b += lightColor.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + // for particles + + _directionalLights.r += lightColor.r; + _directionalLights.g += lightColor.g; + _directionalLights.b += lightColor.b; + + } else if ( light instanceof THREE.PointLight ) { + + // for particles + + _pointLights.r += lightColor.r; + _pointLights.g += lightColor.g; + _pointLights.b += lightColor.b; + + } + + } + + } + + function calculateLight( position, normal, color ) { + + for ( var l = 0, ll = _lights.length; l < ll; l ++ ) { + + var light = _lights[ l ]; + var lightColor = light.color; + + if ( light instanceof THREE.DirectionalLight ) { + + var lightPosition = light.matrixWorld.getPosition().normalize(); + + var amount = normal.dot( lightPosition ); + + if ( amount <= 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } else if ( light instanceof THREE.PointLight ) { + + var lightPosition = light.matrixWorld.getPosition(); + + var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() ); + + if ( amount <= 0 ) continue; + + amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); + + if ( amount == 0 ) continue; + + amount *= light.intensity; + + color.r += lightColor.r * amount; + color.g += lightColor.g * amount; + color.b += lightColor.b * amount; + + } + + } + + } + + function renderParticle( v1, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + var width, height, scaleX, scaleY, + bitmap, bitmapWidth, bitmapHeight; + + if ( material instanceof THREE.ParticleBasicMaterial ) { + + if ( material.map === null ) { + + scaleX = element.object.scale.x; + scaleY = element.object.scale.y; + + // TODO: Be able to disable this + + scaleX *= element.scale.x * _canvasWidthHalf; + scaleY *= element.scale.y * _canvasHeightHalf; + + _bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x + scaleX, v1.y + scaleY ); + + if ( _clipRect.intersects( _bboxRect ) === false ) { + + return; + + } + + setFillStyle( material.color.getContextStyle() ); + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( scaleX, scaleY ); + _context.fillRect( -1, -1, 2, 2 ); + _context.restore(); + + } else { + + bitmap = material.map.image; + bitmapWidth = bitmap.width >> 1; + bitmapHeight = bitmap.height >> 1; + + scaleX = element.scale.x * _canvasWidthHalf; + scaleY = element.scale.y * _canvasHeightHalf; + + width = scaleX * bitmapWidth; + height = scaleY * bitmapHeight; + + // TODO: Rotations break this... + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( _clipRect.intersects( _bboxRect ) === false ) { + + return; + + } + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( scaleX, - scaleY ); + + _context.translate( - bitmapWidth, - bitmapHeight ); + _context.drawImage( bitmap, 0, 0 ); + _context.restore(); + + } + + /* DEBUG + setStrokeStyle( 'rgb(255,255,0)' ); + _context.beginPath(); + _context.moveTo( v1.x - 10, v1.y ); + _context.lineTo( v1.x + 10, v1.y ); + _context.moveTo( v1.x, v1.y - 10 ); + _context.lineTo( v1.x, v1.y + 10 ); + _context.stroke(); + */ + + } else if ( material instanceof THREE.ParticleCanvasMaterial ) { + + width = element.scale.x * _canvasWidthHalf; + height = element.scale.y * _canvasHeightHalf; + + _bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height ); + + if ( _clipRect.intersects( _bboxRect ) === false ) { + + return; + + } + + setStrokeStyle( material.color.getContextStyle() ); + setFillStyle( material.color.getContextStyle() ); + + _context.save(); + _context.translate( v1.x, v1.y ); + _context.rotate( - element.rotation ); + _context.scale( width, height ); + + material.program( _context ); + + _context.restore(); + + } + + } + + function renderLine( v1, v2, element, material, scene ) { + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _context.beginPath(); + _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); + _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); + + if ( material instanceof THREE.LineBasicMaterial ) { + + setLineWidth( material.linewidth ); + setLineCap( material.linecap ); + setLineJoin( material.linejoin ); + setStrokeStyle( material.color.getContextStyle() ); + + _context.stroke(); + _bboxRect.inflate( material.linewidth * 2 ); + + } + + } + + function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) { + + _this.info.render.vertices += 3; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); + + if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) { + + _diffuseColor.copy( material.color ); + _emissiveColor.copy( material.emissive ); + + if ( material.vertexColors === THREE.FaceColors ) { + + _diffuseColor.r *= element.color.r; + _diffuseColor.g *= element.color.g; + _diffuseColor.b *= element.color.b; + + } + + if ( _enableLighting === true ) { + + if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) { + + _color1.r = _color2.r = _color3.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _ambientLight.b; + + calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 ); + + _color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r; + _color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g; + _color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b; + + _color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r; + _color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g; + _color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b; + + _color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r; + _color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g; + _color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b; + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( element.centroidWorld, element.normalWorld, _color ); + + _color.r = _color.r * _diffuseColor.r + _emissiveColor.r; + _color.g = _color.g * _diffuseColor.g + _emissiveColor.g; + _color.b = _color.b * _diffuseColor.b + _emissiveColor.b; + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } + + } else { + + material.wireframe === true + ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( material.color ); + + } + + } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) { + + if ( material.map !== null ) { + + if ( material.map.mapping instanceof THREE.UVMapping ) { + + _uvs = element.uvs[ 0 ]; + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map ); + + } + + + } else if ( material.envMap !== null ) { + + if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) { + + var cameraMatrix = camera.matrixWorldInverse; + + _vector3.copy( element.vertexNormalsWorld[ uv1 ] ); + _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv2 ] ); + _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + _vector3.copy( element.vertexNormalsWorld[ uv3 ] ); + _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5; + _uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5; + + patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); + + }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) { + + + + }*/ + + + } else { + + _color.copy( material.color ); + + if ( material.vertexColors === THREE.FaceColors ) { + + _color.r *= element.color.r; + _color.g *= element.color.g; + _color.b *= element.color.b; + + } + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _color4.r = ( _color2.r + _color3.r ) * 0.5; + _color4.g = ( _color2.g + _color3.g ) * 0.5; + _color4.b = ( _color2.b + _color3.b ) * 0.5; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } + + } + + function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) { + + _this.info.render.vertices += 4; + _this.info.render.faces ++; + + setOpacity( material.opacity ); + setBlending( material.blending ); + + if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) { + + // Let renderFace3() handle this + + renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene ); + renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene ); + + return; + + } + + _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; + _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; + _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; + _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y; + _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y; + _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y; + + if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) { + + _diffuseColor.copy( material.color ); + _emissiveColor.copy( material.emissive ); + + if ( material.vertexColors === THREE.FaceColors ) { + + _diffuseColor.r *= element.color.r; + _diffuseColor.g *= element.color.g; + _diffuseColor.b *= element.color.b; + + } + + if ( _enableLighting === true ) { + + if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) { + + _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r; + _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g; + _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b; + + calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 ); + calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 ); + calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 ); + calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 ); + + _color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r; + _color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g; + _color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b; + + _color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r; + _color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g; + _color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b; + + _color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r; + _color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g; + _color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b; + + _color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r; + _color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g; + _color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b; + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } else { + + _color.r = _ambientLight.r; + _color.g = _ambientLight.g; + _color.b = _ambientLight.b; + + calculateLight( element.centroidWorld, element.normalWorld, _color ); + + _color.r = _color.r * _diffuseColor.r + _emissiveColor.r; + _color.g = _color.g * _diffuseColor.g + _emissiveColor.g; + _color.b = _color.b * _diffuseColor.b + _emissiveColor.b; + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } + + } else { + + _color.r = _diffuseColor.r + _emissiveColor.r; + _color.g = _diffuseColor.g + _emissiveColor.g; + _color.b = _diffuseColor.b + _emissiveColor.b; + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } + + } else if ( material instanceof THREE.MeshBasicMaterial ) { + + _color.copy( material.color ); + + if ( material.vertexColors === THREE.FaceColors ) { + + _color.r *= element.color.r; + _color.g *= element.color.g; + _color.b *= element.color.b; + + } + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + _color.r = normalToComponent( element.normalWorld.x ); + _color.g = normalToComponent( element.normalWorld.y ); + _color.b = normalToComponent( element.normalWorld.z ); + + drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y ); + + material.wireframe === true + ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) + : fillPath( _color ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + _near = camera.near; + _far = camera.far; + + _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far ); + _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far ); + _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far ); + _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far ); + + _image = getGradientTexture( _color1, _color2, _color3, _color4 ); + + // TODO: UVs are incorrect, v4->v3? + + drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y ); + clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image ); + + drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y ); + clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image ); + + } + + } + + // + + function drawTriangle( x0, y0, x1, y1, x2, y2 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.closePath(); + + } + + function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) { + + _context.beginPath(); + _context.moveTo( x0, y0 ); + _context.lineTo( x1, y1 ); + _context.lineTo( x2, y2 ); + _context.lineTo( x3, y3 ); + _context.closePath(); + + } + + function strokePath( color, linewidth, linecap, linejoin ) { + + setLineWidth( linewidth ); + setLineCap( linecap ); + setLineJoin( linejoin ); + setStrokeStyle( color.getContextStyle() ); + + _context.stroke(); + + _bboxRect.inflate( linewidth * 2 ); + + } + + function fillPath( color ) { + + setFillStyle( color.getContextStyle() ); + _context.fill(); + + } + + function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { + + if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return; + + if ( texture.needsUpdate === true ) { + + var repeatX = texture.wrapS == THREE.RepeatWrapping; + var repeatY = texture.wrapT == THREE.RepeatWrapping; + + _patterns[ texture.id ] = _context.createPattern( + texture.image, repeatX === true && repeatY === true + ? 'repeat' + : repeatX === true && repeatY === false + ? 'repeat-x' + : repeatX === false && repeatY === true + ? 'repeat-y' + : 'no-repeat' + ); + + texture.needsUpdate = false; + + } + + _patterns[ texture.id ] === undefined + ? setFillStyle( 'rgba(0,0,0,1)' ) + : setFillStyle( _patterns[ texture.id ] ); + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + offsetX = texture.offset.x / texture.repeat.x, + offsetY = texture.offset.y / texture.repeat.y, + width = texture.image.width * texture.repeat.x, + height = texture.image.height * texture.repeat.y; + + u0 = ( u0 + offsetX ) * width; + v0 = ( 1.0 - v0 + offsetY ) * height; + + u1 = ( u1 + offsetX ) * width; + v1 = ( 1.0 - v1 + offsetY ) * height; + + u2 = ( u2 + offsetX ) * width; + v2 = ( 1.0 - v2 + offsetY ) * height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + if ( det === 0 ) { + + if ( _imagedatas[ texture.id ] === undefined ) { + + var canvas = document.createElement( 'canvas' ) + canvas.width = texture.image.width; + canvas.height = texture.image.height; + + var context = canvas.getContext( '2d' ); + context.drawImage( texture.image, 0, 0 ); + + _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data; + + } + + var data = _imagedatas[ texture.id ]; + var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4; + + _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 ); + fillPath( _color ); + + return; + + } + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.fill(); + _context.restore(); + + } + + function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { + + // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 + + var a, b, c, d, e, f, det, idet, + width = image.width - 1, + height = image.height - 1; + + u0 *= width; v0 *= height; + u1 *= width; v1 *= height; + u2 *= width; v2 *= height; + + x1 -= x0; y1 -= y0; + x2 -= x0; y2 -= y0; + + u1 -= u0; v1 -= v0; + u2 -= u0; v2 -= v0; + + det = u1 * v2 - u2 * v1; + + idet = 1 / det; + + a = ( v2 * x1 - v1 * x2 ) * idet; + b = ( v2 * y1 - v1 * y2 ) * idet; + c = ( u1 * x2 - u2 * x1 ) * idet; + d = ( u1 * y2 - u2 * y1 ) * idet; + + e = x0 - a * u0 - c * v0; + f = y0 - b * u0 - d * v0; + + _context.save(); + _context.transform( a, b, c, d, e, f ); + _context.clip(); + _context.drawImage( image, 0, 0 ); + _context.restore(); + + } + + function getGradientTexture( color1, color2, color3, color4 ) { + + // http://mrdoob.com/blog/post/710 + + _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0; + _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0; + _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0; + + _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0; + _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0; + _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0; + + _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0; + _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0; + _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0; + + _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0; + _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0; + _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0; + + _pixelMapContext.putImageData( _pixelMapImage, 0, 0 ); + _gradientMapContext.drawImage( _pixelMap, 0, 0 ); + + return _gradientMap; + + } + + function smoothstep( value, min, max ) { + + var x = ( value - min ) / ( max - min ); + return x * x * ( 3 - 2 * x ); + + } + + function normalToComponent( normal ) { + + var component = ( normal + 1 ) * 0.5; + return component < 0 ? 0 : ( component > 1 ? 1 : component ); + + } + + // Hide anti-alias gaps + + function expand( v1, v2 ) { + + var x = v2.x - v1.x, y = v2.y - v1.y, + det = x * x + y * y, idet; + + if ( det === 0 ) return; + + idet = 1 / Math.sqrt( det ); + + x *= idet; y *= idet; + + v2.x += x; v2.y += y; + v1.x -= x; v1.y -= y; + + } + }; + + // Context cached methods. + + function setOpacity( value ) { + + if ( _contextGlobalAlpha !== value ) { + + _context.globalAlpha = value; + _contextGlobalAlpha = value; + + } + + } + + function setBlending( value ) { + + if ( _contextGlobalCompositeOperation !== value ) { + + if ( value === THREE.NormalBlending ) { + + _context.globalCompositeOperation = 'source-over'; + + } else if ( value === THREE.AdditiveBlending ) { + + _context.globalCompositeOperation = 'lighter'; + + } else if ( value === THREE.SubtractiveBlending ) { + + _context.globalCompositeOperation = 'darker'; + + } + + _contextGlobalCompositeOperation = value; + + } + + } + + function setLineWidth( value ) { + + if ( _contextLineWidth !== value ) { + + _context.lineWidth = value; + _contextLineWidth = value; + + } + + } + + function setLineCap( value ) { + + // "butt", "round", "square" + + if ( _contextLineCap !== value ) { + + _context.lineCap = value; + _contextLineCap = value; + + } + + } + + function setLineJoin( value ) { + + // "round", "bevel", "miter" + + if ( _contextLineJoin !== value ) { + + _context.lineJoin = value; + _contextLineJoin = value; + + } + + } + + function setStrokeStyle( value ) { + + if ( _contextStrokeStyle !== value ) { + + _context.strokeStyle = value; + _contextStrokeStyle = value; + + } + + } + + function setFillStyle( value ) { + + if ( _contextFillStyle !== value ) { + + _context.fillStyle = value; + _contextFillStyle = value; + + } + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.ShaderChunk = { + + // FOG + + fog_pars_fragment: [ + + "#ifdef USE_FOG", + + "uniform vec3 fogColor;", + + "#ifdef FOG_EXP2", + + "uniform float fogDensity;", + + "#else", + + "uniform float fogNear;", + "uniform float fogFar;", + + "#endif", + + "#endif" + + ].join("\n"), + + fog_fragment: [ + + "#ifdef USE_FOG", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + + "#ifdef FOG_EXP2", + + "const float LOG2 = 1.442695;", + "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );", + "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );", + + "#else", + + "float fogFactor = smoothstep( fogNear, fogFar, depth );", + + "#endif", + + "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );", + + "#endif" + + ].join("\n"), + + // ENVIRONMENT MAP + + envmap_pars_fragment: [ + + "#ifdef USE_ENVMAP", + + "uniform float reflectivity;", + "uniform samplerCube envMap;", + "uniform float flipEnvMap;", + "uniform int combine;", + + "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )", + + "uniform bool useRefract;", + "uniform float refractionRatio;", + + "#else", + + "varying vec3 vReflect;", + + "#endif", + + "#endif" + + ].join("\n"), + + envmap_fragment: [ + + "#ifdef USE_ENVMAP", + + "vec3 reflectVec;", + + "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )", + + "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", + + "if ( useRefract ) {", + + "reflectVec = refract( cameraToVertex, normal, refractionRatio );", + + "} else { ", + + "reflectVec = reflect( cameraToVertex, normal );", + + "}", + + "#else", + + "reflectVec = vReflect;", + + "#endif", + + "#ifdef DOUBLE_SIDED", + + "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );", + + "#else", + + "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );", + + "#endif", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "if ( combine == 1 ) {", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );", + + "} else {", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );", + + "}", + + "#endif" + + ].join("\n"), + + envmap_pars_vertex: [ + + "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )", + + "varying vec3 vReflect;", + + "uniform float refractionRatio;", + "uniform bool useRefract;", + + "#endif" + + ].join("\n"), + + worldpos_vertex : [ + + "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )", + + "#ifdef USE_SKINNING", + + "vec4 mPosition = modelMatrix * skinned;", + + "#endif", + + "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )", + + "vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );", + + "#endif", + + "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )", + + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + + "#endif", + + "#endif" + + ].join("\n"), + + envmap_vertex : [ + + "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )", + + "vec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;", + + "if ( useRefract ) {", + + "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", + + "} else {", + + "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );", + + "}", + + "#endif" + + ].join("\n"), + + // COLOR MAP (particles) + + map_particle_pars_fragment: [ + + "#ifdef USE_MAP", + + "uniform sampler2D map;", + + "#endif" + + ].join("\n"), + + + map_particle_fragment: [ + + "#ifdef USE_MAP", + + "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );", + + "#endif" + + ].join("\n"), + + // COLOR MAP (triangles) + + map_pars_vertex: [ + + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", + + "varying vec2 vUv;", + "uniform vec4 offsetRepeat;", + + "#endif" + + ].join("\n"), + + map_pars_fragment: [ + + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", + + "varying vec2 vUv;", + + "#endif", + + "#ifdef USE_MAP", + + "uniform sampler2D map;", + + "#endif", + + ].join("\n"), + + map_vertex: [ + + "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )", + + "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", + + "#endif" + + ].join("\n"), + + map_fragment: [ + + "#ifdef USE_MAP", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( map, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( map, vUv );", + + "#endif", + + "#endif" + + ].join("\n"), + + // LIGHT MAP + + lightmap_pars_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + "uniform sampler2D lightMap;", + + "#endif" + + ].join("\n"), + + lightmap_pars_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "varying vec2 vUv2;", + + "#endif" + + ].join("\n"), + + lightmap_fragment: [ + + "#ifdef USE_LIGHTMAP", + + "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", + + "#endif" + + ].join("\n"), + + lightmap_vertex: [ + + "#ifdef USE_LIGHTMAP", + + "vUv2 = uv2;", + + "#endif" + + ].join("\n"), + + // BUMP MAP + + bumpmap_pars_fragment: [ + + "#ifdef USE_BUMPMAP", + + "uniform sampler2D bumpMap;", + "uniform float bumpScale;", + + // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen + // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html + + // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2) + + "vec2 dHdxy_fwd() {", + + "vec2 dSTdx = dFdx( vUv );", + "vec2 dSTdy = dFdy( vUv );", + + "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;", + "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;", + "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;", + + "return vec2( dBx, dBy );", + + "}", + + "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {", + + "vec3 vSigmaX = dFdx( surf_pos );", + "vec3 vSigmaY = dFdy( surf_pos );", + "vec3 vN = surf_norm;", // normalized + + "vec3 R1 = cross( vSigmaY, vN );", + "vec3 R2 = cross( vN, vSigmaX );", + + "float fDet = dot( vSigmaX, R1 );", + + "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );", + "return normalize( abs( fDet ) * surf_norm - vGrad );", + + "}", + + "#endif" + + ].join("\n"), + + // NORMAL MAP + + normalmap_pars_fragment: [ + + "#ifdef USE_NORMALMAP", + + "uniform sampler2D normalMap;", + "uniform vec2 normalScale;", + + // Per-Pixel Tangent Space Normal Mapping + // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html + + "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {", + + "vec3 q0 = dFdx( eye_pos.xyz );", + "vec3 q1 = dFdy( eye_pos.xyz );", + "vec2 st0 = dFdx( vUv.st );", + "vec2 st1 = dFdy( vUv.st );", + + "vec3 S = normalize( q0 * st1.t - q1 * st0.t );", + "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );", + "vec3 N = normalize( surf_norm );", + + "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;", + "mapN.xy = normalScale * mapN.xy;", + "mat3 tsn = mat3( S, T, N );", + "return normalize( tsn * mapN );", + + "}", + + "#endif" + + ].join("\n"), + + // SPECULAR MAP + + specularmap_pars_fragment: [ + + "#ifdef USE_SPECULARMAP", + + "uniform sampler2D specularMap;", + + "#endif" + + ].join("\n"), + + specularmap_fragment: [ + + "float specularStrength;", + + "#ifdef USE_SPECULARMAP", + + "vec4 texelSpecular = texture2D( specularMap, vUv );", + "specularStrength = texelSpecular.r;", + + "#else", + + "specularStrength = 1.0;", + + "#endif" + + ].join("\n"), + + // LIGHTS LAMBERT + + lights_lambert_pars_vertex: [ + + "uniform vec3 ambient;", + "uniform vec3 diffuse;", + "uniform vec3 emissive;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", + "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", + "uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif" + + ].join("\n"), + + lights_lambert_vertex: [ + + "vLightFront = vec3( 0.0 );", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vec3( 0.0 );", + + "#endif", + + "transformedNormal = normalize( transformedNormal );", + + "#if MAX_DIR_LIGHTS > 0", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + "float dotProduct = dot( transformedNormal, dirVector );", + "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + "float dotProduct = dot( transformedNormal, lVector );", + + "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "lVector = normalize( lVector );", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "float dotProduct = dot( transformedNormal, lVector );", + "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );", + + "#ifdef DOUBLE_SIDED", + + "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );", + + "#endif", + + "#endif", + + "#ifdef WRAP_AROUND", + + "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );", + "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );", + + "#ifdef DOUBLE_SIDED", + + "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );", + + "#endif", + + "#endif", + + "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "lVector = normalize( lVector );", + + "float dotProduct = dot( transformedNormal, lVector );", + + "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", + "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;", + + "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", + + "#ifdef DOUBLE_SIDED", + + "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );", + + "#endif", + + "}", + + "#endif", + + "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;", + + "#ifdef DOUBLE_SIDED", + + "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;", + + "#endif" + + ].join("\n"), + + // LIGHTS PHONG + + lights_phong_pars_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", + + "varying vec3 vWorldPosition;", + + "#endif" + + ].join("\n"), + + + lights_phong_vertex: [ + + "#ifndef PHONG_PER_PIXEL", + + "#if MAX_POINT_LIGHTS > 0", + + "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "vPointLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz - mvPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "vSpotLight[ i ] = vec4( lVector, lDistance );", + + "}", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", + + "vWorldPosition = mPosition.xyz;", + + "#endif" + + ].join("\n"), + + lights_phong_pars_fragment: [ + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", + "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", + "uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#else", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#else", + + "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )", + + "varying vec3 vWorldPosition;", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;" + + ].join("\n"), + + lights_phong_fragment: [ + + "vec3 normal = normalize( vNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + "#ifdef DOUBLE_SIDED", + + "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );", + + "#endif", + + "#ifdef USE_NORMALMAP", + + "normal = perturbNormal2Arb( -viewPosition, normal );", + + "#elif defined( USE_BUMPMAP )", + + "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vPointLight[ i ].xyz );", + "float lDistance = vPointLight[ i ].w;", + + "#endif", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dotProduct, 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;", + + // specular + + "vec3 pointHalfVector = normalize( lVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;", + + "#else", + + "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "vec3 spotDiffuse = vec3( 0.0 );", + "vec3 spotSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vSpotLight[ i ].xyz );", + "float lDistance = vSpotLight[ i ].w;", + + "#endif", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + + "#ifdef WRAP_AROUND", + + "float spotDiffuseWeightFull = max( dotProduct, 0.0 );", + "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float spotDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;", + + // specular + + "vec3 spotHalfVector = normalize( lVector + viewPosition );", + "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );", + "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;", + + "#else", + + "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );" , + + "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "float dotProduct = dot( normal, dirVector );", + + "#ifdef WRAP_AROUND", + + "float dirDiffuseWeightFull = max( dotProduct, 0.0 );", + "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dotProduct, 0.0 );", + + "#endif", + + "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + /* + // fresnel term from skin shader + "const float F0 = 0.128;", + + "float base = 1.0 - dot( viewPosition, dirHalfVector );", + "float exponential = pow( base, 5.0 );", + + "float fresnel = exponential + F0 * ( 1.0 - exponential );", + */ + + /* + // fresnel term from fresnel shader + "const float mFresnelBias = 0.08;", + "const float mFresnelScale = 0.3;", + "const float mFresnelPower = 5.0;", + + "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );", + */ + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;", + + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "vec3 hemiDiffuse = vec3( 0.0 );", + "vec3 hemiSpecular = vec3( 0.0 );" , + + "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );", + "vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", + + "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", + + "hemiDiffuse += diffuse * hemiColor;", + + // specular (sky light) + + "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );", + "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;", + "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );", + + // specular (ground light) + + "vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );", + + "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );", + "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;", + "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + "float dotProductGround = dot( normal, lVectorGround );", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", + + "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );", + "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );", + "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );", + + "#else", + + "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "totalDiffuse += hemiDiffuse;", + "totalSpecular += hemiSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "totalDiffuse += spotDiffuse;", + "totalSpecular += spotSpecular;", + + "#endif", + + "#ifdef METAL", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", + + "#endif" + + ].join("\n"), + + // VERTEX COLORS + + color_pars_fragment: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_fragment: [ + + "#ifdef USE_COLOR", + + "gl_FragColor = gl_FragColor * vec4( vColor, opacity );", + + "#endif" + + ].join("\n"), + + color_pars_vertex: [ + + "#ifdef USE_COLOR", + + "varying vec3 vColor;", + + "#endif" + + ].join("\n"), + + + color_vertex: [ + + "#ifdef USE_COLOR", + + "#ifdef GAMMA_INPUT", + + "vColor = color * color;", + + "#else", + + "vColor = color;", + + "#endif", + + "#endif" + + ].join("\n"), + + // SKINNING + + skinning_pars_vertex: [ + + "#ifdef USE_SKINNING", + + "#ifdef BONE_TEXTURE", + + "uniform sampler2D boneTexture;", + + "mat4 getBoneMatrix( const in float i ) {", + + "float j = i * 4.0;", + "float x = mod( j, N_BONE_PIXEL_X );", + "float y = floor( j / N_BONE_PIXEL_X );", + + "const float dx = 1.0 / N_BONE_PIXEL_X;", + "const float dy = 1.0 / N_BONE_PIXEL_Y;", + + "y = dy * ( y + 0.5 );", + + "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );", + "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );", + "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );", + "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );", + + "mat4 bone = mat4( v1, v2, v3, v4 );", + + "return bone;", + + "}", + + "#else", + + "uniform mat4 boneGlobalMatrices[ MAX_BONES ];", + + "mat4 getBoneMatrix( const in float i ) {", + + "mat4 bone = boneGlobalMatrices[ int(i) ];", + "return bone;", + + "}", + + "#endif", + + "#endif" + + ].join("\n"), + + skinbase_vertex: [ + + "#ifdef USE_SKINNING", + + "mat4 boneMatX = getBoneMatrix( skinIndex.x );", + "mat4 boneMatY = getBoneMatrix( skinIndex.y );", + + "#endif" + + ].join("\n"), + + skinning_vertex: [ + + "#ifdef USE_SKINNING", + + "#ifdef USE_MORPHTARGETS", + + "vec4 skinVertex = vec4( morphed, 1.0 );", + + "#else", + + "vec4 skinVertex = vec4( position, 1.0 );", + + "#endif", + + "vec4 skinned = boneMatX * skinVertex * skinWeight.x;", + "skinned += boneMatY * skinVertex * skinWeight.y;", + + "#endif" + + ].join("\n"), + + // MORPHING + + morphtarget_pars_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "#ifndef USE_MORPHNORMALS", + + "uniform float morphTargetInfluences[ 8 ];", + + "#else", + + "uniform float morphTargetInfluences[ 4 ];", + + "#endif", + + "#endif" + + ].join("\n"), + + morphtarget_vertex: [ + + "#ifdef USE_MORPHTARGETS", + + "vec3 morphed = vec3( 0.0 );", + "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];", + "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];", + "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];", + "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];", + + "#ifndef USE_MORPHNORMALS", + + "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];", + "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];", + "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];", + "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];", + + "#endif", + + "morphed += position;", + + "#endif" + + ].join("\n"), + + default_vertex : [ + + "vec4 mvPosition;", + + "#ifdef USE_SKINNING", + + "mvPosition = modelViewMatrix * skinned;", + + "#endif", + + "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )", + + "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );", + + "#endif", + + "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )", + + "mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "#endif", + + "gl_Position = projectionMatrix * mvPosition;", + + ].join("\n"), + + morphnormal_vertex: [ + + "#ifdef USE_MORPHNORMALS", + + "vec3 morphedNormal = vec3( 0.0 );", + + "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];", + "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];", + "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];", + "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];", + + "morphedNormal += normal;", + + "#endif" + + ].join("\n"), + + skinnormal_vertex: [ + + "#ifdef USE_SKINNING", + + "mat4 skinMatrix = skinWeight.x * boneMatX;", + "skinMatrix += skinWeight.y * boneMatY;", + + "#ifdef USE_MORPHNORMALS", + + "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );", + + "#else", + + "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );", + + "#endif", + + "#endif" + + ].join("\n"), + + defaultnormal_vertex: [ + + "vec3 objectNormal;", + + "#ifdef USE_SKINNING", + + "objectNormal = skinnedNormal.xyz;", + + "#endif", + + "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )", + + "objectNormal = morphedNormal;", + + "#endif", + + "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )", + + "objectNormal = normal;", + + "#endif", + + "#ifdef FLIP_SIDED", + + "objectNormal = -objectNormal;", + + "#endif", + + "vec3 transformedNormal = normalMatrix * objectNormal;", + + ].join("\n"), + + // SHADOW MAP + + // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples + // http://spidergl.org/example.php?id=6 + // http://fabiensanglard.net/shadowmapping + + shadowmap_pars_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "uniform sampler2D shadowMap[ MAX_SHADOWS ];", + "uniform vec2 shadowMapSize[ MAX_SHADOWS ];", + + "uniform float shadowDarkness[ MAX_SHADOWS ];", + "uniform float shadowBias[ MAX_SHADOWS ];", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + + "float unpackDepth( const in vec4 rgba_depth ) {", + + "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", + "float depth = dot( rgba_depth, bit_shift );", + "return depth;", + + "}", + + "#endif" + + ].join("\n"), + + shadowmap_fragment: [ + + "#ifdef USE_SHADOWMAP", + + "#ifdef SHADOWMAP_DEBUG", + + "vec3 frustumColors[3];", + "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );", + "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );", + "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );", + + "#endif", + + "#ifdef SHADOWMAP_CASCADE", + + "int inFrustumCount = 0;", + + "#endif", + + "float fDepth;", + "vec3 shadowColor = vec3( 1.0 );", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;", + + // "if ( something && something )" breaks ATI OpenGL shader compiler + // "if ( all( something, something ) )" using this instead + + "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );", + "bool inFrustum = all( inFrustumVec );", + + // don't shadow pixels outside of light frustum + // use just first frustum (for cascades) + // don't shadow pixels behind far plane of light frustum + + "#ifdef SHADOWMAP_CASCADE", + + "inFrustumCount += int( inFrustum );", + "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );", + + "#else", + + "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );", + + "#endif", + + "bool frustumTest = all( frustumTestVec );", + + "if ( frustumTest ) {", + + "shadowCoord.z += shadowBias[ i ];", + + "#ifdef SHADOWMAP_SOFT", + + // Percentage-close filtering + // (9 pixel kernel) + // http://fabiensanglard.net/shadowmappingPCF/ + + "float shadow = 0.0;", + + /* + // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL + // must enroll loop manually + + "for ( float y = -1.25; y <= 1.25; y += 1.25 )", + "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );", + + // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup + //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );", + + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + "shadow += 1.0;", + + "}", + + "shadow /= 9.0;", + + */ + + "const float shadowDelta = 1.0 / 9.0;", + + "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;", + "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;", + + "float dx0 = -1.25 * xPixelOffset;", + "float dy0 = -1.25 * yPixelOffset;", + "float dx1 = 1.25 * xPixelOffset;", + "float dy1 = 1.25 * yPixelOffset;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );", + "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;", + + "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );", + + "#else", + + "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );", + "float fDepth = unpackDepth( rgbaDepth );", + + "if ( fDepth < shadowCoord.z )", + + // spot with multiple shadows is darker + + "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );", + + // spot with multiple shadows has the same color as single shadow spot + + //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );", + + "#endif", + + "}", + + + "#ifdef SHADOWMAP_DEBUG", + + "#ifdef SHADOWMAP_CASCADE", + + "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#else", + + "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];", + + "#endif", + + "#endif", + + "}", + + "#ifdef GAMMA_OUTPUT", + + "shadowColor *= shadowColor;", + + "#endif", + + "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;", + + "#endif" + + ].join("\n"), + + shadowmap_pars_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "varying vec4 vShadowCoord[ MAX_SHADOWS ];", + "uniform mat4 shadowMatrix[ MAX_SHADOWS ];", + + "#endif" + + ].join("\n"), + + shadowmap_vertex: [ + + "#ifdef USE_SHADOWMAP", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;", + + "}", + + "#endif" + + ].join("\n"), + + // ALPHATEST + + alphatest_fragment: [ + + "#ifdef ALPHATEST", + + "if ( gl_FragColor.a < ALPHATEST ) discard;", + + "#endif" + + ].join("\n"), + + // LINEAR SPACE + + linear_to_gamma_fragment: [ + + "#ifdef GAMMA_OUTPUT", + + "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );", + + "#endif" + + ].join("\n"), + + +}; + +THREE.UniformsUtils = { + + merge: function ( uniforms ) { + + var u, p, tmp, merged = {}; + + for ( u = 0; u < uniforms.length; u ++ ) { + + tmp = this.clone( uniforms[ u ] ); + + for ( p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var u, p, parameter, parameter_src, uniforms_dst = {}; + + for ( u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( p in uniforms_src[ u ] ) { + + parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src instanceof THREE.Color || + parameter_src instanceof THREE.Vector2 || + parameter_src instanceof THREE.Vector3 || + parameter_src instanceof THREE.Vector4 || + parameter_src instanceof THREE.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( parameter_src instanceof Array ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +THREE.UniformsLib = { + + common: { + + "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + + "map" : { type: "t", value: null }, + "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, + + "lightMap" : { type: "t", value: null }, + "specularMap" : { type: "t", value: null }, + + "envMap" : { type: "t", value: null }, + "flipEnvMap" : { type: "f", value: -1 }, + "useRefract" : { type: "i", value: 0 }, + "reflectivity" : { type: "f", value: 1.0 }, + "refractionRatio" : { type: "f", value: 0.98 }, + "combine" : { type: "i", value: 0 }, + + "morphTargetInfluences" : { type: "f", value: 0 } + + }, + + bump: { + + "bumpMap" : { type: "t", value: null }, + "bumpScale" : { type: "f", value: 1 } + + }, + + normalmap: { + + "normalMap" : { type: "t", value: null }, + "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) } + }, + + fog : { + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + lights: { + + "ambientLightColor" : { type: "fv", value: [] }, + + "directionalLightDirection" : { type: "fv", value: [] }, + "directionalLightColor" : { type: "fv", value: [] }, + + "hemisphereLightPosition" : { type: "fv", value: [] }, + "hemisphereLightSkyColor" : { type: "fv", value: [] }, + "hemisphereLightGroundColor" : { type: "fv", value: [] }, + + "pointLightColor" : { type: "fv", value: [] }, + "pointLightPosition" : { type: "fv", value: [] }, + "pointLightDistance" : { type: "fv1", value: [] }, + + "spotLightColor" : { type: "fv", value: [] }, + "spotLightPosition" : { type: "fv", value: [] }, + "spotLightDirection" : { type: "fv", value: [] }, + "spotLightDistance" : { type: "fv1", value: [] }, + "spotLightAngle" : { type: "fv1", value: [] }, + "spotLightExponent" : { type: "fv1", value: [] } + + }, + + particle: { + + "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, + "opacity" : { type: "f", value: 1.0 }, + "size" : { type: "f", value: 1.0 }, + "scale" : { type: "f", value: 1.0 }, + "map" : { type: "t", value: null }, + + "fogDensity" : { type: "f", value: 0.00025 }, + "fogNear" : { type: "f", value: 1 }, + "fogFar" : { type: "f", value: 2000 }, + "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } + + }, + + shadowmap: { + + "shadowMap": { type: "tv", value: [] }, + "shadowMapSize": { type: "v2v", value: [] }, + + "shadowBias" : { type: "fv1", value: [] }, + "shadowDarkness": { type: "fv1", value: [] }, + + "shadowMatrix" : { type: "m4v", value: [] }, + + } + +}; + +THREE.ShaderLib = { + + 'depth': { + + uniforms: { + + "mNear": { type: "f", value: 1.0 }, + "mFar" : { type: "f", value: 2000.0 }, + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "void main() {", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float mNear;", + "uniform float mFar;", + "uniform float opacity;", + + "void main() {", + + "float depth = gl_FragCoord.z / gl_FragCoord.w;", + "float color = 1.0 - smoothstep( mNear, mFar, depth );", + "gl_FragColor = vec4( vec3( color ), opacity );", + + "}" + + ].join("\n") + + }, + + 'normal': { + + uniforms: { + + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "varying vec3 vNormal;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vNormal = normalMatrix * normal;", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + "varying vec3 vNormal;", + + "void main() {", + + "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", + + "}" + + ].join("\n") + + }, + + 'basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + "#ifdef USE_ENVMAP", + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + "#endif", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "#define LAMBERT", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "lights_lambert_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + "varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + "#ifdef DOUBLE_SIDED", + + //"float isFront = float( gl_FrontFacing );", + //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;", + + "if ( gl_FrontFacing )", + "gl_FragColor.xyz *= vLightFront;", + "else", + "gl_FragColor.xyz *= vLightBack;", + + "#else", + + "gl_FragColor.xyz *= vLightFront;", + + "#endif", + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "bump" ], + THREE.UniformsLib[ "normalmap" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, + "shininess": { type: "f", value: 30 }, + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + } + + ] ), + + vertexShader: [ + + "#define PHONG", + + "varying vec3 vViewPosition;", + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "map_pars_vertex" ], + THREE.ShaderChunk[ "lightmap_pars_vertex" ], + THREE.ShaderChunk[ "envmap_pars_vertex" ], + THREE.ShaderChunk[ "lights_phong_pars_vertex" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + "vNormal = transformedNormal;", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + "vViewPosition = -mvPosition.xyz;", + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "lights_phong_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + "uniform vec3 ambient;", + "uniform vec3 emissive;", + "uniform vec3 specular;", + "uniform float shininess;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "lightmap_pars_fragment" ], + THREE.ShaderChunk[ "envmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "lights_phong_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "bumpmap_pars_fragment" ], + THREE.ShaderChunk[ "normalmap_pars_fragment" ], + THREE.ShaderChunk[ "specularmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );", + + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + THREE.ShaderChunk[ "lights_phong_fragment" ], + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + 'particle_basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "particle" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + "uniform float size;", + "uniform float scale;", + + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "color_vertex" ], + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + + "#ifdef USE_SIZEATTENUATION", + "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );", + "#else", + "gl_PointSize = size;", + "#endif", + + "gl_Position = projectionMatrix * mvPosition;", + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 psColor;", + "uniform float opacity;", + + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_particle_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( psColor, opacity );", + + THREE.ShaderChunk[ "map_particle_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n") + + }, + + // Depth encoding into RGBA texture + // based on SpiderGL shadow map example + // http://spidergl.org/example.php?id=6 + // originally from + // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD + // see also here: + // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ + + 'depthRGBA': { + + uniforms: {}, + + vertexShader: [ + + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "vec4 pack_depth( const in float depth ) {", + + "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", + "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", + "vec4 res = fract( depth * bit_shift );", + "res -= res.xxyz * bit_mask;", + "return res;", + + "}", + + "void main() {", + + "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", + + //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", + //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", + //"gl_FragData[ 0 ] = pack_depth( z );", + //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", + + "}" + + ].join("\n") + + } + +}; +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.WebGLRenderer = function ( parameters ) { + + console.log( 'THREE.WebGLRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ), + + _precision = parameters.precision !== undefined ? parameters.precision : 'highp', + + _alpha = parameters.alpha !== undefined ? parameters.alpha : true, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + + _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ), + _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0, + + _maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4; + + // public properties + + this.domElement = _canvas; + this.context = null; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + this.autoUpdateObjects = true; + this.autoUpdateScene = true; + + // physically based shading + + this.gammaInput = false; + this.gammaOutput = false; + this.physicallyBasedShading = false; + + // shadow map + + this.shadowMapEnabled = false; + this.shadowMapAutoUpdate = true; + this.shadowMapSoft = true; + this.shadowMapCullFrontFaces = true; + this.shadowMapDebug = false; + this.shadowMapCascade = false; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // custom render plugins + + this.renderPluginsPre = []; + this.renderPluginsPost = []; + + // info + + this.info = { + + memory: { + + programs: 0, + geometries: 0, + textures: 0 + + }, + + render: { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + } + + }; + + // internal properties + + var _this = this, + + _programs = [], + _programs_counter = 0, + + // internal state cache + + _currentProgram = null, + _currentFramebuffer = null, + _currentMaterialId = -1, + _currentGeometryGroupHash = null, + _currentCamera = null, + _geometryGroupCounter = 0, + + _usedTextureUnits = 0, + + // GL state cache + + _oldDoubleSided = -1, + _oldFlipSided = -1, + + _oldBlending = -1, + + _oldBlendEquation = -1, + _oldBlendSrc = -1, + _oldBlendDst = -1, + + _oldDepthTest = -1, + _oldDepthWrite = -1, + + _oldPolygonOffset = null, + _oldPolygonOffsetFactor = null, + _oldPolygonOffsetUnits = null, + + _oldLineWidth = null, + + _viewportX = 0, + _viewportY = 0, + _viewportWidth = 0, + _viewportHeight = 0, + _currentWidth = 0, + _currentHeight = 0, + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + _projScreenMatrixPS = new THREE.Matrix4(), + + _vector3 = new THREE.Vector4(), + + // light arrays cache + + _direction = new THREE.Vector3(), + + _lightsNeedUpdate = true, + + _lights = { + + ambient: [ 0, 0, 0 ], + directional: { length: 0, colors: new Array(), positions: new Array() }, + point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() }, + spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() }, + hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() } + + }; + + // initialize + + var _gl; + + var _glExtensionTextureFloat; + var _glExtensionStandardDerivatives; + var _glExtensionTextureFilterAnisotropic; + var _glExtensionCompressedTextureS3TC; + + initGL(); + + setDefaultGLState(); + + this.context = _gl; + + // GPU capabilities + + 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 _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0; + + var _supportsVertexTextures = ( _maxVertexTextures > 0 ); + var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat; + + var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : []; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.supportsVertexTextures = function () { + + return _supportsVertexTextures; + + }; + + this.getMaxAnisotropy = function () { + + return _maxAnisotropy; + + }; + + this.setSize = function ( width, height ) { + + _canvas.width = width; + _canvas.height = height; + + this.setViewport( 0, 0, _canvas.width, _canvas.height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewportX = x !== undefined ? x : 0; + _viewportY = y !== undefined ? y : 0; + + _viewportWidth = width !== undefined ? width : _canvas.width; + _viewportHeight = height !== undefined ? height : _canvas.height; + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _gl.scissor( x, y, width, height ); + + }; + + this.enableScissorTest = function ( enable ) { + + enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); + + }; + + // Clearing + + this.setClearColorHex = function ( hex, alpha ) { + + _clearColor.setHex( hex ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.setClearColor = function ( color, alpha ) { + + _clearColor.copy( color ); + _clearAlpha = alpha; + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Plugins + + this.addPostPlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPost.push( plugin ); + + }; + + this.addPrePlugin = function ( plugin ) { + + plugin.init( this ); + this.renderPluginsPre.push( plugin ); + + }; + + // Deallocation + + this.deallocateObject = function ( object ) { + + if ( ! object.__webglInit ) return; + + object.__webglInit = false; + + delete object._modelViewMatrix; + delete object._normalMatrix; + + delete object._normalMatrixArray; + delete object._modelViewMatrixArray; + delete object._modelMatrixArray; + + if ( object instanceof THREE.Mesh ) { + + for ( var g in object.geometry.geometryGroups ) { + + deleteMeshBuffers( object.geometry.geometryGroups[ g ] ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + deleteRibbonBuffers( object.geometry ); + + } else if ( object instanceof THREE.Line ) { + + deleteLineBuffers( object.geometry ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + deleteParticleBuffers( object.geometry ); + + } + + }; + + this.deallocateTexture = function ( texture ) { + + if ( ! texture.__webglInit ) return; + + texture.__webglInit = false; + _gl.deleteTexture( texture.__webglTexture ); + + _this.info.memory.textures --; + + }; + + this.deallocateRenderTarget = function ( renderTarget ) { + + if ( !renderTarget || ! renderTarget.__webglTexture ) return; + + _gl.deleteTexture( renderTarget.__webglTexture ); + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTarget.__webglFramebuffer ); + _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer ); + + } + + }; + + this.deallocateMaterial = function ( material ) { + + var program = material.program; + + if ( ! program ) return; + + material.program = undefined; + + // only deallocate GL program if this was the last use of shared program + // assumed there is only single copy of any program in the _programs list + // (that's how it's constructed) + + var i, il, programInfo; + var deleteProgram = false; + + for ( i = 0, il = _programs.length; i < il; i ++ ) { + + programInfo = _programs[ i ]; + + if ( programInfo.program === program ) { + + programInfo.usedTimes --; + + if ( programInfo.usedTimes === 0 ) { + + deleteProgram = true; + + } + + break; + + } + + } + + if ( deleteProgram ) { + + // avoid using array.splice, this is costlier than creating new array from scratch + + var newPrograms = []; + + for ( i = 0, il = _programs.length; i < il; i ++ ) { + + programInfo = _programs[ i ]; + + if ( programInfo.program !== program ) { + + newPrograms.push( programInfo ); + + } + + } + + _programs = newPrograms; + + _gl.deleteProgram( program ); + + _this.info.memory.programs --; + + } + + }; + + // Rendering + + this.updateShadowMap = function ( scene, camera ) { + + _currentProgram = null; + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + _lightsNeedUpdate = true; + _oldDoubleSided = -1; + _oldFlipSided = -1; + + this.shadowMapPlugin.update( scene, camera ); + + }; + + // Internal functions + + // Buffer allocation + + function createParticleBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createLineBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createRibbonBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + + _this.info.memory.geometries ++; + + }; + + function createMeshBuffers ( geometryGroup ) { + + geometryGroup.__webglVertexBuffer = _gl.createBuffer(); + geometryGroup.__webglNormalBuffer = _gl.createBuffer(); + geometryGroup.__webglTangentBuffer = _gl.createBuffer(); + geometryGroup.__webglColorBuffer = _gl.createBuffer(); + geometryGroup.__webglUVBuffer = _gl.createBuffer(); + geometryGroup.__webglUV2Buffer = _gl.createBuffer(); + + geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); + + geometryGroup.__webglFaceBuffer = _gl.createBuffer(); + geometryGroup.__webglLineBuffer = _gl.createBuffer(); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__webglMorphTargetsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__webglMorphNormalsBuffers = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() ); + + } + + } + + _this.info.memory.geometries ++; + + }; + + // Buffer deallocation + + function deleteParticleBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteLineBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteRibbonBuffers ( geometry ) { + + _gl.deleteBuffer( geometry.__webglVertexBuffer ); + _gl.deleteBuffer( geometry.__webglColorBuffer ); + + _this.info.memory.geometries --; + + }; + + function deleteMeshBuffers ( geometryGroup ) { + + _gl.deleteBuffer( geometryGroup.__webglVertexBuffer ); + _gl.deleteBuffer( geometryGroup.__webglNormalBuffer ); + _gl.deleteBuffer( geometryGroup.__webglTangentBuffer ); + _gl.deleteBuffer( geometryGroup.__webglColorBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUVBuffer ); + _gl.deleteBuffer( geometryGroup.__webglUV2Buffer ); + + _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer ); + _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer ); + + _gl.deleteBuffer( geometryGroup.__webglFaceBuffer ); + _gl.deleteBuffer( geometryGroup.__webglLineBuffer ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); + + } + + } + + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( var id in geometryGroup.__webglCustomAttributesList ) { + + _gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer ); + + } + + } + + _this.info.memory.geometries --; + + }; + + // Buffer initialization + + function initCustomAttributes ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + var material = object.material; + + if ( material.attributes ) { + + if ( geometry.__webglCustomAttributesList === undefined ) { + + geometry.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + var attribute = material.attributes[ a ]; + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if ( attribute.type === "v2" ) size = 2; + else if ( attribute.type === "v3" ) size = 3; + else if ( attribute.type === "v4" ) size = 4; + else if ( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + attribute.needsUpdate = true; + + } + + geometry.__webglCustomAttributesList.push( attribute ); + + } + + } + + }; + + function initParticleBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__sortArray = []; + + geometry.__webglParticleCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initLineBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglLineCount = nvertices; + + initCustomAttributes ( geometry, object ); + + }; + + function initRibbonBuffers ( geometry ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + + geometry.__webglVertexCount = nvertices; + + }; + + function initMeshBuffers ( geometryGroup, object ) { + + var geometry = object.geometry, + faces3 = geometryGroup.faces3, + faces4 = geometryGroup.faces4, + + nvertices = faces3.length * 3 + faces4.length * 4, + ntris = faces3.length * 1 + faces4.length * 2, + nlines = faces3.length * 3 + faces4.length * 4, + + material = getBufferMaterial( object, geometryGroup ), + + uvType = bufferGuessUVType( material ), + normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ); + + //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material ); + + geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); + + if ( normalType ) { + + geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); + + } + + if ( geometry.hasTangents ) { + + geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); + + } + + if ( vertexColorType ) { + + geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); + + } + + if ( uvType ) { + + if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) { + + geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); + + } + + if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) { + + geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); + + } + + } + + if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { + + geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); + + } + + geometryGroup.__faceArray = new Uint16Array( ntris * 3 ); + geometryGroup.__lineArray = new Uint16Array( nlines * 2 ); + + var m, ml; + + if ( geometryGroup.numMorphTargets ) { + + geometryGroup.__morphTargetsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + if ( geometryGroup.numMorphNormals ) { + + geometryGroup.__morphNormalsArrays = []; + + for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) ); + + } + + } + + geometryGroup.__webglFaceCount = ntris * 3; + geometryGroup.__webglLineCount = nlines * 2; + + + // custom attributes + + if ( material.attributes ) { + + if ( geometryGroup.__webglCustomAttributesList === undefined ) { + + geometryGroup.__webglCustomAttributesList = []; + + } + + for ( var a in material.attributes ) { + + // Do a shallow copy of the attribute object so different geometryGroup chunks use different + // attribute buffers which are correctly indexed in the setMeshBuffers function + + var originalAttribute = material.attributes[ a ]; + + var attribute = {}; + + for ( var property in originalAttribute ) { + + attribute[ property ] = originalAttribute[ property ]; + + } + + if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) { + + attribute.__webglInitialized = true; + + var size = 1; // "f" and "i" + + if( attribute.type === "v2" ) size = 2; + else if( attribute.type === "v3" ) size = 3; + else if( attribute.type === "v4" ) size = 4; + else if( attribute.type === "c" ) size = 3; + + attribute.size = size; + + attribute.array = new Float32Array( nvertices * size ); + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = a; + + originalAttribute.needsUpdate = true; + attribute.__original = originalAttribute; + + } + + geometryGroup.__webglCustomAttributesList.push( attribute ); + + } + + } + + geometryGroup.__inittedArrays = true; + + }; + + function getBufferMaterial( object, geometryGroup ) { + + if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) { + + return object.material; + + } else if ( geometryGroup.materialIndex >= 0 ) { + + return object.geometry.materials[ geometryGroup.materialIndex ]; + + } + + }; + + function materialNeedsSmoothNormals ( material ) { + + return material && material.shading !== undefined && material.shading === THREE.SmoothShading; + + }; + + function bufferGuessNormalType ( material ) { + + // only MeshBasicMaterial and MeshDepthMaterial don't need normals + + if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) { + + return false; + + } + + if ( materialNeedsSmoothNormals( material ) ) { + + return THREE.SmoothShading; + + } else { + + return THREE.FlatShading; + + } + + }; + + function bufferGuessVertexColorType ( material ) { + + if ( material.vertexColors ) { + + return material.vertexColors; + + } + + return false; + + }; + + function bufferGuessUVType ( material ) { + + // material must use some texture to require uvs + + if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) { + + return true; + + } + + return false; + + }; + + // + + function initDirectBuffers( geometry ) { + + var a, attribute, type; + + for ( a in geometry.attributes ) { + + if ( a === "index" ) { + + type = _gl.ELEMENT_ARRAY_BUFFER; + + } else { + + type = _gl.ARRAY_BUFFER; + + } + + attribute = geometry.attributes[ a ]; + + attribute.buffer = _gl.createBuffer(); + + _gl.bindBuffer( type, attribute.buffer ); + _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW ); + + } + + }; + + // Buffer setting + + function setParticleBuffers ( geometry, hint, object ) { + + var v, c, vertex, offset, index, color, + + vertices = geometry.vertices, + vl = vertices.length, + + colors = geometry.colors, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + sortArray = geometry.__sortArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + i, il, + a, ca, cal, value, + customAttribute; + + if ( object.sortParticles ) { + + _projScreenMatrixPS.copy( _projScreenMatrix ); + _projScreenMatrixPS.multiplySelf( object.matrixWorld ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + _vector3.copy( vertex ); + _projScreenMatrixPS.multiplyVector3( _vector3 ); + + sortArray[ v ] = [ _vector3.z, v ]; + + } + + sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } ); + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ sortArray[v][1] ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + for ( c = 0; c < cl; c ++ ) { + + offset = c * 3; + + color = colors[ sortArray[c][1] ]; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue; + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + customAttribute.array[ ca ] = customAttribute.value[ index ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + index = sortArray[ ca ][ 1 ]; + + value = customAttribute.value[ index ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } else { + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices") ) { + + cal = customAttribute.value.length; + + offset = 0; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + } + + } + + } + + } + + if ( dirtyVertices || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate || object.sortParticles ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + + }; + + function setLineBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + + i, il, + a, ca, cal, value, + customAttribute; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( customAttribute.needsUpdate && + ( customAttribute.boundTo === undefined || + customAttribute.boundTo === "vertices" ) ) { + + offset = 0; + + cal = customAttribute.value.length; + + if ( customAttribute.size === 1 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + customAttribute.array[ ca ] = customAttribute.value[ ca ]; + + } + + } else if ( customAttribute.size === 2 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + + offset += 2; + + } + + } else if ( customAttribute.size === 3 ) { + + if ( customAttribute.type === "c" ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.r; + customAttribute.array[ offset + 1 ] = value.g; + customAttribute.array[ offset + 2 ] = value.b; + + offset += 3; + + } + + } else { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + + offset += 3; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + for ( ca = 0; ca < cal; ca ++ ) { + + value = customAttribute.value[ ca ]; + + customAttribute.array[ offset ] = value.x; + customAttribute.array[ offset + 1 ] = value.y; + customAttribute.array[ offset + 2 ] = value.z; + customAttribute.array[ offset + 3 ] = value.w; + + offset += 4; + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + } + + }; + + function setRibbonBuffers ( geometry, hint ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + vl = vertices.length, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate; + + if ( dirtyVertices ) { + + for ( v = 0; v < vl; v ++ ) { + + vertex = vertices[ v ]; + + offset = v * 3; + + vertexArray[ offset ] = vertex.x; + vertexArray[ offset + 1 ] = vertex.y; + vertexArray[ offset + 2 ] = vertex.z; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyColors ) { + + for ( c = 0; c < cl; c ++ ) { + + color = colors[ c ]; + + offset = c * 3; + + colorArray[ offset ] = color.r; + colorArray[ offset + 1 ] = color.g; + colorArray[ offset + 2 ] = color.b; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + }; + + function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { + + if ( ! geometryGroup.__inittedArrays ) { + + // console.log( object ); + return; + + } + + var normalType = bufferGuessNormalType( material ), + vertexColorType = bufferGuessVertexColorType( material ), + uvType = bufferGuessUVType( material ), + + needsSmoothNormals = ( normalType === THREE.SmoothShading ); + + var f, fl, fi, face, + vertexNormals, faceNormal, normal, + vertexColors, faceColor, + vertexTangents, + uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, + c1, c2, c3, c4, + sw1, sw2, sw3, sw4, + si1, si2, si3, si4, + sa1, sa2, sa3, sa4, + sb1, sb2, sb3, sb4, + m, ml, i, il, + vn, uvi, uv2i, + vk, vkl, vka, + nka, chf, faceVertexNormals, + a, + + vertexIndex = 0, + + offset = 0, + offset_uv = 0, + offset_uv2 = 0, + offset_face = 0, + offset_normal = 0, + offset_tangent = 0, + offset_line = 0, + offset_color = 0, + offset_skin = 0, + offset_morphTarget = 0, + offset_custom = 0, + offset_customSrc = 0, + + value, + + vertexArray = geometryGroup.__vertexArray, + uvArray = geometryGroup.__uvArray, + uv2Array = geometryGroup.__uv2Array, + normalArray = geometryGroup.__normalArray, + tangentArray = geometryGroup.__tangentArray, + colorArray = geometryGroup.__colorArray, + + skinIndexArray = geometryGroup.__skinIndexArray, + skinWeightArray = geometryGroup.__skinWeightArray, + + morphTargetsArrays = geometryGroup.__morphTargetsArrays, + morphNormalsArrays = geometryGroup.__morphNormalsArrays, + + customAttributes = geometryGroup.__webglCustomAttributesList, + customAttribute, + + faceArray = geometryGroup.__faceArray, + lineArray = geometryGroup.__lineArray, + + geometry = object.geometry, // this is shared for all chunks + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyElements = geometry.elementsNeedUpdate, + dirtyUvs = geometry.uvsNeedUpdate, + dirtyNormals = geometry.normalsNeedUpdate, + dirtyTangents = geometry.tangentsNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyMorphTargets = geometry.morphTargetsNeedUpdate, + + vertices = geometry.vertices, + chunk_faces3 = geometryGroup.faces3, + chunk_faces4 = geometryGroup.faces4, + obj_faces = geometry.faces, + + obj_uvs = geometry.faceVertexUvs[ 0 ], + obj_uvs2 = geometry.faceVertexUvs[ 1 ], + + obj_colors = geometry.colors, + + obj_skinIndices = geometry.skinIndices, + obj_skinWeights = geometry.skinWeights, + + morphTargets = geometry.morphTargets, + morphNormals = geometry.morphNormals; + + if ( dirtyVertices ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + offset += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = vertices[ face.a ]; + v2 = vertices[ face.b ]; + v3 = vertices[ face.c ]; + v4 = vertices[ face.d ]; + + vertexArray[ offset ] = v1.x; + vertexArray[ offset + 1 ] = v1.y; + vertexArray[ offset + 2 ] = v1.z; + + vertexArray[ offset + 3 ] = v2.x; + vertexArray[ offset + 4 ] = v2.y; + vertexArray[ offset + 5 ] = v2.z; + + vertexArray[ offset + 6 ] = v3.x; + vertexArray[ offset + 7 ] = v3.y; + vertexArray[ offset + 8 ] = v3.z; + + vertexArray[ offset + 9 ] = v4.x; + vertexArray[ offset + 10 ] = v4.y; + vertexArray[ offset + 11 ] = v4.z; + + offset += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint ); + + } + + if ( dirtyMorphTargets ) { + + for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { + + offset_morphTarget = 0; + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + chf = chunk_faces3[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + } + + // + + offset_morphTarget += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + chf = chunk_faces4[ f ]; + face = obj_faces[ chf ]; + + // morph positions + + v1 = morphTargets[ vk ].vertices[ face.a ]; + v2 = morphTargets[ vk ].vertices[ face.b ]; + v3 = morphTargets[ vk ].vertices[ face.c ]; + v4 = morphTargets[ vk ].vertices[ face.d ]; + + vka = morphTargetsArrays[ vk ]; + + vka[ offset_morphTarget ] = v1.x; + vka[ offset_morphTarget + 1 ] = v1.y; + vka[ offset_morphTarget + 2 ] = v1.z; + + vka[ offset_morphTarget + 3 ] = v2.x; + vka[ offset_morphTarget + 4 ] = v2.y; + vka[ offset_morphTarget + 5 ] = v2.z; + + vka[ offset_morphTarget + 6 ] = v3.x; + vka[ offset_morphTarget + 7 ] = v3.y; + vka[ offset_morphTarget + 8 ] = v3.z; + + vka[ offset_morphTarget + 9 ] = v4.x; + vka[ offset_morphTarget + 10 ] = v4.y; + vka[ offset_morphTarget + 11 ] = v4.z; + + // morph normals + + if ( material.morphNormals ) { + + if ( needsSmoothNormals ) { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + n4 = faceVertexNormals.d; + + } else { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + n4 = n1; + + } + + nka = morphNormalsArrays[ vk ]; + + nka[ offset_morphTarget ] = n1.x; + nka[ offset_morphTarget + 1 ] = n1.y; + nka[ offset_morphTarget + 2 ] = n1.z; + + nka[ offset_morphTarget + 3 ] = n2.x; + nka[ offset_morphTarget + 4 ] = n2.y; + nka[ offset_morphTarget + 5 ] = n2.z; + + nka[ offset_morphTarget + 6 ] = n3.x; + nka[ offset_morphTarget + 7 ] = n3.y; + nka[ offset_morphTarget + 8 ] = n3.z; + + nka[ offset_morphTarget + 9 ] = n4.x; + nka[ offset_morphTarget + 10 ] = n4.y; + nka[ offset_morphTarget + 11 ] = n4.z; + + } + + // + + offset_morphTarget += 12; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); + _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint ); + + } + + } + + } + + if ( obj_skinWeights.length ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + offset_skin += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + // weights + + sw1 = obj_skinWeights[ face.a ]; + sw2 = obj_skinWeights[ face.b ]; + sw3 = obj_skinWeights[ face.c ]; + sw4 = obj_skinWeights[ face.d ]; + + skinWeightArray[ offset_skin ] = sw1.x; + skinWeightArray[ offset_skin + 1 ] = sw1.y; + skinWeightArray[ offset_skin + 2 ] = sw1.z; + skinWeightArray[ offset_skin + 3 ] = sw1.w; + + skinWeightArray[ offset_skin + 4 ] = sw2.x; + skinWeightArray[ offset_skin + 5 ] = sw2.y; + skinWeightArray[ offset_skin + 6 ] = sw2.z; + skinWeightArray[ offset_skin + 7 ] = sw2.w; + + skinWeightArray[ offset_skin + 8 ] = sw3.x; + skinWeightArray[ offset_skin + 9 ] = sw3.y; + skinWeightArray[ offset_skin + 10 ] = sw3.z; + skinWeightArray[ offset_skin + 11 ] = sw3.w; + + skinWeightArray[ offset_skin + 12 ] = sw4.x; + skinWeightArray[ offset_skin + 13 ] = sw4.y; + skinWeightArray[ offset_skin + 14 ] = sw4.z; + skinWeightArray[ offset_skin + 15 ] = sw4.w; + + // indices + + si1 = obj_skinIndices[ face.a ]; + si2 = obj_skinIndices[ face.b ]; + si3 = obj_skinIndices[ face.c ]; + si4 = obj_skinIndices[ face.d ]; + + skinIndexArray[ offset_skin ] = si1.x; + skinIndexArray[ offset_skin + 1 ] = si1.y; + skinIndexArray[ offset_skin + 2 ] = si1.z; + skinIndexArray[ offset_skin + 3 ] = si1.w; + + skinIndexArray[ offset_skin + 4 ] = si2.x; + skinIndexArray[ offset_skin + 5 ] = si2.y; + skinIndexArray[ offset_skin + 6 ] = si2.z; + skinIndexArray[ offset_skin + 7 ] = si2.w; + + skinIndexArray[ offset_skin + 8 ] = si3.x; + skinIndexArray[ offset_skin + 9 ] = si3.y; + skinIndexArray[ offset_skin + 10 ] = si3.z; + skinIndexArray[ offset_skin + 11 ] = si3.w; + + skinIndexArray[ offset_skin + 12 ] = si4.x; + skinIndexArray[ offset_skin + 13 ] = si4.y; + skinIndexArray[ offset_skin + 14 ] = si4.z; + skinIndexArray[ offset_skin + 15 ] = si4.w; + + offset_skin += 16; + + } + + if ( offset_skin > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint ); + + } + + } + + if ( dirtyColors && vertexColorType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + offset_color += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexColors = face.vertexColors; + faceColor = face.color; + + if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) { + + c1 = vertexColors[ 0 ]; + c2 = vertexColors[ 1 ]; + c3 = vertexColors[ 2 ]; + c4 = vertexColors[ 3 ]; + + } else { + + c1 = faceColor; + c2 = faceColor; + c3 = faceColor; + c4 = faceColor; + + } + + colorArray[ offset_color ] = c1.r; + colorArray[ offset_color + 1 ] = c1.g; + colorArray[ offset_color + 2 ] = c1.b; + + colorArray[ offset_color + 3 ] = c2.r; + colorArray[ offset_color + 4 ] = c2.g; + colorArray[ offset_color + 5 ] = c2.b; + + colorArray[ offset_color + 6 ] = c3.r; + colorArray[ offset_color + 7 ] = c3.g; + colorArray[ offset_color + 8 ] = c3.b; + + colorArray[ offset_color + 9 ] = c4.r; + colorArray[ offset_color + 10 ] = c4.g; + colorArray[ offset_color + 11 ] = c4.b; + + offset_color += 12; + + } + + if ( offset_color > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint ); + + } + + } + + if ( dirtyTangents && geometry.hasTangents ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + offset_tangent += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexTangents = face.vertexTangents; + + t1 = vertexTangents[ 0 ]; + t2 = vertexTangents[ 1 ]; + t3 = vertexTangents[ 2 ]; + t4 = vertexTangents[ 3 ]; + + tangentArray[ offset_tangent ] = t1.x; + tangentArray[ offset_tangent + 1 ] = t1.y; + tangentArray[ offset_tangent + 2 ] = t1.z; + tangentArray[ offset_tangent + 3 ] = t1.w; + + tangentArray[ offset_tangent + 4 ] = t2.x; + tangentArray[ offset_tangent + 5 ] = t2.y; + tangentArray[ offset_tangent + 6 ] = t2.z; + tangentArray[ offset_tangent + 7 ] = t2.w; + + tangentArray[ offset_tangent + 8 ] = t3.x; + tangentArray[ offset_tangent + 9 ] = t3.y; + tangentArray[ offset_tangent + 10 ] = t3.z; + tangentArray[ offset_tangent + 11 ] = t3.w; + + tangentArray[ offset_tangent + 12 ] = t4.x; + tangentArray[ offset_tangent + 13 ] = t4.y; + tangentArray[ offset_tangent + 14 ] = t4.z; + tangentArray[ offset_tangent + 15 ] = t4.w; + + offset_tangent += 16; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); + + } + + if ( dirtyNormals && normalType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 3 && needsSmoothNormals ) { + + for ( i = 0; i < 3; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 3; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + vertexNormals = face.vertexNormals; + faceNormal = face.normal; + + if ( vertexNormals.length === 4 && needsSmoothNormals ) { + + for ( i = 0; i < 4; i ++ ) { + + vn = vertexNormals[ i ]; + + normalArray[ offset_normal ] = vn.x; + normalArray[ offset_normal + 1 ] = vn.y; + normalArray[ offset_normal + 2 ] = vn.z; + + offset_normal += 3; + + } + + } else { + + for ( i = 0; i < 4; i ++ ) { + + normalArray[ offset_normal ] = faceNormal.x; + normalArray[ offset_normal + 1 ] = faceNormal.y; + normalArray[ offset_normal + 2 ] = faceNormal.z; + + offset_normal += 3; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); + + } + + if ( dirtyUvs && obj_uvs && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + uv = obj_uvs[ fi ]; + + if ( uv === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uvi = uv[ i ]; + + uvArray[ offset_uv ] = uvi.u; + uvArray[ offset_uv + 1 ] = uvi.v; + + offset_uv += 2; + + } + + } + + if ( offset_uv > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint ); + + } + + } + + if ( dirtyUvs && obj_uvs2 && uvType ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + fi = chunk_faces3[ f ]; + + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 3; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + fi = chunk_faces4[ f ]; + + uv2 = obj_uvs2[ fi ]; + + if ( uv2 === undefined ) continue; + + for ( i = 0; i < 4; i ++ ) { + + uv2i = uv2[ i ]; + + uv2Array[ offset_uv2 ] = uv2i.u; + uv2Array[ offset_uv2 + 1 ] = uv2i.v; + + offset_uv2 += 2; + + } + + } + + if ( offset_uv2 > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint ); + + } + + } + + if ( dirtyElements ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 2; + + offset_face += 3; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 2; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + offset_line += 6; + + vertexIndex += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + faceArray[ offset_face ] = vertexIndex; + faceArray[ offset_face + 1 ] = vertexIndex + 1; + faceArray[ offset_face + 2 ] = vertexIndex + 3; + + faceArray[ offset_face + 3 ] = vertexIndex + 1; + faceArray[ offset_face + 4 ] = vertexIndex + 2; + faceArray[ offset_face + 5 ] = vertexIndex + 3; + + offset_face += 6; + + lineArray[ offset_line ] = vertexIndex; + lineArray[ offset_line + 1 ] = vertexIndex + 1; + + lineArray[ offset_line + 2 ] = vertexIndex; + lineArray[ offset_line + 3 ] = vertexIndex + 3; + + lineArray[ offset_line + 4 ] = vertexIndex + 1; + lineArray[ offset_line + 5 ] = vertexIndex + 2; + + lineArray[ offset_line + 6 ] = vertexIndex + 2; + lineArray[ offset_line + 7 ] = vertexIndex + 3; + + offset_line += 8; + + vertexIndex += 4; + + } + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint ); + + } + + if ( customAttributes ) { + + for ( i = 0, il = customAttributes.length; i < il; i ++ ) { + + customAttribute = customAttributes[ i ]; + + if ( ! customAttribute.__original.needsUpdate ) continue; + + offset_custom = 0; + offset_customSrc = 0; + + if ( customAttribute.size === 1 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ]; + + offset_custom += 4; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + + offset_custom += 3; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + customAttribute.array[ offset_custom ] = value; + customAttribute.array[ offset_custom + 1 ] = value; + customAttribute.array[ offset_custom + 2 ] = value; + customAttribute.array[ offset_custom + 3 ] = value; + + offset_custom += 4; + + } + + } + + } else if ( customAttribute.size === 2 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + offset_custom += 6; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + + customAttribute.array[ offset_custom + 2 ] = v2.x; + customAttribute.array[ offset_custom + 3 ] = v2.y; + + customAttribute.array[ offset_custom + 4 ] = v3.x; + customAttribute.array[ offset_custom + 5 ] = v3.y; + + customAttribute.array[ offset_custom + 6 ] = v4.x; + customAttribute.array[ offset_custom + 7 ] = v4.y; + + offset_custom += 8; + + } + + } + + } else if ( customAttribute.size === 3 ) { + + var pp; + + if ( customAttribute.type === "c" ) { + + pp = [ "r", "g", "b" ]; + + } else { + + pp = [ "x", "y", "z" ]; + + } + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } else if ( customAttribute.boundTo === "faceVertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + offset_custom += 9; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + v4 = value[ 3 ]; + + customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ]; + + customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ]; + customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ]; + customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ]; + + offset_custom += 12; + + } + + } + + } else if ( customAttribute.size === 4 ) { + + if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces3[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + face = obj_faces[ chunk_faces4[ f ] ]; + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } else if ( customAttribute.boundTo === "faces" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value; + v2 = value; + v3 = value; + v4 = value; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } else if ( customAttribute.boundTo === "faceVertices" ) { + + for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces3[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + offset_custom += 12; + + } + + for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) { + + value = customAttribute.value[ chunk_faces4[ f ] ]; + + v1 = value[ 0 ]; + v2 = value[ 1 ]; + v3 = value[ 2 ]; + v4 = value[ 3 ]; + + customAttribute.array[ offset_custom ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v1.w; + + customAttribute.array[ offset_custom + 4 ] = v2.x; + customAttribute.array[ offset_custom + 5 ] = v2.y; + customAttribute.array[ offset_custom + 6 ] = v2.z; + customAttribute.array[ offset_custom + 7 ] = v2.w; + + customAttribute.array[ offset_custom + 8 ] = v3.x; + customAttribute.array[ offset_custom + 9 ] = v3.y; + customAttribute.array[ offset_custom + 10 ] = v3.z; + customAttribute.array[ offset_custom + 11 ] = v3.w; + + customAttribute.array[ offset_custom + 12 ] = v4.x; + customAttribute.array[ offset_custom + 13 ] = v4.y; + customAttribute.array[ offset_custom + 14 ] = v4.z; + customAttribute.array[ offset_custom + 15 ] = v4.w; + + offset_custom += 16; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + } + + } + + if ( dispose ) { + + delete geometryGroup.__inittedArrays; + delete geometryGroup.__colorArray; + delete geometryGroup.__normalArray; + delete geometryGroup.__tangentArray; + delete geometryGroup.__uvArray; + delete geometryGroup.__uv2Array; + delete geometryGroup.__faceArray; + delete geometryGroup.__vertexArray; + delete geometryGroup.__lineArray; + delete geometryGroup.__skinIndexArray; + delete geometryGroup.__skinWeightArray; + + } + + }; + + function setDirectBuffers ( geometry, hint, dispose ) { + + var attributes = geometry.attributes; + + var index = attributes[ "index" ]; + var position = attributes[ "position" ]; + var normal = attributes[ "normal" ]; + var uv = attributes[ "uv" ]; + var color = attributes[ "color" ]; + var tangent = attributes[ "tangent" ]; + + if ( geometry.elementsNeedUpdate && index !== undefined ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint ); + + } + + if ( geometry.verticesNeedUpdate && position !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint ); + + } + + if ( geometry.normalsNeedUpdate && normal !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint ); + + } + + if ( geometry.uvsNeedUpdate && uv !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint ); + + } + + if ( geometry.colorsNeedUpdate && color !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint ); + + } + + if ( geometry.tangentsNeedUpdate && tangent !== undefined ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint ); + + } + + if ( dispose ) { + + for ( var i in geometry.attributes ) { + + delete geometry.attributes[ i ].array; + + } + + } + + }; + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, material ) { + + if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer(); + if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer(); + if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer(); + if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.position ); + _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer ); + + if ( material.shading === THREE.FlatShading ) { + + var nx, ny, nz, + nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz, + normalArray, + i, il = object.count * 3; + + for( i = 0; i < il; i += 9 ) { + + normalArray = object.normalArray; + + nax = normalArray[ i ]; + nay = normalArray[ i + 1 ]; + naz = normalArray[ i + 2 ]; + + nbx = normalArray[ i + 3 ]; + nby = normalArray[ i + 4 ]; + nbz = normalArray[ i + 5 ]; + + ncx = normalArray[ i + 6 ]; + ncy = normalArray[ i + 7 ]; + ncz = normalArray[ i + 8 ]; + + nx = ( nax + nbx + ncx ) / 3; + ny = ( nay + nby + ncy ) / 3; + nz = ( naz + nbz + ncz ) / 3; + + normalArray[ i ] = nx; + normalArray[ i + 1 ] = ny; + normalArray[ i + 2 ] = nz; + + normalArray[ i + 3 ] = nx; + normalArray[ i + 4 ] = ny; + normalArray[ i + 5 ] = nz; + + normalArray[ i + 6 ] = nx; + normalArray[ i + 7 ] = ny; + normalArray[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.normal ); + _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.uv ); + _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + _gl.enableVertexAttribArray( program.attributes.color ); + _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryHash; + updateBuffers = true; + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var offsets = geometry.offsets; + + // if there is more than 1 chunk + // must set attribute pointers to use new offsets for each chunk + // even if geometry and materials didn't change + + if ( offsets.length > 1 ) updateBuffers = true; + + for ( var i = 0, il = offsets.length; i < il; ++ i ) { + + var startIndex = offsets[ i ].index; + + if ( updateBuffers ) { + + // vertices + + var position = geometry.attributes[ "position" ]; + var positionSize = position.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); + _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32 + + // normals + + var normal = geometry.attributes[ "normal" ]; + + if ( attributes.normal >= 0 && normal ) { + + var normalSize = normal.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer ); + _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 ); + + } + + // uvs + + var uv = geometry.attributes[ "uv" ]; + + if ( attributes.uv >= 0 && uv ) { + + if ( uv.buffer ) { + + var uvSize = uv.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer ); + _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + // colors + + var color = geometry.attributes[ "color" ]; + + if ( attributes.color >= 0 && color ) { + + var colorSize = color.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); + _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 ); + + } + + // tangents + + var tangent = geometry.attributes[ "tangent" ]; + + if ( attributes.tangent >= 0 && tangent ) { + + var tangentSize = tangent.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer ); + _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 ); + + } + + // indices + + var index = geometry.attributes[ "index" ]; + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed triangles + + _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16 + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared + _this.info.render.faces += offsets[ i ].count / 3; + + } + + // render particles + + } else if ( object instanceof THREE.ParticleSystem ) { + + if ( updateBuffers ) { + + // vertices + + var position = geometry.attributes[ "position" ]; + var positionSize = position.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer ); + _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 ); + + // colors + + var color = geometry.attributes[ "color" ]; + + if ( attributes.color >= 0 && color ) { + + var colorSize = color.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer ); + _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 ); + + } + + // render particles + + _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 ); + + _this.info.render.calls ++; + _this.info.render.points += position.numItems / 3; + + } + + } + + }; + + this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + var program, attributes, linewidth, primitives, a, attribute, i, il; + + program = setProgram( camera, lights, fog, material, object ); + + attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; + + if ( geometryGroupHash !== _currentGeometryGroupHash ) { + + _currentGeometryGroupHash = geometryGroupHash; + updateBuffers = true; + + } + + // vertices + + if ( !material.morphTargets && attributes.position >= 0 ) { + + if ( updateBuffers ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + } else { + + if ( object.morphTargetBase ) { + + setupMorphTargets( material, geometryGroup, object ); + + } + + } + + + if ( updateBuffers ) { + + // custom attributes + + // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers + + if ( geometryGroup.__webglCustomAttributesList ) { + + for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { + + attribute = geometryGroup.__webglCustomAttributesList[ i ]; + + if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); + _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); + + } + + } + + } + + + // colors + + if ( attributes.color >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // normals + + if ( attributes.normal >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // tangents + + if ( attributes.tangent >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // uvs + + if ( attributes.uv >= 0 ) { + + if ( geometryGroup.__webglUVBuffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv ); + + } + + } + + if ( attributes.uv2 >= 0 ) { + + if ( geometryGroup.__webglUV2Buffer ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); + + _gl.enableVertexAttribArray( attributes.uv2 ); + + } else { + + _gl.disableVertexAttribArray( attributes.uv2 ); + + } + + } + + if ( material.skinning && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); + + } + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + // wireframe + + if ( material.wireframe ) { + + setLineWidth( material.wireframeLinewidth ); + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 ); + + // triangles + + } else { + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 ); + + } + + _this.info.render.calls ++; + _this.info.render.vertices += geometryGroup.__webglFaceCount; + _this.info.render.faces += geometryGroup.__webglFaceCount / 3; + + // render lines + + } else if ( object instanceof THREE.Line ) { + + primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + setLineWidth( material.linewidth ); + + _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount ); + + _this.info.render.calls ++; + + // render particles + + } else if ( object instanceof THREE.ParticleSystem ) { + + _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); + + _this.info.render.calls ++; + _this.info.render.points += geometryGroup.__webglParticleCount; + + // render ribbon + + } else if ( object instanceof THREE.Ribbon ) { + + _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount ); + + _this.info.render.calls ++; + + } + + }; + + function setupMorphTargets ( material, geometryGroup, object ) { + + // set base + + var attributes = material.program.attributes; + + if ( object.morphTargetBase !== -1 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.morphTargetForcedOrder.length ) { + + // set forced order + + var m = 0; + var order = object.morphTargetForcedOrder; + var influences = object.morphTargetInfluences; + + while ( m < material.numSupportedMorphTargets && m < order.length ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; + + m ++; + } + + } else { + + // find the most influencing + + var influence, activeInfluenceIndices = []; + var influences = object.morphTargetInfluences; + var i, il = influences.length; + + for ( i = 0; i < il; i ++ ) { + + influence = influences[ i ]; + + if ( influence > 0 ) { + + activeInfluenceIndices.push( [ i, influence ] ); + + } + + } + + if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) { + + activeInfluenceIndices.sort( numericalSort ); + activeInfluenceIndices.length = material.numSupportedMorphTargets; + + } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) { + + activeInfluenceIndices.sort( numericalSort ); + + } else if ( activeInfluenceIndices.length === 0 ) { + + activeInfluenceIndices.push( [ 0, 0 ] ); + + }; + + var influenceIndex, m = 0; + + while ( m < material.numSupportedMorphTargets ) { + + if ( activeInfluenceIndices[ m ] ) { + + influenceIndex = activeInfluenceIndices[ m ][ 0 ]; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); + + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ]; + + } else { + + _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + if ( material.morphNormals ) { + + _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = 0; + + } + + m ++; + + } + + } + + // load updated influences uniform + + if ( material.program.uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); + + } + + }; + + // Sorting + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + + function numericalSort ( a, b ) { + + return b[ 1 ] - a[ 1 ]; + + }; + + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( camera instanceof THREE.Camera === false ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var i, il, + + webglObject, object, + renderList, + + lights = scene.__lights, + fog = scene.fog; + + // reset caching for this frame + + _currentMaterialId = -1; + _lightsNeedUpdate = true; + + // update scene graph + + if ( this.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === undefined ) camera.updateMatrixWorld(); + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // update WebGL objects + + if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); + + // custom render plugins (pre pass) + + renderPlugins( this.renderPluginsPre, scene, camera ); + + // + + _this.info.render.calls = 0; + _this.info.render.vertices = 0; + _this.info.render.faces = 0; + _this.info.render.points = 0; + + this.setRenderTarget( renderTarget ); + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + // set matrices for regular objects (frustum culled) + + renderList = scene.__webglObjects; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._modelMatrixArray ); + + setupMatrices( object, camera ); + + unrollBufferMaterial( webglObject ); + + webglObject.render = true; + + if ( this.sortObjects === true ) { + + if ( object.renderDepth !== null ) { + + webglObject.z = object.renderDepth; + + } else { + + _vector3.copy( object.matrixWorld.getPosition() ); + _projScreenMatrix.multiplyVector3( _vector3 ); + + webglObject.z = _vector3.z; + + } + + } + + } + + } + + } + + if ( this.sortObjects ) { + + renderList.sort( painterSort ); + + } + + // set matrices for immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._modelMatrixArray ); + + } + */ + + setupMatrices( object, camera ); + + unrollImmediateBufferMaterial( webglObject ); + + } + + } + + if ( scene.overrideMaterial ) { + + var material = scene.overrideMaterial; + + this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + this.setDepthTest( material.depthTest ); + this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material ); + + } else { + + // opaque pass (front-to-back order) + + this.setBlending( THREE.NormalBlending ); + + renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false ); + + // transparent pass (back-to-front order) + + renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true ); + renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true ); + + } + + // custom render plugins (post pass) + + renderPlugins( this.renderPluginsPost, scene, camera ); + + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { + + updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + this.setDepthTest( true ); + this.setDepthWrite( true ); + + // _gl.finish(); + + }; + + function renderPlugins( plugins, scene, camera ) { + + if ( ! plugins.length ) return; + + for ( var i = 0, il = plugins.length; i < il; i ++ ) { + + // reset state for plugin (to start from clean slate) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + plugins[ i ].render( scene, camera, _currentWidth, _currentHeight ); + + // reset state after plugin (anything could have changed) + + _currentProgram = null; + _currentCamera = null; + + _oldBlending = -1; + _oldDepthTest = -1; + _oldDepthWrite = -1; + _oldDoubleSided = -1; + _oldFlipSided = -1; + _currentGeometryGroupHash = -1; + _currentMaterialId = -1; + + _lightsNeedUpdate = true; + + } + + }; + + function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, buffer, material, start, end, delta; + + if ( reverse ) { + + start = renderList.length - 1; + end = -1; + delta = -1; + + } else { + + start = 0; + end = renderList.length; + delta = 1; + } + + for ( var i = start; i !== end; i += delta ) { + + webglObject = renderList[ i ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.setMaterialFaces( material ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); + + } else { + + _this.renderBuffer( camera, lights, fog, material, buffer, object ); + + } + + } + + } + + }; + + function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { + + var webglObject, object, material, program; + + for ( var i = 0, il = renderList.length; i < il; i ++ ) { + + webglObject = renderList[ i ]; + object = webglObject.object; + + if ( object.visible ) { + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + + _this.setDepthTest( material.depthTest ); + _this.setDepthWrite( material.depthWrite ); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + _this.renderImmediateObject( camera, lights, fog, material, object ); + + } + + } + + }; + + this.renderImmediateObject = function ( camera, lights, fog, material, object ) { + + var program = setProgram( camera, lights, fog, material, object ); + + _currentGeometryGroupHash = -1; + + _this.setMaterialFaces( material ); + + if ( object.immediateRenderCallback ) { + + object.immediateRenderCallback( program, _gl, _frustum ); + + } else { + + object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } ); + + } + + }; + + function unrollImmediateBufferMaterial ( globject ) { + + var object = globject.object, + material = object.material; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + }; + + function unrollBufferMaterial ( globject ) { + + var object = globject.object, + buffer = globject.buffer, + material, materialIndex, meshMaterial; + + meshMaterial = object.material; + + if ( meshMaterial instanceof THREE.MeshFaceMaterial ) { + + materialIndex = buffer.materialIndex; + + if ( materialIndex >= 0 ) { + + material = object.geometry.materials[ materialIndex ]; + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } else { + + material = meshMaterial; + + if ( material ) { + + if ( material.transparent ) { + + globject.transparent = material; + globject.opaque = null; + + } else { + + globject.opaque = material; + globject.transparent = null; + + } + + } + + } + + }; + + // Geometry splitting + + function sortFacesByMaterial ( geometry ) { + + var f, fl, face, materialIndex, vertices, + materialHash, groupHash, + hash_map = {}; + + var numMorphTargets = geometry.morphTargets.length; + var numMorphNormals = geometry.morphNormals.length; + + geometry.geometryGroups = {}; + + for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + face = geometry.faces[ f ]; + materialIndex = face.materialIndex; + + materialHash = ( materialIndex !== undefined ) ? materialIndex : -1; + + if ( hash_map[ materialHash ] === undefined ) { + + hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 }; + + } + + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + vertices = face instanceof THREE.Face3 ? 3 : 4; + + if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) { + + hash_map[ materialHash ].counter += 1; + groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter; + + if ( geometry.geometryGroups[ groupHash ] === undefined ) { + + geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals }; + + } + + } + + if ( face instanceof THREE.Face3 ) { + + geometry.geometryGroups[ groupHash ].faces3.push( f ); + + } else { + + geometry.geometryGroups[ groupHash ].faces4.push( f ); + + } + + geometry.geometryGroups[ groupHash ].vertices += vertices; + + } + + geometry.geometryGroupsList = []; + + for ( var g in geometry.geometryGroups ) { + + geometry.geometryGroups[ g ].id = _geometryGroupCounter ++; + + geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] ); + + } + + }; + + // Objects refresh + + this.initWebGLObjects = function ( scene ) { + + if ( !scene.__webglObjects ) { + + scene.__webglObjects = []; + scene.__webglObjectsImmediate = []; + scene.__webglSprites = []; + scene.__webglFlares = []; + + } + + while ( scene.__objectsAdded.length ) { + + addObject( scene.__objectsAdded[ 0 ], scene ); + scene.__objectsAdded.splice( 0, 1 ); + + } + + while ( scene.__objectsRemoved.length ) { + + removeObject( scene.__objectsRemoved[ 0 ], scene ); + scene.__objectsRemoved.splice( 0, 1 ); + + } + + // update must be called after objects adding / removal + + for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) { + + updateObject( scene.__webglObjects[ o ].object ); + + } + + }; + + // Objects adding + + function addObject ( object, scene ) { + + var g, geometry, geometryGroup; + + if ( ! object.__webglInit ) { + + object.__webglInit = true; + + object._modelViewMatrix = new THREE.Matrix4(); + object._normalMatrix = new THREE.Matrix3(); + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.Geometry ) { + + if ( geometry.geometryGroups === undefined ) { + + sortFacesByMaterial( geometry ); + + } + + // create separate VBOs per geometry chunk + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + // initialise VBO on the first access + + if ( ! geometryGroup.__webglVertexBuffer ) { + + createMeshBuffers( geometryGroup ); + initMeshBuffers( geometryGroup, object ); + + geometry.verticesNeedUpdate = true; + geometry.morphTargetsNeedUpdate = true; + geometry.elementsNeedUpdate = true; + geometry.uvsNeedUpdate = true; + geometry.normalsNeedUpdate = true; + geometry.tangentsNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } else if ( geometry instanceof THREE.BufferGeometry ) { + + initDirectBuffers( geometry ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createRibbonBuffers( geometry ); + initRibbonBuffers( geometry ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.Line ) { + + geometry = object.geometry; + + if( ! geometry.__webglVertexBuffer ) { + + createLineBuffers( geometry ); + initLineBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } else if ( object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + + if ( ! geometry.__webglVertexBuffer ) { + + if ( geometry instanceof THREE.Geometry ) { + + createParticleBuffers( geometry ); + initParticleBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } else if ( geometry instanceof THREE.BufferGeometry ) { + + initDirectBuffers( geometry ); + + } + + + } + + } + + } + + if ( ! object.__webglActive ) { + + if ( object instanceof THREE.Mesh ) { + + geometry = object.geometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + addBuffer( scene.__webglObjects, geometry, object ); + + } else { + + for ( g in geometry.geometryGroups ) { + + geometryGroup = geometry.geometryGroups[ g ]; + + addBuffer( scene.__webglObjects, geometryGroup, object ); + + } + + } + + } else if ( object instanceof THREE.Ribbon || + object instanceof THREE.Line || + object instanceof THREE.ParticleSystem ) { + + geometry = object.geometry; + addBuffer( scene.__webglObjects, geometry, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + addBufferImmediate( scene.__webglObjectsImmediate, object ); + + } else if ( object instanceof THREE.Sprite ) { + + scene.__webglSprites.push( object ); + + } else if ( object instanceof THREE.LensFlare ) { + + scene.__webglFlares.push( object ); + + } + + object.__webglActive = true; + + } + + }; + + function addBuffer ( objlist, buffer, object ) { + + objlist.push( + { + buffer: buffer, + object: object, + opaque: null, + transparent: null + } + ); + + }; + + function addBufferImmediate ( objlist, object ) { + + objlist.push( + { + object: object, + opaque: null, + transparent: null + } + ); + + }; + + // Objects updates + + function updateObject ( object ) { + + var geometry = object.geometry, + geometryGroup, customAttributesDirty, material; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) { + + setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic ); + + } + + geometry.verticesNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.tangentsNeedUpdate = false; + + } else { + + // check all geometry groups + + for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) { + + geometryGroup = geometry.geometryGroupsList[ i ]; + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || + geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || + geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) { + + setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material ); + + } + + } + + geometry.verticesNeedUpdate = false; + geometry.morphTargetsNeedUpdate = false; + geometry.elementsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.tangentsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + } else if ( object instanceof THREE.Ribbon ) { + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) { + + setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else if ( object instanceof THREE.Line ) { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) { + + setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } else if ( object instanceof THREE.ParticleSystem ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) { + + setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + } else { + + material = getBufferMaterial( object, geometryGroup ); + + customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { + + setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + material.attributes && clearCustomAttributes( material ); + + } + + } + + }; + + // Objects updates - custom attributes check + + function areCustomAttributesDirty ( material ) { + + for ( var a in material.attributes ) { + + if ( material.attributes[ a ].needsUpdate ) return true; + + } + + return false; + + }; + + function clearCustomAttributes ( material ) { + + for ( var a in material.attributes ) { + + material.attributes[ a ].needsUpdate = false; + + } + + }; + + // Objects removal + + function removeObject ( object, scene ) { + + if ( object instanceof THREE.Mesh || + object instanceof THREE.ParticleSystem || + object instanceof THREE.Ribbon || + object instanceof THREE.Line ) { + + removeInstances( scene.__webglObjects, object ); + + } else if ( object instanceof THREE.Sprite ) { + + removeInstancesDirect( scene.__webglSprites, object ); + + } else if ( object instanceof THREE.LensFlare ) { + + removeInstancesDirect( scene.__webglFlares, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + removeInstances( scene.__webglObjectsImmediate, object ); + + } + + object.__webglActive = false; + + }; + + function removeInstances ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ].object === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + function removeInstancesDirect ( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ] === object ) { + + objlist.splice( o, 1 ); + + } + + } + + }; + + // Materials + + this.initMaterial = function ( material, lights, fog, object ) { + + var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID; + + if ( material instanceof THREE.MeshDepthMaterial ) { + + shaderID = 'depth'; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + shaderID = 'normal'; + + } else if ( material instanceof THREE.MeshBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + shaderID = 'lambert'; + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + shaderID = 'phong'; + + } else if ( material instanceof THREE.LineBasicMaterial ) { + + shaderID = 'basic'; + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + shaderID = 'particle_basic'; + + } + + if ( shaderID ) { + + setMaterialShaders( material, THREE.ShaderLib[ shaderID ] ); + + } + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + maxLightCount = allocateLights( lights ); + + maxShadows = allocateShadows( lights ); + + maxBones = allocateBones( object ); + + parameters = { + + map: !!material.map, + envMap: !!material.envMap, + lightMap: !!material.lightMap, + bumpMap: !!material.bumpMap, + normalMap: !!material.normalMap, + specularMap: !!material.specularMap, + + vertexColors: material.vertexColors, + + fog: fog, + useFog: material.fog, + + sizeAttenuation: material.sizeAttenuation, + + skinning: material.skinning, + maxBones: maxBones, + useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture, + boneTextureWidth: object && object.boneTextureWidth, + boneTextureHeight: object && object.boneTextureHeight, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: this.maxMorphTargets, + maxMorphNormals: this.maxMorphNormals, + + maxDirLights: maxLightCount.directional, + maxPointLights: maxLightCount.point, + maxSpotLights: maxLightCount.spot, + maxHemiLights: maxLightCount.hemi, + + maxShadows: maxShadows, + shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow, + shadowMapSoft: this.shadowMapSoft, + shadowMapDebug: this.shadowMapDebug, + shadowMapCascade: this.shadowMapCascade, + + alphaTest: material.alphaTest, + metal: material.metal, + perPixel: material.perPixel, + wrapAround: material.wrapAround, + doubleSided: material.side === THREE.DoubleSide, + flipSided: material.side === THREE.BackSide + + }; + + material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters ); + + var attributes = material.program.attributes; + + if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position ); + if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color ); + if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal ); + if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent ); + + if ( material.skinning && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.enableVertexAttribArray( attributes.skinIndex ); + _gl.enableVertexAttribArray( attributes.skinWeight ); + + } + + if ( material.attributes ) { + + for ( a in material.attributes ) { + + if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] ); + + } + + } + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + var id, base = "morphTarget"; + + for ( i = 0; i < this.maxMorphTargets; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + var id, base = "morphNormal"; + + for ( i = 0; i < this.maxMorphNormals; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + _gl.enableVertexAttribArray( attributes[ id ] ); + material.numSupportedMorphNormals ++; + + } + + } + + } + + material.uniformsList = []; + + for ( u in material.uniforms ) { + + material.uniformsList.push( [ material.uniforms[ u ], u ] ); + + } + + }; + + function setMaterialShaders( material, shaders ) { + + material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms ); + material.vertexShader = shaders.vertexShader; + material.fragmentShader = shaders.fragmentShader; + + }; + + function setProgram( camera, lights, fog, material, object ) { + + _usedTextureUnits = 0; + + if ( material.needsUpdate ) { + + if ( material.program ) _this.deallocateMaterial( material ); + + _this.initMaterial( material, lights, fog, object ); + material.needsUpdate = false; + + } + + if ( material.morphTargets ) { + + if ( ! object.__webglMorphTargetInfluences ) { + + object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); + + } + + } + + var refreshMaterial = false; + + var program = material.program, + p_uniforms = program.uniforms, + m_uniforms = material.uniforms; + + if ( program !== _currentProgram ) { + + _gl.useProgram( program ); + _currentProgram = program; + + refreshMaterial = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + refreshMaterial = true; + + } + + if ( refreshMaterial || camera !== _currentCamera ) { + + _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + if ( camera !== _currentCamera ) _currentCamera = camera; + + } + + // 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 ) { + + if ( _supportsBoneTextures && object.useVertexTexture ) { + + if ( p_uniforms.boneTexture !== null ) { + + var textureUnit = getTextureUnit(); + + _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); + _this.setTexture( object.boneTexture, textureUnit ); + + } + + } else { + + if ( p_uniforms.boneGlobalMatrices !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices ); + + } + + } + + } + + if ( refreshMaterial ) { + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material.lights ) { + + if ( _lightsNeedUpdate ) { + + setupLights( program, lights ); + _lightsNeedUpdate = false; + + } + + refreshUniformsLights( m_uniforms, _lights ); + + } + + if ( material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } + + // refresh single material specific uniforms + + if ( material instanceof THREE.LineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + } else if ( material instanceof THREE.ParticleBasicMaterial ) { + + refreshUniformsParticle( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + m_uniforms.mNear.value = camera.near; + m_uniforms.mFar.value = camera.far; + m_uniforms.opacity.value = material.opacity; + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + m_uniforms.opacity.value = material.opacity; + + } + + if ( object.receiveShadow && ! material._shadowPass ) { + + refreshUniformsShadow( m_uniforms, lights ); + + } + + // load common uniforms + + loadUniformsGeneric( program, material.uniformsList ); + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material instanceof THREE.ShaderMaterial || + material instanceof THREE.MeshPhongMaterial || + material.envMap ) { + + if ( p_uniforms.cameraPosition !== null ) { + + var position = camera.matrixWorld.getPosition(); + _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray ); + + } + + } + + } + + loadUniformsMatrices( p_uniforms, object ); + + if ( p_uniforms.modelMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); + + } + + return program; + + }; + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( _this.gammaInput ) { + + uniforms.diffuse.value.copyGammaToLinear( material.color ); + + } else { + + uniforms.diffuse.value = material.color; + + } + + uniforms.map.value = material.map; + uniforms.lightMap.value = material.lightMap; + uniforms.specularMap.value = material.specularMap; + + 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 ); + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } + + if ( uvScaleMap !== undefined ) { + + 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; + uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1; + + if ( _this.gammaInput ) { + + //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; + uniforms.reflectivity.value = material.reflectivity; + + } else { + + uniforms.reflectivity.value = material.reflectivity; + + } + + uniforms.refractionRatio.value = material.refractionRatio; + uniforms.combine.value = material.combine; + uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; + + }; + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + }; + + function refreshUniformsParticle ( uniforms, material ) { + + uniforms.psColor.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size; + uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this. + + uniforms.map.value = material.map; + + }; + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog instanceof THREE.Fog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog instanceof THREE.FogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + }; + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.shininess.value = material.shininess; + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + uniforms.specular.value.copyGammaToLinear( material.specular ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + uniforms.specular.value = material.specular; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLambert ( uniforms, material ) { + + if ( _this.gammaInput ) { + + uniforms.ambient.value.copyGammaToLinear( material.ambient ); + uniforms.emissive.value.copyGammaToLinear( material.emissive ); + + } else { + + uniforms.ambient.value = material.ambient; + uniforms.emissive.value = material.emissive; + + } + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + }; + + function refreshUniformsLights ( uniforms, lights ) { + + uniforms.ambientLightColor.value = lights.ambient; + + uniforms.directionalLightColor.value = lights.directional.colors; + uniforms.directionalLightDirection.value = lights.directional.positions; + + uniforms.pointLightColor.value = lights.point.colors; + uniforms.pointLightPosition.value = lights.point.positions; + uniforms.pointLightDistance.value = lights.point.distances; + + uniforms.spotLightColor.value = lights.spot.colors; + uniforms.spotLightPosition.value = lights.spot.positions; + uniforms.spotLightDistance.value = lights.spot.distances; + uniforms.spotLightDirection.value = lights.spot.directions; + uniforms.spotLightAngle.value = lights.spot.angles; + uniforms.spotLightExponent.value = lights.spot.exponents; + + uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors; + uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors; + uniforms.hemisphereLightPosition.value = lights.hemi.positions; + + }; + + function refreshUniformsShadow ( uniforms, lights ) { + + if ( uniforms.shadowMatrix ) { + + var j = 0; + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) { + + uniforms.shadowMap.value[ j ] = light.shadowMap; + uniforms.shadowMapSize.value[ j ] = light.shadowMapSize; + + uniforms.shadowMatrix.value[ j ] = light.shadowMatrix; + + uniforms.shadowDarkness.value[ j ] = light.shadowDarkness; + uniforms.shadowBias.value[ j ] = light.shadowBias; + + j ++; + + } + + } + + } + + }; + + // Uniforms (load to GPU) + + function loadUniformsMatrices ( uniforms, object ) { + + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements ); + + if ( uniforms.normalMatrix ) { + + _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements ); + + } + + }; + + function getTextureUnit() { + + var textureUnit = _usedTextureUnits; + + if ( textureUnit >= _maxTextures ) { + + console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + }; + + function loadUniformsGeneric ( program, uniforms ) { + + var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset; + + for ( j = 0, jl = uniforms.length; j < jl; j ++ ) { + + location = program.uniforms[ uniforms[ j ][ 1 ] ]; + if ( !location ) continue; + + uniform = uniforms[ j ][ 0 ]; + + type = uniform.type; + value = uniform.value; + + if ( type === "i" ) { // single integer + + _gl.uniform1i( location, value ); + + } else if ( type === "f" ) { // single float + + _gl.uniform1f( location, value ); + + } else if ( type === "v2" ) { // single THREE.Vector2 + + _gl.uniform2f( location, value.x, value.y ); + + } else if ( type === "v3" ) { // single THREE.Vector3 + + _gl.uniform3f( location, value.x, value.y, value.z ); + + } else if ( type === "v4" ) { // single THREE.Vector4 + + _gl.uniform4f( location, value.x, value.y, value.z, value.w ); + + } else if ( type === "c" ) { // single THREE.Color + + _gl.uniform3f( location, value.r, value.g, value.b ); + + } else if ( type === "iv1" ) { // flat array of integers (JS or typed array) + + _gl.uniform1iv( location, value ); + + } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array) + + _gl.uniform3iv( location, value ); + + } else if ( type === "fv1" ) { // flat array of floats (JS or typed array) + + _gl.uniform1fv( location, value ); + + } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array) + + _gl.uniform3fv( location, value ); + + } else if ( type === "v2v" ) { // array of THREE.Vector2 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 2 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 2; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + + } + + _gl.uniform2fv( location, uniform._array ); + + } else if ( type === "v3v" ) { // array of THREE.Vector3 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 3 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 3; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + + } + + _gl.uniform3fv( location, uniform._array ); + + } else if ( type === "v4v" ) { // array of THREE.Vector4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 4 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + offset = i * 4; + + uniform._array[ offset ] = value[ i ].x; + uniform._array[ offset + 1 ] = value[ i ].y; + uniform._array[ offset + 2 ] = value[ i ].z; + uniform._array[ offset + 3 ] = value[ i ].w; + + } + + _gl.uniform4fv( location, uniform._array ); + + } else if ( type === "m4") { // single THREE.Matrix4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 16 ); + + } + + value.flattenToArray( uniform._array ); + _gl.uniformMatrix4fv( location, false, uniform._array ); + + } else if ( type === "m4v" ) { // array of THREE.Matrix4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 16 * value.length ); + + } + + for ( i = 0, il = value.length; i < il; i ++ ) { + + value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); + + } + + _gl.uniformMatrix4fv( location, false, uniform._array ); + + } else if ( type === "t" ) { // single THREE.Texture (2d or cube) + + texture = value; + textureUnit = getTextureUnit(); + + _gl.uniform1i( location, textureUnit ); + + if ( !texture ) continue; + + if ( texture.image instanceof Array && texture.image.length === 6 ) { + + setCubeTexture( texture, textureUnit ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture, textureUnit ); + + } else { + + _this.setTexture( texture, textureUnit ); + + } + + } else if ( type === "tv" ) { // array of THREE.Texture (2d) + + if ( uniform._array === undefined ) { + + uniform._array = []; + + } + + for( i = 0, il = uniform.value.length; i < il; i ++ ) { + + uniform._array[ i ] = getTextureUnit(); + + } + + _gl.uniform1iv( location, uniform._array ); + + for( i = 0, il = uniform.value.length; i < il; i ++ ) { + + texture = uniform.value[ i ]; + textureUnit = uniform._array[ i ]; + + if ( !texture ) continue; + + _this.setTexture( texture, textureUnit ); + + } + + } + + } + + }; + + function setupMatrices ( object, camera ) { + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld ); + + object._normalMatrix.getInverse( object._modelViewMatrix ); + object._normalMatrix.transpose(); + + }; + + // + + function setColorGamma( array, offset, color, intensitySq ) { + + array[ offset ] = color.r * color.r * intensitySq; + array[ offset + 1 ] = color.g * color.g * intensitySq; + array[ offset + 2 ] = color.b * color.b * intensitySq; + + }; + + function setColorLinear( array, offset, color, intensity ) { + + array[ offset ] = color.r * intensity; + array[ offset + 1 ] = color.g * intensity; + array[ offset + 2 ] = color.b * intensity; + + }; + + function setupLights ( program, lights ) { + + var l, ll, light, n, + r = 0, g = 0, b = 0, + color, skyColor, groundColor, + intensity, intensitySq, + position, + distance, + + zlights = _lights, + + dirColors = zlights.directional.colors, + dirPositions = zlights.directional.positions, + + pointColors = zlights.point.colors, + pointPositions = zlights.point.positions, + pointDistances = zlights.point.distances, + + spotColors = zlights.spot.colors, + spotPositions = zlights.spot.positions, + spotDistances = zlights.spot.distances, + spotDirections = zlights.spot.directions, + spotAngles = zlights.spot.angles, + spotExponents = zlights.spot.exponents, + + hemiSkyColors = zlights.hemi.skyColors, + hemiGroundColors = zlights.hemi.groundColors, + hemiPositions = zlights.hemi.positions, + + dirLength = 0, + pointLength = 0, + spotLength = 0, + hemiLength = 0, + + dirOffset = 0, + pointOffset = 0, + spotOffset = 0, + hemiOffset = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow || ! light.visible ) continue; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + if ( light instanceof THREE.AmbientLight ) { + + if ( _this.gammaInput ) { + + r += color.r * color.r; + g += color.g * color.g; + b += color.b * color.b; + + } else { + + r += color.r; + g += color.g; + b += color.b; + + } + + } else if ( light instanceof THREE.DirectionalLight ) { + + dirOffset = dirLength * 3; + + if ( _this.gammaInput ) { + + setColorGamma( dirColors, dirOffset, color, intensity * intensity ); + + } else { + + setColorLinear( dirColors, dirOffset, color, intensity ); + + } + + _direction.copy( light.matrixWorld.getPosition() ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + dirPositions[ dirOffset ] = _direction.x; + dirPositions[ dirOffset + 1 ] = _direction.y; + dirPositions[ dirOffset + 2 ] = _direction.z; + + dirLength += 1; + + } else if( light instanceof THREE.PointLight ) { + + pointOffset = pointLength * 3; + + if ( _this.gammaInput ) { + + setColorGamma( pointColors, pointOffset, color, intensity * intensity ); + + } else { + + setColorLinear( pointColors, pointOffset, color, intensity ); + + } + + position = light.matrixWorld.getPosition(); + + pointPositions[ pointOffset ] = position.x; + pointPositions[ pointOffset + 1 ] = position.y; + pointPositions[ pointOffset + 2 ] = position.z; + + pointDistances[ pointLength ] = distance; + + pointLength += 1; + + } else if( light instanceof THREE.SpotLight ) { + + spotOffset = spotLength * 3; + + if ( _this.gammaInput ) { + + setColorGamma( spotColors, spotOffset, color, intensity * intensity ); + + } else { + + setColorLinear( spotColors, spotOffset, color, intensity ); + + } + + position = light.matrixWorld.getPosition(); + + spotPositions[ spotOffset ] = position.x; + spotPositions[ spotOffset + 1 ] = position.y; + spotPositions[ spotOffset + 2 ] = position.z; + + spotDistances[ spotLength ] = distance; + + _direction.copy( position ); + _direction.subSelf( light.target.matrixWorld.getPosition() ); + _direction.normalize(); + + spotDirections[ spotOffset ] = _direction.x; + spotDirections[ spotOffset + 1 ] = _direction.y; + spotDirections[ spotOffset + 2 ] = _direction.z; + + spotAngles[ spotLength ] = Math.cos( light.angle ); + spotExponents[ spotLength ] = light.exponent; + + spotLength += 1; + + } else if ( light instanceof THREE.HemisphereLight ) { + + skyColor = light.color; + groundColor = light.groundColor; + + hemiOffset = hemiLength * 3; + + if ( _this.gammaInput ) { + + intensitySq = intensity * intensity; + + setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq ); + setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq ); + + } else { + + setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity ); + setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity ); + + } + + position = light.matrixWorld.getPosition(); + + hemiPositions[ hemiOffset ] = position.x; + hemiPositions[ hemiOffset + 1 ] = position.y; + hemiPositions[ hemiOffset + 2 ] = position.z; + + hemiLength += 1; + + } + + } + + // null eventual remains from removed lights + // (this is to avoid if in shader) + + for ( l = dirLength * 3, ll = dirColors.length; l < ll; l ++ ) dirColors[ l ] = 0.0; + for ( l = pointLength * 3, ll = pointColors.length; l < ll; l ++ ) pointColors[ l ] = 0.0; + for ( l = spotLength * 3, ll = spotColors.length; l < ll; l ++ ) spotColors[ l ] = 0.0; + for ( l = hemiLength * 3, ll = hemiSkyColors.length; l < ll; l ++ ) hemiSkyColors[ l ] = 0.0; + for ( l = hemiLength * 3, ll = hemiGroundColors.length; l < ll; l ++ ) hemiGroundColors[ l ] = 0.0; + + zlights.directional.length = dirLength; + zlights.point.length = pointLength; + zlights.spot.length = spotLength; + zlights.hemi.length = hemiLength; + + zlights.ambient[ 0 ] = r; + zlights.ambient[ 1 ] = g; + zlights.ambient[ 2 ] = b; + + }; + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFace ) { + + if ( cullFace ) { + + if ( !frontFace || frontFace === "ccw" ) { + + _gl.frontFace( _gl.CCW ); + + } else { + + _gl.frontFace( _gl.CW ); + + } + + if( cullFace === "back" ) { + + _gl.cullFace( _gl.BACK ); + + } else if( cullFace === "front" ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.FRONT_AND_BACK ); + + } + + _gl.enable( _gl.CULL_FACE ); + + } else { + + _gl.disable( _gl.CULL_FACE ); + + } + + }; + + this.setMaterialFaces = function ( material ) { + + var doubleSided = material.side === THREE.DoubleSide; + var flipSided = material.side === THREE.BackSide; + + if ( _oldDoubleSided !== doubleSided ) { + + if ( doubleSided ) { + + _gl.disable( _gl.CULL_FACE ); + + } else { + + _gl.enable( _gl.CULL_FACE ); + + } + + _oldDoubleSided = doubleSided; + + } + + if ( _oldFlipSided !== flipSided ) { + + if ( flipSided ) { + + _gl.frontFace( _gl.CW ); + + } else { + + _gl.frontFace( _gl.CCW ); + + } + + _oldFlipSided = flipSided; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( _oldDepthTest !== depthTest ) { + + if ( depthTest ) { + + _gl.enable( _gl.DEPTH_TEST ); + + } else { + + _gl.disable( _gl.DEPTH_TEST ); + + } + + _oldDepthTest = depthTest; + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + if ( _oldDepthWrite !== depthWrite ) { + + _gl.depthMask( depthWrite ); + _oldDepthWrite = depthWrite; + + } + + }; + + function setLineWidth ( width ) { + + if ( width !== _oldLineWidth ) { + + _gl.lineWidth( width ); + + _oldLineWidth = width; + + } + + }; + + function setPolygonOffset ( polygonoffset, factor, units ) { + + if ( _oldPolygonOffset !== polygonoffset ) { + + if ( polygonoffset ) { + + _gl.enable( _gl.POLYGON_OFFSET_FILL ); + + } else { + + _gl.disable( _gl.POLYGON_OFFSET_FILL ); + + } + + _oldPolygonOffset = polygonoffset; + + } + + if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { + + _gl.polygonOffset( factor, units ); + + _oldPolygonOffsetFactor = factor; + _oldPolygonOffsetUnits = units; + + } + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { + + if ( blending !== _oldBlending ) { + + if ( blending === THREE.NoBlending ) { + + _gl.disable( _gl.BLEND ); + + } else if ( blending === THREE.AdditiveBlending ) { + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); + + } else if ( blending === THREE.SubtractiveBlending ) { + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); + + } else if ( blending === THREE.MultiplyBlending ) { + + // TODO: Find blendFuncSeparate() combination + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); + + } else if ( blending === THREE.CustomBlending ) { + + _gl.enable( _gl.BLEND ); + + } else { + + _gl.enable( _gl.BLEND ); + _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); + _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); + + } + + _oldBlending = blending; + + } + + if ( blending === THREE.CustomBlending ) { + + if ( blendEquation !== _oldBlendEquation ) { + + _gl.blendEquation( paramThreeToGL( blendEquation ) ); + + _oldBlendEquation = blendEquation; + + } + + if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { + + _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); + + _oldBlendSrc = blendSrc; + _oldBlendDst = blendDst; + + } + + } else { + + _oldBlendEquation = null; + _oldBlendSrc = null; + _oldBlendDst = null; + + } + + }; + + // Defines + + function generateDefines ( defines ) { + + var value, chunk, chunks = []; + + for ( var d in defines ) { + + value = defines[ d ]; + if ( value === false ) continue; + + chunk = "#define " + d + " " + value; + chunks.push( chunk ); + + } + + return chunks.join( "\n" ); + + }; + + // Shaders + + function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) { + + var p, pl, d, program, code; + var chunks = []; + + // Generate code + + if ( shaderID ) { + + chunks.push( shaderID ); + + } else { + + chunks.push( fragmentShader ); + chunks.push( vertexShader ); + + } + + for ( d in defines ) { + + chunks.push( d ); + chunks.push( defines[ d ] ); + + } + + for ( p in parameters ) { + + chunks.push( p ); + chunks.push( parameters[ p ] ); + + } + + code = chunks.join(); + + // Check if code has been already compiled + + for ( p = 0, pl = _programs.length; p < pl; p ++ ) { + + var programInfo = _programs[ p ]; + + if ( programInfo.code === code ) { + + // console.log( "Code already compiled." /*: \n\n" + code*/ ); + + programInfo.usedTimes ++; + + return programInfo.program; + + } + + } + + //console.log( "building new program " ); + + // + + var customDefines = generateDefines( defines ); + + // + + program = _gl.createProgram(); + + var prefix_vertex = [ + + "precision " + _precision + " float;", + + customDefines, + + _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + "#define MAX_BONES " + parameters.maxBones, + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.bumpMap ? "#define USE_BUMPMAP" : "", + parameters.normalMap ? "#define USE_NORMALMAP" : "", + parameters.specularMap ? "#define USE_SPECULARMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + + parameters.skinning ? "#define USE_SKINNING" : "", + parameters.useVertexTexture ? "#define BONE_TEXTURE" : "", + parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "", + parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "", + + parameters.morphTargets ? "#define USE_MORPHTARGETS" : "", + parameters.morphNormals ? "#define USE_MORPHNORMALS" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + parameters.flipSided ? "#define FLIP_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "", + + "uniform mat4 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;", + "attribute vec2 uv2;", + + "#ifdef USE_COLOR", + + "attribute vec3 color;", + + "#endif", + + "#ifdef USE_MORPHTARGETS", + + "attribute vec3 morphTarget0;", + "attribute vec3 morphTarget1;", + "attribute vec3 morphTarget2;", + "attribute vec3 morphTarget3;", + + "#ifdef USE_MORPHNORMALS", + + "attribute vec3 morphNormal0;", + "attribute vec3 morphNormal1;", + "attribute vec3 morphNormal2;", + "attribute vec3 morphNormal3;", + + "#else", + + "attribute vec3 morphTarget4;", + "attribute vec3 morphTarget5;", + "attribute vec3 morphTarget6;", + "attribute vec3 morphTarget7;", + + "#endif", + + "#endif", + + "#ifdef USE_SKINNING", + + "attribute vec4 skinIndex;", + "attribute vec4 skinWeight;", + + "#endif", + + "" + + ].join("\n"); + + var prefix_fragment = [ + + "precision " + _precision + " float;", + + ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "", + + customDefines, + + "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, + "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, + "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, + "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights, + + "#define MAX_SHADOWS " + parameters.maxShadows, + + parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", + + _this.gammaInput ? "#define GAMMA_INPUT" : "", + _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", + _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "", + + ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "", + ( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "", + + parameters.map ? "#define USE_MAP" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.bumpMap ? "#define USE_BUMPMAP" : "", + parameters.normalMap ? "#define USE_NORMALMAP" : "", + parameters.specularMap ? "#define USE_SPECULARMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", + + parameters.metal ? "#define METAL" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", + parameters.wrapAround ? "#define WRAP_AROUND" : "", + parameters.doubleSided ? "#define DOUBLE_SIDED" : "", + parameters.flipSided ? "#define FLIP_SIDED" : "", + + parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", + parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", + parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "", + parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "", + + "uniform mat4 viewMatrix;", + "uniform vec3 cameraPosition;", + "" + + ].join("\n"); + + var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader ); + var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader ); + + _gl.attachShader( program, glVertexShader ); + _gl.attachShader( program, glFragmentShader ); + + _gl.linkProgram( program ); + + if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) { + + console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); + + } + + // clean up + + _gl.deleteShader( glFragmentShader ); + _gl.deleteShader( glVertexShader ); + + //console.log( prefix_fragment + fragmentShader ); + //console.log( prefix_vertex + vertexShader ); + + program.uniforms = {}; + program.attributes = {}; + + var identifiers, u, a, i; + + // cache uniform locations + + identifiers = [ + + 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', + 'morphTargetInfluences' + + ]; + + if ( parameters.useVertexTexture ) { + + identifiers.push( 'boneTexture' ); + + } else { + + identifiers.push( 'boneGlobalMatrices' ); + + } + + for ( u in uniforms ) { + + identifiers.push( u ); + + } + + cacheUniformLocations( program, identifiers ); + + // cache attributes locations + + identifiers = [ + + "position", "normal", "uv", "uv2", "tangent", "color", + "skinIndex", "skinWeight" + + ]; + + for ( i = 0; i < parameters.maxMorphTargets; i ++ ) { + + identifiers.push( "morphTarget" + i ); + + } + + for ( i = 0; i < parameters.maxMorphNormals; i ++ ) { + + identifiers.push( "morphNormal" + i ); + + } + + for ( a in attributes ) { + + identifiers.push( a ); + + } + + cacheAttributeLocations( program, identifiers ); + + program.id = _programs_counter ++; + + _programs.push( { program: program, code: code, usedTimes: 1 } ); + + _this.info.memory.programs = _programs.length; + + return program; + + }; + + // Shader parameters cache + + function cacheUniformLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.uniforms[ id ] = _gl.getUniformLocation( program, id ); + + } + + }; + + function cacheAttributeLocations ( program, identifiers ) { + + var i, l, id; + + for( i = 0, l = identifiers.length; i < l; i ++ ) { + + id = identifiers[ i ]; + program.attributes[ id ] = _gl.getAttribLocation( program, id ); + + } + + }; + + function addLineNumbers ( string ) { + + var chunks = string.split( "\n" ); + + for ( var i = 0, il = chunks.length; i < il; i ++ ) { + + // Chrome reports shader errors on lines + // starting counting from 1 + + chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ]; + + } + + return chunks.join( "\n" ); + + }; + + function getShader ( type, string ) { + + var shader; + + if ( type === "fragment" ) { + + shader = _gl.createShader( _gl.FRAGMENT_SHADER ); + + } else if ( type === "vertex" ) { + + shader = _gl.createShader( _gl.VERTEX_SHADER ); + + } + + _gl.shaderSource( shader, string ); + _gl.compileShader( shader ); + + if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) { + + console.error( _gl.getShaderInfoLog( shader ) ); + console.error( addLineNumbers( string ) ); + return null; + + } + + return shader; + + }; + + // Textures + + + function isPowerOfTwo ( value ) { + + return ( value & ( value - 1 ) ) === 0; + + }; + + function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { + + if ( isImagePowerOfTwo ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + } + + if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) { + + if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) { + + _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) ); + texture.__oldAnisotropy = texture.anisotropy; + + } + + } + + }; + + this.setTexture = function ( texture, slot ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.__webglInit ) { + + texture.__webglInit = true; + texture.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + + var image = texture.image, + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); + + if ( texture instanceof THREE.CompressedTexture ) { + + var mipmap, mipmaps = texture.mipmaps; + + for( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else if ( texture instanceof THREE.DataTexture ) { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image ); + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + } + + }; + + function clampToMaxSize ( image, maxSize ) { + + if ( image.width <= maxSize && image.height <= maxSize ) { + + return image; + + } + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var maxDimension = Math.max( image.width, image.height ); + var newWidth = Math.floor( image.width * maxSize / maxDimension ); + var newHeight = Math.floor( image.height * maxSize / maxDimension ); + + var canvas = document.createElement( 'canvas' ); + canvas.width = newWidth; + canvas.height = newHeight; + + var ctx = canvas.getContext( "2d" ); + ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight ); + + return canvas; + + } + + function setCubeTexture ( texture, slot ) { + + if ( texture.image.length === 6 ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.image.__webglTextureCube ) { + + texture.image.__webglTextureCube = _gl.createTexture(); + + } + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + + var isCompressed = texture instanceof THREE.CompressedTexture; + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( _this.autoScaleCubemaps && ! isCompressed ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); + + } else { + + cubeImage[ i ] = texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + if ( isCompressed ) { + + var mipmap, mipmaps = cubeImage[ i ].mipmaps; + + for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + + mipmap = mipmaps[ j ]; + _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) { + + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + } else { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube ); + + } + + } + + }; + + function setCubeTextureDynamic ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture ); + + }; + + // Render targets + + function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 ); + + }; + + function setupRenderBuffer ( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + /* For some reason this is not working. Defaulting to RGBA4. + } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + */ + } else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + }; + + this.setRenderTarget = function ( renderTarget ) { + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( renderTarget && ! renderTarget.__webglFramebuffer ) { + + if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; + if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; + + renderTarget.__webglTexture = _gl.createTexture(); + + // Setup texture, create render and frame buffers + + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ), + glFormat = paramThreeToGL( renderTarget.format ), + glType = paramThreeToGL( renderTarget.type ); + + if ( isCube ) { + + renderTarget.__webglFramebuffer = []; + renderTarget.__webglRenderbuffer = []; + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); + + } + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } else { + + renderTarget.__webglFramebuffer = _gl.createFramebuffer(); + renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo ); + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D ); + setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget ); + + if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + } + + // Release everything + + if ( isCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null); + + } + + var framebuffer, width, height, vx, vy; + + if ( renderTarget ) { + + if ( isCube ) { + + framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTarget.__webglFramebuffer; + + } + + width = renderTarget.width; + height = renderTarget.height; + + vx = 0; + vy = 0; + + } else { + + framebuffer = null; + + width = _viewportWidth; + height = _viewportHeight; + + vx = _viewportX; + vy = _viewportY; + + } + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.viewport( vx, vy, width, height ); + + _currentFramebuffer = framebuffer; + + } + + _currentWidth = width; + _currentHeight = height; + + }; + + function updateRenderTargetMipmap ( renderTarget ) { + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture ); + _gl.generateMipmap( _gl.TEXTURE_2D ); + _gl.bindTexture( _gl.TEXTURE_2D, null ); + + } + + }; + + // Fallback filters for non-power-of-2 textures + + function filterFallback ( f ) { + + if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + }; + + // Map three.js constants to WebGL constants + + function paramThreeToGL ( p ) { + + if ( p === THREE.RepeatWrapping ) return _gl.REPEAT; + if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; + if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; + + if ( p === THREE.NearestFilter ) return _gl.NEAREST; + if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; + if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; + + if ( p === THREE.LinearFilter ) return _gl.LINEAR; + if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; + if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; + + if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE; + if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; + + if ( p === THREE.ByteType ) return _gl.BYTE; + if ( p === THREE.ShortType ) return _gl.SHORT; + if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT; + if ( p === THREE.IntType ) return _gl.INT; + if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT; + if ( p === THREE.FloatType ) return _gl.FLOAT; + + if ( p === THREE.AlphaFormat ) return _gl.ALPHA; + if ( p === THREE.RGBFormat ) return _gl.RGB; + if ( p === THREE.RGBAFormat ) return _gl.RGBA; + if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE; + if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; + + if ( p === THREE.AddEquation ) return _gl.FUNC_ADD; + if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT; + if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; + + if ( p === THREE.ZeroFactor ) return _gl.ZERO; + if ( p === THREE.OneFactor ) return _gl.ONE; + if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR; + if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; + if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA; + if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; + if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA; + if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; + + if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR; + if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; + if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; + + if ( _glExtensionCompressedTextureS3TC !== undefined ) { + + if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } + + return 0; + + }; + + // Allocations + + function allocateBones ( object ) { + + if ( _supportsBoneTextures && object && object.useVertexTexture ) { + + 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 = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS ); + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + var maxBones = nVertexMatrices; + + if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { + + maxBones = Math.min( object.bones.length, maxBones ); + + if ( maxBones < object.bones.length ) { + + console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" ); + + } + + } + + return maxBones; + + } + + }; + + function allocateLights ( lights ) { + + var l, ll, light, dirLights, pointLights, spotLights, hemiLights, maxDirLights, maxPointLights, maxSpotLights, maxHemiLights; + + dirLights = pointLights = spotLights = hemiLights = maxDirLights = maxPointLights = maxSpotLights = maxHemiLights = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow ) continue; + + if ( light instanceof THREE.DirectionalLight ) dirLights ++; + if ( light instanceof THREE.PointLight ) pointLights ++; + if ( light instanceof THREE.SpotLight ) spotLights ++; + if ( light instanceof THREE.HemisphereLight ) hemiLights ++; + + } + + if ( ( pointLights + spotLights + dirLights + hemiLights) <= _maxLights ) { + + maxDirLights = dirLights; + maxPointLights = pointLights; + maxSpotLights = spotLights; + maxHemiLights = hemiLights; + + } else { + + maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) ); + maxPointLights = _maxLights - maxDirLights; + + // these are not really correct + + maxSpotLights = maxPointLights; + maxHemiLights = maxDirLights; + + } + + return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights, 'hemi': maxHemiLights }; + + }; + + function allocateShadows ( lights ) { + + var l, ll, light, maxShadows = 0; + + for ( l = 0, ll = lights.length; l < ll; l++ ) { + + light = lights[ l ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight ) maxShadows ++; + if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; + + } + + return maxShadows; + + }; + + // Initialization + + function initGL () { + + try { + + if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) { + + throw 'Error creating WebGL context.'; + + } + + } catch ( error ) { + + console.error( error ); + + } + + _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' ); + _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' ); + + _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || + _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || + _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + + + _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || + _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || + _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + + if ( ! _glExtensionTextureFloat ) { + + console.log( 'THREE.WebGLRenderer: Float textures not supported.' ); + + } + + if ( ! _glExtensionStandardDerivatives ) { + + console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' ); + + } + + if ( ! _glExtensionTextureFilterAnisotropic ) { + + console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' ); + + } + + if ( ! _glExtensionCompressedTextureS3TC ) { + + console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' ); + + } + + }; + + function setDefaultGLState () { + + _gl.clearColor( 0, 0, 0, 1 ); + _gl.clearDepth( 1 ); + _gl.clearStencil( 0 ); + + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthFunc( _gl.LEQUAL ); + + _gl.frontFace( _gl.CCW ); + _gl.cullFace( _gl.BACK ); + _gl.enable( _gl.CULL_FACE ); + + _gl.enable( _gl.BLEND ); + _gl.blendEquation( _gl.FUNC_ADD ); + _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); + + _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + // default plugins (order is important) + + this.shadowMapPlugin = new THREE.ShadowMapPlugin(); + this.addPrePlugin( this.shadowMapPlugin ); + + this.addPostPlugin( new THREE.SpritePlugin() ); + this.addPostPlugin( new THREE.LensFlarePlugin() ); + +}; +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.WebGLRenderTarget = function ( width, height, options ) { + + this.width = width; + this.height = height; + + options = options || {}; + + this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter; + this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter; + + this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.format = options.format !== undefined ? options.format : THREE.RGBAFormat; + this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + + this.generateMipmaps = true; + +}; + +THREE.WebGLRenderTarget.prototype.clone = function() { + + var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); + + tmp.wrapS = this.wrapS; + tmp.wrapT = this.wrapT; + + tmp.magFilter = this.magFilter; + tmp.anisotropy = this.anisotropy; + + tmp.minFilter = this.minFilter; + + tmp.offset.copy( this.offset ); + tmp.repeat.copy( this.repeat ); + + tmp.format = this.format; + tmp.type = this.type; + + tmp.depthBuffer = this.depthBuffer; + tmp.stencilBuffer = this.stencilBuffer; + + tmp.generateMipmaps = this.generateMipmaps; + + return tmp; + +}; +/** + * @author alteredq / http://alteredqualia.com + */ + +THREE.WebGLRenderTargetCube = function ( width, height, options ) { + + THREE.WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + +}; + +THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableVertex = function () { + + this.positionWorld = new THREE.Vector3(); + this.positionScreen = new THREE.Vector4(); + + this.visible = true; + +}; + +THREE.RenderableVertex.prototype.copy = function ( vertex ) { + + this.positionWorld.copy( vertex.positionWorld ); + this.positionScreen.copy( vertex.positionScreen ); + +} +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableFace3 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + this.vertexNormalsLength = 0; + + this.color = null; + this.material = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableFace4 = function () { + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + this.v3 = new THREE.RenderableVertex(); + this.v4 = new THREE.RenderableVertex(); + + this.centroidWorld = new THREE.Vector3(); + this.centroidScreen = new THREE.Vector3(); + + this.normalWorld = new THREE.Vector3(); + this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; + this.vertexNormalsLength = 0; + + this.color = null; + this.material = null; + this.uvs = [[]]; + + this.z = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableObject = function () { + + this.object = null; + this.z = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableParticle = function () { + + this.object = null; + + this.x = null; + this.y = null; + this.z = null; + + this.rotation = null; + this.scale = new THREE.Vector2(); + + this.material = null; + +}; +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RenderableLine = function () { + + this.z = null; + + this.v1 = new THREE.RenderableVertex(); + this.v2 = new THREE.RenderableVertex(); + + this.material = null; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ColorUtils = { + + adjustHSV : function ( color, h, s, v ) { + + var hsv = THREE.ColorUtils.__hsv; + + THREE.ColorUtils.rgbToHsv( color, hsv ); + + hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 ); + hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 ); + hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 ); + + color.setHSV( hsv.h, hsv.s, hsv.v ); + + }, + + // based on MochiKit implementation by Bob Ippolito + + rgbToHsv : function ( color, hsv ) { + + var r = color.r; + var g = color.g; + var b = color.b; + + var max = Math.max( Math.max( r, g ), b ); + var min = Math.min( Math.min( r, g ), b ); + + var hue; + var saturation; + var value = max; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = ( max - min ); + saturation = delta / max; + + if ( r === max ) { + + hue = ( g - b ) / delta; + + } else if ( g === max ) { + + hue = 2 + ( ( b - r ) / delta ); + + } else { + + hue = 4 + ( ( r - g ) / delta ); + } + + hue /= 6; + + if ( hue < 0 ) { + + hue += 1; + + } + + if ( hue > 1 ) { + + hue -= 1; + + } + + } + + if ( hsv === undefined ) { + + hsv = { h: 0, s: 0, v: 0 }; + + } + + hsv.h = hue; + hsv.s = saturation; + hsv.v = value; + + return hsv; + + } + +}; + +THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.GeometryUtils = { + + // Merge two geometries or geometry and geometry from object (using object's transform) + + merge: function ( geometry1, object2 /* mesh | geometry */ ) { + + var matrix, matrixRotation, + vertexOffset = geometry1.vertices.length, + uvPosition = geometry1.faceVertexUvs[ 0 ].length, + geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2, + vertices1 = geometry1.vertices, + vertices2 = geometry2.vertices, + faces1 = geometry1.faces, + faces2 = geometry2.faces, + uvs1 = geometry1.faceVertexUvs[ 0 ], + uvs2 = geometry2.faceVertexUvs[ 0 ]; + + var geo1MaterialsMap = {}; + + for ( var i = 0; i < geometry1.materials.length; i ++ ) { + + var id = geometry1.materials[ i ].id; + + geo1MaterialsMap[ id ] = i; + + } + + if ( object2 instanceof THREE.Mesh ) { + + object2.matrixAutoUpdate && object2.updateMatrix(); + + matrix = object2.matrix; + matrixRotation = new THREE.Matrix4(); + matrixRotation.extractRotation( matrix, object2.scale ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix ) matrix.multiplyVector3( vertexCopy ); + + vertices1.push( vertexCopy ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + if ( face instanceof THREE.Face3 ) { + + faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + + } else if ( face instanceof THREE.Face4 ) { + + faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset ); + + } + + faceCopy.normal.copy( face.normal ); + + if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal ); + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( matrixRotation ) matrixRotation.multiplyVector3( normal ); + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + if ( face.materialIndex !== undefined ) { + + var material2 = geometry2.materials[ face.materialIndex ]; + var materialId2 = material2.id; + + var materialIndex = geo1MaterialsMap[ materialId2 ]; + + if ( materialIndex === undefined ) { + + materialIndex = geometry1.materials.length; + geo1MaterialsMap[ materialId2 ] = materialIndex; + + geometry1.materials.push( material2 ); + + } + + faceCopy.materialIndex = materialIndex; + + } + + faceCopy.centroid.copy( face.centroid ); + if ( matrix ) matrix.multiplyVector3( faceCopy.centroid ); + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + clone: function ( geometry ) { + + var cloneGeo = new THREE.Geometry(); + + var i, il; + + var vertices = geometry.vertices, + faces = geometry.faces, + uvs = geometry.faceVertexUvs[ 0 ]; + + // materials + + if ( geometry.materials ) { + + cloneGeo.materials = geometry.materials.slice(); + + } + + // vertices + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + var vertex = vertices[ i ]; + + cloneGeo.vertices.push( vertex.clone() ); + + } + + // faces + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + var face = faces[ i ]; + + cloneGeo.faces.push( face.clone() ); + + } + + // uvs + + for ( i = 0, il = uvs.length; i < il; i ++ ) { + + var uv = uvs[ i ], uvCopy = []; + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) ); + + } + + cloneGeo.faceVertexUvs[ 0 ].push( uvCopy ); + + } + + return cloneGeo; + + }, + + // Get random point in triangle (via barycentric coordinates) + // (uniform distribution) + // http://www.cgafaq.info/wiki/Random_Point_In_Triangle + + randomPointInTriangle: function ( vectorA, vectorB, vectorC ) { + + var a, b, c, + point = new THREE.Vector3(), + tmp = THREE.GeometryUtils.__v1; + + a = THREE.GeometryUtils.random(); + b = THREE.GeometryUtils.random(); + + if ( ( a + b ) > 1 ) { + + a = 1 - a; + b = 1 - b; + + } + + c = 1 - a - b; + + point.copy( vectorA ); + point.multiplyScalar( a ); + + tmp.copy( vectorB ); + tmp.multiplyScalar( b ); + + point.addSelf( tmp ); + + tmp.copy( vectorC ); + tmp.multiplyScalar( c ); + + point.addSelf( tmp ); + + return point; + + }, + + // Get random point in face (triangle / quad) + // (uniform distribution) + + randomPointInFace: function ( face, geometry, useCachedAreas ) { + + var vA, vB, vC, vD; + + if ( face instanceof THREE.Face3 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = geometry.vertices[ face.a ]; + vB = geometry.vertices[ face.b ]; + vC = geometry.vertices[ face.c ]; + vD = geometry.vertices[ face.d ]; + + var area1, area2; + + if ( useCachedAreas ) { + + if ( face._area1 && face._area2 ) { + + area1 = face._area1; + area2 = face._area2; + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area1 = area1; + face._area2 = area2; + + } + + } else { + + area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ), + area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + } + + var r = THREE.GeometryUtils.random() * ( area1 + area2 ); + + if ( r < area1 ) { + + return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD ); + + } else { + + return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD ); + + } + + } + + }, + + // Get uniformly distributed random points in mesh + // - create array with cumulative sums of face areas + // - pick random number from 0 to total area + // - find corresponding place in area array by binary search + // - get random point in face + + randomPointsInGeometry: function ( geometry, n ) { + + var face, i, + faces = geometry.faces, + vertices = geometry.vertices, + il = faces.length, + totalArea = 0, + cumulativeAreas = [], + vA, vB, vC, vD; + + // precompute face areas + + for ( i = 0; i < il; i ++ ) { + + face = faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + + face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC ); + + } else if ( face instanceof THREE.Face4 ) { + + vA = vertices[ face.a ]; + vB = vertices[ face.b ]; + vC = vertices[ face.c ]; + vD = vertices[ face.d ]; + + face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ); + face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD ); + + face._area = face._area1 + face._area2; + + } + + totalArea += face._area; + + cumulativeAreas[ i ] = totalArea; + + } + + // binary search cumulative areas array + + function binarySearchIndices( value ) { + + function binarySearch( start, end ) { + + // return closest larger index + // if exact number is not found + + if ( end < start ) + return start; + + var mid = start + Math.floor( ( end - start ) / 2 ); + + if ( cumulativeAreas[ mid ] > value ) { + + return binarySearch( start, mid - 1 ); + + } else if ( cumulativeAreas[ mid ] < value ) { + + return binarySearch( mid + 1, end ); + + } else { + + return mid; + + } + + } + + var result = binarySearch( 0, cumulativeAreas.length - 1 ) + return result; + + } + + // pick random face weighted by face area + + var r, index, + result = []; + + var stats = {}; + + for ( i = 0; i < n; i ++ ) { + + r = THREE.GeometryUtils.random() * totalArea; + + index = binarySearchIndices( r ); + + result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true ); + + if ( ! stats[ index ] ) { + + stats[ index ] = 1; + + } else { + + stats[ index ] += 1; + + } + + } + + return result; + + }, + + // Get triangle area (by Heron's formula) + // http://en.wikipedia.org/wiki/Heron%27s_formula + + triangleArea: function ( vectorA, vectorB, vectorC ) { + + var s, a, b, c, + tmp = THREE.GeometryUtils.__v1; + + tmp.sub( vectorA, vectorB ); + a = tmp.length(); + + tmp.sub( vectorA, vectorC ); + b = tmp.length(); + + tmp.sub( vectorB, vectorC ); + c = tmp.length(); + + s = 0.5 * ( a + b + c ); + + return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); + + }, + + // Center geometry so that 0,0,0 is in center of bounding box + + center: function ( geometry ) { + + geometry.computeBoundingBox(); + + var bb = geometry.boundingBox; + + var offset = new THREE.Vector3(); + + offset.add( bb.min, bb.max ); + offset.multiplyScalar( -0.5 ); + + geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); + geometry.computeBoundingBox(); + + return offset; + + }, + + // Normalize UVs to be from <0,1> + // (for now just the first set of UVs) + + normalizeUVs: function ( geometry ) { + + var uvSet = geometry.faceVertexUvs[ 0 ]; + + for ( var i = 0, il = uvSet.length; i < il; i ++ ) { + + var uvs = uvSet[ i ]; + + for ( var j = 0, jl = uvs.length; j < jl; j ++ ) { + + // texture repeat + + if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u ); + if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v ); + + } + + } + + }, + + triangulateQuads: function ( geometry ) { + + var i, il, j, jl; + + var faces = []; + var faceUvs = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) { + + faceUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var triA = new THREE.Face3(); + var triB = new THREE.Face3(); + + triA.color.copy( face.color ); + triB.color.copy( face.color ); + + triA.materialIndex = face.materialIndex; + triB.materialIndex = face.materialIndex; + + triA.a = a; + triA.b = b; + triA.c = d; + + triB.a = b; + triB.b = c; + triB.c = d; + + if ( face.vertexColors.length === 4 ) { + + triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone(); + triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone(); + triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone(); + triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone(); + triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone(); + + } + + faces.push( triA, triB ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + var uvs = geometry.faceVertexUvs[ j ][ i ]; + + var uvA = uvs[ 0 ]; + var uvB = uvs[ 1 ]; + var uvC = uvs[ 2 ]; + var uvD = uvs[ 3 ]; + + var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ]; + var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ]; + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + if ( geometry.faceUvs[ j ].length ) { + + var faceUv = geometry.faceUvs[ j ][ i ]; + + faceUvs[ j ].push( faceUv, faceUv ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) { + + faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] ); + + } + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } + + geometry.faces = faces; + geometry.faceUvs = faceUvs; + geometry.faceVertexUvs = faceVertexUvs; + + geometry.computeCentroids(); + geometry.computeFaceNormals(); + geometry.computeVertexNormals(); + + if ( geometry.hasTangents ) geometry.computeTangents(); + + }, + + // Make all faces use unique vertices + // so that each face can be separated from others + + explode: function( geometry ) { + + var vertices = []; + + for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) { + + var n = vertices.length; + + var face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face4 ) { + + var a = face.a; + var b = face.b; + var c = face.c; + var d = face.d; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + var vd = geometry.vertices[ d ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + vertices.push( vd.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + face.d = n + 3; + + } else { + + var a = face.a; + var b = face.b; + var c = face.c; + + var va = geometry.vertices[ a ]; + var vb = geometry.vertices[ b ]; + var vc = geometry.vertices[ c ]; + + vertices.push( va.clone() ); + vertices.push( vb.clone() ); + vertices.push( vc.clone() ); + + face.a = n; + face.b = n + 1; + face.c = n + 2; + + } + + } + + geometry.vertices = vertices; + delete geometry.__tmpVertices; + + }, + + // Break faces with edges longer than maxEdgeLength + // - not recursive + + tessellate: function ( geometry, maxEdgeLength ) { + + var i, il, face, + a, b, c, d, + va, vb, vc, vd, + dab, dbc, dac, dcd, dad, + m, m1, m2, + vm, vm1, vm2, + vnm, vnm1, vnm2, + vcm, vcm1, vcm2, + triA, triB, + quadA, quadB, + edge; + + var faces = []; + var faceVertexUvs = []; + + for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + faceVertexUvs[ i ] = []; + + } + + for ( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + a = face.a; + b = face.b; + c = face.c; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dac = va.distanceTo( vc ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) { + + m = geometry.vertices.length; + + triA = face.clone(); + triB = face.clone(); + + if ( dab >= dbc && dab >= dac ) { + + vm = va.clone(); + vm.lerpSelf( vb, 0.5 ); + + triA.a = a; + triA.b = m; + triA.c = c; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + triA.vertexNormals[ 1 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + triA.vertexColors[ 1 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 0; + + } else if ( dbc >= dab && dbc >= dac ) { + + vm = vb.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = c; + triB.c = a; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 1 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + + triB.vertexNormals[ 0 ].copy( vnm ); + triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] ); + triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 1 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + + triB.vertexColors[ 0 ].copy( vcm ); + triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] ); + triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] ); + + } + + edge = 1; + + } else { + + vm = va.clone(); + vm.lerpSelf( vc, 0.5 ); + + triA.a = a; + triA.b = b; + triA.c = m; + + triB.a = m; + triB.b = b; + triB.c = c; + + if ( face.vertexNormals.length === 3 ) { + + vnm = face.vertexNormals[ 0 ].clone(); + vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + triA.vertexNormals[ 2 ].copy( vnm ); + triB.vertexNormals[ 0 ].copy( vnm ); + + } + + if ( face.vertexColors.length === 3 ) { + + vcm = face.vertexColors[ 0 ].clone(); + vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + triA.vertexColors[ 2 ].copy( vcm ); + triB.vertexColors[ 0 ].copy( vcm ); + + } + + edge = 2; + + } + + faces.push( triA, triB ); + geometry.vertices.push( vm ); + + var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + + // AB + + if ( edge === 0 ) { + + uvM = uvA.clone(); + uvM.lerpSelf( uvB, 0.5 ); + + uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + // BC + + } else if ( edge === 1 ) { + + uvM = uvB.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ]; + + // AC + + } else { + + uvM = uvA.clone(); + uvM.lerpSelf( uvC, 0.5 ); + + uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ]; + uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsTriA, uvsTriB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } else { + + a = face.a; + b = face.b; + c = face.c; + d = face.d; + + va = geometry.vertices[ a ]; + vb = geometry.vertices[ b ]; + vc = geometry.vertices[ c ]; + vd = geometry.vertices[ d ]; + + dab = va.distanceTo( vb ); + dbc = vb.distanceTo( vc ); + dcd = vc.distanceTo( vd ); + dad = va.distanceTo( vd ); + + if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) { + + m1 = geometry.vertices.length; + m2 = geometry.vertices.length + 1; + + quadA = face.clone(); + quadB = face.clone(); + + if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) { + + vm1 = va.clone(); + vm1.lerpSelf( vb, 0.5 ); + + vm2 = vc.clone(); + vm2.lerpSelf( vd, 0.5 ); + + quadA.a = a; + quadA.b = m1; + quadA.c = m2; + quadA.d = d; + + quadB.a = m1; + quadB.b = b; + quadB.c = c; + quadB.d = m2; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 0 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 ); + + vnm2 = face.vertexNormals[ 2 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 ); + + quadA.vertexNormals[ 1 ].copy( vnm1 ); + quadA.vertexNormals[ 2 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm1 ); + quadB.vertexNormals[ 3 ].copy( vnm2 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 0 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 ); + + vcm2 = face.vertexColors[ 2 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 ); + + quadA.vertexColors[ 1 ].copy( vcm1 ); + quadA.vertexColors[ 2 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm1 ); + quadB.vertexColors[ 3 ].copy( vcm2 ); + + } + + edge = 0; + + } else { + + vm1 = vb.clone(); + vm1.lerpSelf( vc, 0.5 ); + + vm2 = vd.clone(); + vm2.lerpSelf( va, 0.5 ); + + quadA.a = a; + quadA.b = b; + quadA.c = m1; + quadA.d = m2; + + quadB.a = m2; + quadB.b = m1; + quadB.c = c; + quadB.d = d; + + if ( face.vertexNormals.length === 4 ) { + + vnm1 = face.vertexNormals[ 1 ].clone(); + vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 ); + + vnm2 = face.vertexNormals[ 3 ].clone(); + vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 ); + + quadA.vertexNormals[ 2 ].copy( vnm1 ); + quadA.vertexNormals[ 3 ].copy( vnm2 ); + + quadB.vertexNormals[ 0 ].copy( vnm2 ); + quadB.vertexNormals[ 1 ].copy( vnm1 ); + + } + + if ( face.vertexColors.length === 4 ) { + + vcm1 = face.vertexColors[ 1 ].clone(); + vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 ); + + vcm2 = face.vertexColors[ 3 ].clone(); + vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 ); + + quadA.vertexColors[ 2 ].copy( vcm1 ); + quadA.vertexColors[ 3 ].copy( vcm2 ); + + quadB.vertexColors[ 0 ].copy( vcm2 ); + quadB.vertexColors[ 1 ].copy( vcm1 ); + + } + + edge = 1; + + } + + faces.push( quadA, quadB ); + geometry.vertices.push( vm1, vm2 ); + + var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB; + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + if ( geometry.faceVertexUvs[ j ].length ) { + + uvs = geometry.faceVertexUvs[ j ][ i ]; + + uvA = uvs[ 0 ]; + uvB = uvs[ 1 ]; + uvC = uvs[ 2 ]; + uvD = uvs[ 3 ]; + + // AB + CD + + if ( edge === 0 ) { + + uvM1 = uvA.clone(); + uvM1.lerpSelf( uvB, 0.5 ); + + uvM2 = uvC.clone(); + uvM2.lerpSelf( uvD, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ]; + uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ]; + + // BC + AD + + } else { + + uvM1 = uvB.clone(); + uvM1.lerpSelf( uvC, 0.5 ); + + uvM2 = uvD.clone(); + uvM2.lerpSelf( uvA, 0.5 ); + + uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ]; + uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ]; + + } + + faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB ); + + } + + } + + } else { + + faces.push( face ); + + for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) { + + faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] ); + + } + + } + + } + + } + + geometry.faces = faces; + geometry.faceVertexUvs = faceVertexUvs; + + } + +}; + +THREE.GeometryUtils.random = THREE.Math.random16; + +THREE.GeometryUtils.__v1 = new THREE.Vector3(); +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageUtils = { + + crossOrigin: 'anonymous', + + loadTexture: function ( url, mapping, onLoad, onError ) { + + var image = new Image(); + var texture = new THREE.Texture( image, mapping ); + + var loader = new THREE.ImageLoader(); + + loader.addEventListener( 'load', function ( event ) { + + texture.image = event.content; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } ); + + loader.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event.message ); + + } ); + + loader.crossOrigin = this.crossOrigin; + loader.load( url, image ); + + return texture; + + }, + + loadCompressedTexture: function ( url, mapping, onLoad, onError ) { + + var texture = new THREE.CompressedTexture(); + texture.mapping = mapping; + + var request = new XMLHttpRequest(); + + request.onload = function () { + + var buffer = request.response; + var dds = THREE.ImageUtils.parseDDS( buffer, true ); + + texture.format = dds.format; + + texture.mipmaps = dds.mipmaps; + texture.image.width = dds.width; + texture.image.height = dds.height; + + // gl.generateMipmap fails for compressed textures + // mipmaps must be embedded in the DDS file + // or texture filters must not use mipmapping + + texture.generateMipmaps = false; + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + request.onerror = onError; + + request.open( 'GET', url, true ); + request.responseType = "arraybuffer"; + request.send( null ); + + return texture; + + }, + + loadTextureCube: function ( array, mapping, onLoad, onError ) { + + var images = []; + images.loadCount = 0; + + var texture = new THREE.Texture(); + texture.image = images; + if ( mapping !== undefined ) texture.mapping = mapping; + + // no flipping needed for cube textures + + texture.flipY = false; + + for ( var i = 0, il = array.length; i < il; ++ i ) { + + var cubeImage = new Image(); + images[ i ] = cubeImage; + + cubeImage.onload = function () { + + images.loadCount += 1; + + if ( images.loadCount === 6 ) { + + texture.needsUpdate = true; + if ( onLoad ) onLoad(); + + } + + }; + + cubeImage.onerror = onError; + + cubeImage.crossOrigin = this.crossOrigin; + cubeImage.src = array[ i ]; + + } + + return texture; + + }, + + loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) { + + var images = []; + images.loadCount = 0; + + var texture = new THREE.CompressedTexture(); + texture.image = images; + if ( mapping !== undefined ) texture.mapping = mapping; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + texture.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + texture.generateMipmaps = false; + + var generateCubeFaceCallback = function ( rq, img ) { + + return function () { + + var buffer = rq.response; + var dds = THREE.ImageUtils.parseDDS( buffer, true ); + + img.format = dds.format; + + img.mipmaps = dds.mipmaps; + img.width = dds.width; + img.height = dds.height; + + images.loadCount += 1; + + if ( images.loadCount === 6 ) { + + texture.format = dds.format; + texture.needsUpdate = true; + if ( onLoad ) onLoad(); + + } + + } + + } + + for ( var i = 0, il = array.length; i < il; ++ i ) { + + var cubeImage = {}; + images[ i ] = cubeImage; + + var request = new XMLHttpRequest(); + + request.onload = generateCubeFaceCallback( request, cubeImage ); + request.onerror = onError; + + var url = array[ i ]; + + request.open( 'GET', url, true ); + request.responseType = "arraybuffer"; + request.send( null ); + + } + + return texture; + + }, + + parseDDS: function ( buffer, loadMipmaps ) { + + var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 }; + + // Adapted from @toji's DDS utils + // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js + + // All values and structures referenced from: + // http://msdn.microsoft.com/en-us/library/bb943991.aspx/ + + var DDS_MAGIC = 0x20534444; + + var DDSD_CAPS = 0x1, + DDSD_HEIGHT = 0x2, + DDSD_WIDTH = 0x4, + DDSD_PITCH = 0x8, + DDSD_PIXELFORMAT = 0x1000, + DDSD_MIPMAPCOUNT = 0x20000, + DDSD_LINEARSIZE = 0x80000, + DDSD_DEPTH = 0x800000; + + var DDSCAPS_COMPLEX = 0x8, + DDSCAPS_MIPMAP = 0x400000, + DDSCAPS_TEXTURE = 0x1000; + + var DDSCAPS2_CUBEMAP = 0x200, + DDSCAPS2_CUBEMAP_POSITIVEX = 0x400, + DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800, + DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000, + DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000, + DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000, + DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000, + DDSCAPS2_VOLUME = 0x200000; + + var DDPF_ALPHAPIXELS = 0x1, + DDPF_ALPHA = 0x2, + DDPF_FOURCC = 0x4, + DDPF_RGB = 0x40, + DDPF_YUV = 0x200, + DDPF_LUMINANCE = 0x20000; + + function fourCCToInt32( value ) { + + return value.charCodeAt(0) + + (value.charCodeAt(1) << 8) + + (value.charCodeAt(2) << 16) + + (value.charCodeAt(3) << 24); + + } + + function int32ToFourCC( value ) { + + return String.fromCharCode( + value & 0xff, + (value >> 8) & 0xff, + (value >> 16) & 0xff, + (value >> 24) & 0xff + ); + } + + var FOURCC_DXT1 = fourCCToInt32("DXT1"); + var FOURCC_DXT3 = fourCCToInt32("DXT3"); + var FOURCC_DXT5 = fourCCToInt32("DXT5"); + + var headerLengthInt = 31; // The header length in 32 bit ints + + // Offsets into the header array + + var off_magic = 0; + + var off_size = 1; + var off_flags = 2; + var off_height = 3; + var off_width = 4; + + var off_mipmapCount = 7; + + var off_pfFlags = 20; + var off_pfFourCC = 21; + + // Parse header + + var header = new Int32Array( buffer, 0, headerLengthInt ); + + if ( header[ off_magic ] !== DDS_MAGIC ) { + + console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" ); + return dds; + + } + + if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) { + + console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" ); + return dds; + + } + + var blockBytes; + + var fourCC = header[ off_pfFourCC ]; + + switch ( fourCC ) { + + case FOURCC_DXT1: + + blockBytes = 8; + dds.format = THREE.RGB_S3TC_DXT1_Format; + break; + + case FOURCC_DXT3: + + blockBytes = 16; + dds.format = THREE.RGBA_S3TC_DXT3_Format; + break; + + case FOURCC_DXT5: + + blockBytes = 16; + dds.format = THREE.RGBA_S3TC_DXT5_Format; + break; + + default: + + console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) ); + return dds; + + } + + dds.mipmapCount = 1; + + if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) { + + dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] ); + + } + + dds.width = header[ off_width ]; + dds.height = header[ off_height ]; + + var dataOffset = header[ off_size ] + 4; + + // Extract mipmaps buffers + + var width = dds.width; + var height = dds.height; + + for ( var i = 0; i < dds.mipmapCount; i ++ ) { + + var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes; + var byteArray = new Uint8Array( buffer, dataOffset, dataLength ); + + var mipmap = { "data": byteArray, "width": width, "height": height }; + dds.mipmaps.push( mipmap ); + + dataOffset += dataLength; + + width = Math.max( width * 0.5, 1 ); + height = Math.max( height * 0.5, 1 ); + + } + + return dds; + + }, + + getNormalMap: function ( image, depth ) { + + // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/ + + var cross = function ( a, b ) { + + return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ]; + + } + + var subtract = function ( a, b ) { + + return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ]; + + } + + var normalize = function ( a ) { + + var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] ); + return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ]; + + } + + depth = depth | 1; + + var width = image.width; + var height = image.height; + + var canvas = document.createElement( 'canvas' ); + canvas.width = width; + canvas.height = height; + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0 ); + + var data = context.getImageData( 0, 0, width, height ).data; + var imageData = context.createImageData( width, height ); + var output = imageData.data; + + for ( var x = 0; x < width; x ++ ) { + + for ( var y = 0; y < height; y ++ ) { + + var ly = y - 1 < 0 ? 0 : y - 1; + var uy = y + 1 > height - 1 ? height - 1 : y + 1; + var lx = x - 1 < 0 ? 0 : x - 1; + var ux = x + 1 > width - 1 ? width - 1 : x + 1; + + var points = []; + var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ]; + points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] ); + points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] ); + points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] ); + points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] ); + + var normals = []; + var num_points = points.length; + + for ( var i = 0; i < num_points; i ++ ) { + + var v1 = points[ i ]; + var v2 = points[ ( i + 1 ) % num_points ]; + v1 = subtract( v1, origin ); + v2 = subtract( v2, origin ); + normals.push( normalize( cross( v1, v2 ) ) ); + + } + + var normal = [ 0, 0, 0 ]; + + for ( var i = 0; i < normals.length; i ++ ) { + + normal[ 0 ] += normals[ i ][ 0 ]; + normal[ 1 ] += normals[ i ][ 1 ]; + normal[ 2 ] += normals[ i ][ 2 ]; + + } + + normal[ 0 ] /= normals.length; + normal[ 1 ] /= normals.length; + normal[ 2 ] /= normals.length; + + var idx = ( y * width + x ) * 4; + + output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0; + output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0; + output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0; + output[ idx + 3 ] = 255; + + } + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + }, + + generateDataTexture: function ( width, height, color ) { + + var size = width * height; + var data = new Uint8Array( 3 * size ); + + var r = Math.floor( color.r * 255 ); + var g = Math.floor( color.g * 255 ); + var b = Math.floor( color.b * 255 ); + + for ( var i = 0; i < size; i ++ ) { + + data[ i * 3 ] = r; + data[ i * 3 + 1 ] = g; + data[ i * 3 + 2 ] = b; + + } + + var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat ); + texture.needsUpdate = true; + + return texture; + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneUtils = { + + createMultiMaterialObject: function ( geometry, materials ) { + + var group = new THREE.Object3D(); + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + group.add( new THREE.Mesh( geometry, materials[ i ] ) ); + + } + + return group; + + }, + + detach : function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + var matrixWorldInverse = new THREE.Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); + + scene.remove( child ); + parent.add( child ); + + } + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * + * ShaderUtils currently contains: + * + * fresnel + * normal + * cube + * + */ + +if ( THREE.WebGLRenderer ) { + +THREE.ShaderUtils = { + + lib: { + + /* ------------------------------------------------------------------------- + // Fresnel shader + // - based on Nvidia Cg tutorial + ------------------------------------------------------------------------- */ + + 'fresnel': { + + uniforms: { + + "mRefractionRatio": { type: "f", value: 1.02 }, + "mFresnelBias": { type: "f", value: 0.1 }, + "mFresnelPower": { type: "f", value: 2.0 }, + "mFresnelScale": { type: "f", value: 1.0 }, + "tCube": { type: "t", value: null } + + }, + + fragmentShader: [ + + "uniform samplerCube tCube;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", + + "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", + "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", + "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", + "refractedColor.a = 1.0;", + + "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", + + "}" + + ].join("\n"), + + vertexShader: [ + + "uniform float mRefractionRatio;", + "uniform float mFresnelBias;", + "uniform float mFresnelScale;", + "uniform float mFresnelPower;", + + "varying vec3 vReflect;", + "varying vec3 vRefract[3];", + "varying float vReflectionFactor;", + + "void main() {", + + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + + "vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );", + + "vec3 I = mPosition.xyz - cameraPosition;", + + "vReflect = reflect( I, nWorld );", + "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", + "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", + "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", + "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Normal map shader + // - Blinn-Phong + // - normal + diffuse + specular + AO + displacement + reflection + shadow maps + // - point and directional lights (use with "lights: true" material option) + ------------------------------------------------------------------------- */ + + 'normal' : { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + + "enableAO" : { type: "i", value: 0 }, + "enableDiffuse" : { type: "i", value: 0 }, + "enableSpecular" : { type: "i", value: 0 }, + "enableReflection": { type: "i", value: 0 }, + "enableDisplacement": { type: "i", value: 0 }, + + "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture + "tDiffuse" : { type: "t", value: null }, + "tCube" : { type: "t", value: null }, + "tNormal" : { type: "t", value: null }, + "tSpecular" : { type: "t", value: null }, + "tAO" : { type: "t", value: null }, + + "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "uDisplacementBias": { type: "f", value: 0.0 }, + "uDisplacementScale": { type: "f", value: 1.0 }, + + "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, + "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) }, + "uShininess": { type: "f", value: 30 }, + "uOpacity": { type: "f", value: 1 }, + + "useRefract": { type: "i", value: 0 }, + "uRefractionRatio": { type: "f", value: 0.98 }, + "uReflectivity": { type: "f", value: 0.5 }, + + "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, + "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, + + "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } + + } + + ] ), + + fragmentShader: [ + + "uniform vec3 uAmbientColor;", + "uniform vec3 uDiffuseColor;", + "uniform vec3 uSpecularColor;", + "uniform float uShininess;", + "uniform float uOpacity;", + + "uniform bool enableDiffuse;", + "uniform bool enableSpecular;", + "uniform bool enableAO;", + "uniform bool enableReflection;", + + "uniform sampler2D tDiffuse;", + "uniform sampler2D tNormal;", + "uniform sampler2D tSpecular;", + "uniform sampler2D tAO;", + + "uniform samplerCube tCube;", + + "uniform vec2 uNormalScale;", + + "uniform bool useRefract;", + "uniform float uRefractionRatio;", + "uniform float uReflectivity;", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "uniform vec3 ambientLightColor;", + + "#if MAX_DIR_LIGHTS > 0", + + "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", + "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", + "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", + "uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", + "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", + "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", + + "#endif", + + "#ifdef WRAP_AROUND", + + "uniform vec3 wrapRGB;", + + "#endif", + + "varying vec3 vWorldPosition;", + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + + "void main() {", + + "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );", + + "vec3 specularTex = vec3( 1.0 );", + + "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", + "normalTex.xy *= uNormalScale;", + "normalTex = normalize( normalTex );", + + "if( enableDiffuse ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 texelColor = texture2D( tDiffuse, vUv );", + "texelColor.xyz *= texelColor.xyz;", + + "gl_FragColor = gl_FragColor * texelColor;", + + "#else", + + "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", + + "#endif", + + "}", + + "if( enableAO ) {", + + "#ifdef GAMMA_INPUT", + + "vec4 aoColor = texture2D( tAO, vUv );", + "aoColor.xyz *= aoColor.xyz;", + + "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", + + "#endif", + + "}", + + "if( enableSpecular )", + "specularTex = texture2D( tSpecular, vUv ).xyz;", + + "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", + "vec3 finalNormal = tsb * normalTex;", + + "#ifdef FLIP_SIDED", + + "finalNormal = -finalNormal;", + + "#endif", + + "vec3 normal = normalize( finalNormal );", + "vec3 viewPosition = normalize( vViewPosition );", + + // point lights + + "#if MAX_POINT_LIGHTS > 0", + + "vec3 pointDiffuse = vec3( 0.0 );", + "vec3 pointSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;", + + "float pointDistance = 1.0;", + "if ( pointLightDistance[ i ] > 0.0 )", + "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );", + + "pointVector = normalize( pointVector );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", + "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", + + "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", + + "#endif", + + "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;", + + // specular + + "vec3 pointHalfVector = normalize( pointVector + viewPosition );", + "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", + "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );", + "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", + + "#else", + + "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // spot lights + + "#if MAX_SPOT_LIGHTS > 0", + + "vec3 spotDiffuse = vec3( 0.0 );", + "vec3 spotSpecular = vec3( 0.0 );", + + "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", + "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", + + "float spotDistance = 1.0;", + "if ( spotLightDistance[ i ] > 0.0 )", + "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", + + "spotVector = normalize( spotVector );", + + "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", + + "if ( spotEffect > spotLightAngle[ i ] ) {", + + "spotEffect = pow( spotEffect, spotLightExponent[ i ] );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", + "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", + + "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", + + "#else", + + "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", + + "#endif", + + "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;", + + // specular + + "vec3 spotHalfVector = normalize( spotVector + viewPosition );", + "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", + "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );", + "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", + + "#else", + + "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;", + + "#endif", + + "}", + + "}", + + "#endif", + + // directional lights + + "#if MAX_DIR_LIGHTS > 0", + + "vec3 dirDiffuse = vec3( 0.0 );", + "vec3 dirSpecular = vec3( 0.0 );", + + "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", + + "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", + "vec3 dirVector = normalize( lDirection.xyz );", + + // diffuse + + "#ifdef WRAP_AROUND", + + "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", + "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", + + "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", + + "#else", + + "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", + + "#endif", + + "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;", + + // specular + + "vec3 dirHalfVector = normalize( dirVector + viewPosition );", + "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", + "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );", + "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", + + "#else", + + "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // hemisphere lights + + "#if MAX_HEMI_LIGHTS > 0", + + "vec3 hemiDiffuse = vec3( 0.0 );", + "vec3 hemiSpecular = vec3( 0.0 );" , + + "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", + + "vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );", + "vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );", + + // diffuse + + "float dotProduct = dot( normal, lVector );", + "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", + + "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", + + "hemiDiffuse += uDiffuseColor * hemiColor;", + + // specular (sky light) + + + "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );", + "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;", + "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );", + + // specular (ground light) + + "vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );", + + "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );", + "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;", + "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );", + + "#ifdef PHYSICALLY_BASED_SHADING", + + "float dotProductGround = dot( normal, lVectorGround );", + + // 2.0 => 2.0001 is hack to work around ANGLE bug + + "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;", + + "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );", + "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );", + "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );", + + "#else", + + "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;", + + "#endif", + + "}", + + "#endif", + + // all lights contribution summation + + "vec3 totalDiffuse = vec3( 0.0 );", + "vec3 totalSpecular = vec3( 0.0 );", + + "#if MAX_DIR_LIGHTS > 0", + + "totalDiffuse += dirDiffuse;", + "totalSpecular += dirSpecular;", + + "#endif", + + "#if MAX_HEMI_LIGHTS > 0", + + "totalDiffuse += hemiDiffuse;", + "totalSpecular += hemiSpecular;", + + "#endif", + + "#if MAX_POINT_LIGHTS > 0", + + "totalDiffuse += pointDiffuse;", + "totalSpecular += pointSpecular;", + + "#endif", + + "#if MAX_SPOT_LIGHTS > 0", + + "totalDiffuse += spotDiffuse;", + "totalSpecular += spotSpecular;", + + "#endif", + + "#ifdef METAL", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );", + + "#else", + + "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;", + + "#endif", + + "if ( enableReflection ) {", + + "vec3 vReflect;", + "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", + + "if ( useRefract ) {", + + "vReflect = refract( cameraToVertex, normal, uRefractionRatio );", + + "} else {", + + "vReflect = reflect( cameraToVertex, normal );", + + "}", + + "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", + + "#ifdef GAMMA_INPUT", + + "cubeColor.xyz *= cubeColor.xyz;", + + "#endif", + + "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );", + + "}", + + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + "}" + + ].join("\n"), + + vertexShader: [ + + "attribute vec4 tangent;", + + "uniform vec2 uOffset;", + "uniform vec2 uRepeat;", + + "uniform bool enableDisplacement;", + + "#ifdef VERTEX_TEXTURES", + + "uniform sampler2D tDisplacement;", + "uniform float uDisplacementScale;", + "uniform float uDisplacementBias;", + + "#endif", + + "varying vec3 vTangent;", + "varying vec3 vBinormal;", + "varying vec3 vNormal;", + "varying vec2 vUv;", + + "varying vec3 vWorldPosition;", + "varying vec3 vViewPosition;", + + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + + // normal, tangent and binormal vectors + + "#ifdef USE_SKINNING", + + "vNormal = normalMatrix * skinnedNormal.xyz;", + + "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", + "vTangent = normalMatrix * skinnedTangent.xyz;", + + "#else", + + "vNormal = normalMatrix * normal;", + "vTangent = normalMatrix * tangent.xyz;", + + "#endif", + + "vBinormal = cross( vNormal, vTangent ) * tangent.w;", + + "vUv = uv * uRepeat + uOffset;", + + // displacement mapping + + "vec3 displacedPosition;", + + "#ifdef VERTEX_TEXTURES", + + "if ( enableDisplacement ) {", + + "vec3 dv = texture2D( tDisplacement, uv ).xyz;", + "float df = uDisplacementScale * dv.x + uDisplacementBias;", + "displacedPosition = position + normalize( normal ) * df;", + + "} else {", + + "#ifdef USE_SKINNING", + + "vec4 skinVertex = vec4( position, 1.0 );", + + "vec4 skinned = boneMatX * skinVertex * skinWeight.x;", + "skinned += boneMatY * skinVertex * skinWeight.y;", + + "displacedPosition = skinned.xyz;", + + "#else", + + "displacedPosition = position;", + + "#endif", + + "}", + + "#else", + + "#ifdef USE_SKINNING", + + "vec4 skinVertex = vec4( position, 1.0 );", + + "vec4 skinned = boneMatX * skinVertex * skinWeight.x;", + "skinned += boneMatY * skinVertex * skinWeight.y;", + + "displacedPosition = skinned.xyz;", + + "#else", + + "displacedPosition = position;", + + "#endif", + + "#endif", + + // + + "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", + "vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );", + + "gl_Position = projectionMatrix * mvPosition;", + + // + + "vWorldPosition = mPosition.xyz;", + "vViewPosition = -mvPosition.xyz;", + + // shadows + + "#ifdef USE_SHADOWMAP", + + "for( int i = 0; i < MAX_SHADOWS; i ++ ) {", + + "vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;", + + "}", + + "#endif", + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { "tCube": { type: "t", value: null }, + "tFlip": { type: "f", value: -1 } }, + + vertexShader: [ + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec4 mPosition = modelMatrix * vec4( position, 1.0 );", + "vViewPosition = cameraPosition - mPosition.xyz;", + + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform samplerCube tCube;", + "uniform float tFlip;", + + "varying vec3 vViewPosition;", + + "void main() {", + + "vec3 wPos = cameraPosition - vViewPosition;", + "gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );", + + "}" + + ].join("\n") + + } + + } + +}; + +}; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For Text operations in three.js (See TextGeometry) + * + * It uses techniques used in: + * + * typeface.js and canvastext + * For converting fonts and rendering with javascript + * http://typeface.neocracy.org + * + * Triangulation ported from AS3 + * Simple Polygon Triangulation + * http://actionsnippet.com/?p=1462 + * + * A Method to triangulate shapes with holes + * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/ + * + */ + +THREE.FontUtils = { + + faces : {}, + + // Just for now. face[weight][style] + + face : "helvetiker", + weight: "normal", + style : "normal", + size : 150, + divisions : 10, + + getFace : function() { + + return this.faces[ this.face ][ this.weight ][ this.style ]; + + }, + + loadFace : function( data ) { + + var family = data.familyName.toLowerCase(); + + var ThreeFont = this; + + ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {}; + + ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {}; + ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + return data; + + }, + + drawText : function( text ) { + + var characterPts = [], allPts = []; + + // RenderText + + var i, p, + face = this.getFace(), + scale = this.size / face.resolution, + offset = 0, + chars = String( text ).split( '' ), + length = chars.length; + + var fontPaths = []; + + for ( i = 0; i < length; i ++ ) { + + var path = new THREE.Path(); + + var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); + offset += ret.offset; + + fontPaths.push( ret.path ); + + } + + // get the width + + var width = offset / 2; + // + // for ( p = 0; p < allPts.length; p++ ) { + // + // allPts[ p ].x -= width; + // + // } + + //var extract = this.extractPoints( allPts, characterPts ); + //extract.contour = allPts; + + //extract.paths = fontPaths; + //extract.offset = width; + + return { paths : fontPaths, offset : width }; + + }, + + + + + extractGlyphPoints : function( c, face, scale, offset, path ) { + + var pts = []; + + var i, i2, divisions, + outline, action, length, + scaleX, scaleY, + x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, + laste, + glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; + + if ( !glyph ) return; + + if ( glyph.o ) { + + outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + length = outline.length; + + scaleX = scale; + scaleY = scale; + + for ( i = 0; i < length; ) { + + action = outline[ i ++ ]; + + //console.log( action ); + + switch( action ) { + + case 'm': + + // Move To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + + path.moveTo( x, y ); + break; + + case 'l': + + // Line To + + x = outline[ i++ ] * scaleX + offset; + y = outline[ i++ ] * scaleY; + path.lineTo(x,y); + break; + + case 'q': + + // QuadraticCurveTo + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * scaleY; + + path.quadraticCurveTo(cpx1, cpy1, cpx, cpy); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + } + + } + + break; + + case 'b': + + // Cubic Bezier Curve + + cpx = outline[ i++ ] * scaleX + offset; + cpy = outline[ i++ ] * scaleY; + cpx1 = outline[ i++ ] * scaleX + offset; + cpy1 = outline[ i++ ] * -scaleY; + cpx2 = outline[ i++ ] * scaleX + offset; + cpy2 = outline[ i++ ] * -scaleY; + + path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + } + + } + + break; + + } + + } + } + + + + return { offset: glyph.ha*scale, path:path}; + } + +}; + + +THREE.FontUtils.generateShapes = function( text, parameters ) { + + // Parameters + + parameters = parameters || {}; + + var size = parameters.size !== undefined ? parameters.size : 100; + var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4; + + var font = parameters.font !== undefined ? parameters.font : "helvetiker"; + var weight = parameters.weight !== undefined ? parameters.weight : "normal"; + var style = parameters.style !== undefined ? parameters.style : "normal"; + + THREE.FontUtils.size = size; + THREE.FontUtils.divisions = curveSegments; + + THREE.FontUtils.face = font; + THREE.FontUtils.weight = weight; + THREE.FontUtils.style = style; + + // Get a Font data json object + + var data = THREE.FontUtils.drawText( text ); + + var paths = data.paths; + var shapes = []; + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + +}; + + +/** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ + + +( function( namespace ) { + + var EPSILON = 0.0000000001; + + // takes in an contour array and returns + + var process = function( contour, indices ) { + + var n = contour.length; + + if ( n < 3 ) return null; + + var result = [], + verts = [], + vertIndices = []; + + /* we want a counter-clockwise polygon in verts */ + + var u, v, w; + + if ( area( contour ) > 0.0 ) { + + for ( v = 0; v < n; v++ ) verts[ v ] = v; + + } else { + + for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v; + + } + + var nv = n; + + /* remove nv - 2 vertices, creating 1 triangle every time */ + + var count = 2 * nv; /* error detection */ + + for( v = nv - 1; nv > 2; ) { + + /* if we loop, it is probably a non-simple polygon */ + + if ( ( count-- ) <= 0 ) { + + //** Triangulate: ERROR - probable bad polygon! + + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.log( "Warning, unable to triangulate polygon!" ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + /* + result.push( contour[ a ] ); + result.push( contour[ b ] ); + result.push( contour[ c ] ); + */ + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); + + + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + + /* remove v from the remaining polygon */ + + for( s = v, t = v + 1; t < nv; s++, t++ ) { + + verts[ s ] = verts[ t ]; + + } + + nv--; + + /* reset error detection counter */ + + count = 2 * nv; + + } + + } + + if ( indices ) return vertIndices; + return result; + + }; + + // calculate area of the contour polygon + + var area = function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for( var p = n - 1, q = 0; q < n; p = q++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + }; + + // see if p is inside triangle abc + + var insideTriangle = function( ax, ay, + bx, by, + cx, cy, + px, py ) { + + var aX, aY, bX, bY; + var cX, cY, apx, apy; + var bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; + + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; + apx= px -ax; apy= py - ay; + bpx= px - bx; bpy= py - by; + cpx= px - cx; cpy= py - cy; + + aCROSSbp = aX*bpy - aY*bpx; + cCROSSap = cX*apy - cY*apx; + bCROSScp = bX*cpy - bY*cpx; + + return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ); + + }; + + + var snip = function ( contour, u, v, w, n, verts ) { + + var p; + var ax, ay, bx, by; + var cx, cy, px, py; + + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; + + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; + + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; + + if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false; + + for ( p = 0; p < n; p++ ) { + + if( (p == u) || (p == v) || (p == w) ) continue; + + px = contour[ verts[ p ] ].x + py = contour[ verts[ p ] ].y + + if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false; + + } + + return true; + + }; + + + namespace.Triangulate = process; + namespace.Triangulate.area = area; + + return namespace; + +})(THREE.FontUtils); + +// To use the typeface.js face files, hook up the API +self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTagentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This file contains following classes: + * + * -- 2d classes -- + * THREE.Curve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.CubicBezierCurve + * THREE.SplineCurve + * THREE.ArcCurve + * THREE.EllipseCurve + * + * -- 3d classes -- + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * THREE.CubicBezierCurve3 + * THREE.SplineCurve3 + * THREE.ClosedSplineCurve3 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +THREE.Curve = function () { + +}; + +// Virtual base class method to overwrite and implement in subclasses +// - t [0 .. 1] + +THREE.Curve.prototype.getPoint = function ( t ) { + + console.log( "Warning, getPoint() not implemented!" ); + return null; + +}; + +// Get point at relative position in curve according to arc length +// - u [0 .. 1] + +THREE.Curve.prototype.getPointAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + +}; + +// Get sequence of points using getPoint( t ) + +THREE.Curve.prototype.getPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPoint( d / divisions ) ); + + } + + return pts; + +}; + +// Get sequence of points using getPointAt( u ) + +THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { + + if ( !divisions ) divisions = 5; + + var d, pts = []; + + for ( d = 0; d <= divisions; d ++ ) { + + pts.push( this.getPointAt( d / divisions ) ); + + } + + return pts; + +}; + +// Get total curve arc length + +THREE.Curve.prototype.getLength = function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + +}; + +// Get list of cumulative segment lengths + +THREE.Curve.prototype.getLengths = function ( divisions ) { + + if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; + + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length == divisions + 1 ) + && !this.needsUpdate) { + + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum:sum }; Sum is in the last element. + +}; + + +THREE.Curve.prototype.updateArcLengths = function() { + this.needsUpdate = true; + this.getLengths(); +}; + +// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance + +THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + //var time = Date.now(); + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + continue; + + } else if ( comparison > 0 ) { + + high = i - 1; + continue; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + //console.log('b' , i, low, high, Date.now()- time); + + if ( arcLengths[ i ] == targetArcLength ) { + + var t = i / ( il - 1 ); + return t; + + } + + // we could get finer grain at lengths, or use simple interpolatation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il -1 ); + + return t; + +}; + + +// In 2D space, there are actually 2 normal vectors, +// and in 3D space, infinte +// TODO this should be depreciated. +THREE.Curve.prototype.getNormalVector = function( t ) { + + var vec = this.getTangent( t ); + + return new THREE.Vector2( -vec.y , vec.x ); + +}; + +// Returns a unit vector tangent at t +// In case any sub curve does not implement its tangent / normal finding, +// we get 2 points with a small delta and find a gradient of the 2 points +// which seems to make a reasonable approximation + +THREE.Curve.prototype.getTangent = function( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().subSelf(pt1); + return vec.normalize(); + +}; + + +THREE.Curve.prototype.getTangentAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + +}; + +/************************************************************** + * Line + **************************************************************/ + +THREE.LineCurve = function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.LineCurve.prototype.getPoint = function ( t ) { + + var point = this.v2.clone().subSelf(this.v1); + point.multiplyScalar( t ).addSelf( this.v1 ); + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +THREE.LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + +}; + +THREE.LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().subSelf(this.v1); + + return tangent.normalize(); + +}; + +/************************************************************** + * Quadratic Bezier curve + **************************************************************/ + + +THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype ); + + +THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + + return new THREE.Vector2( tx, ty ); + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); + + // returns unit vector + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Cubic Bezier curve + **************************************************************/ + +THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + +}; + +THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { + + var tx, ty; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + + return new THREE.Vector2( tx, ty ); + +}; + +THREE.CubicBezierCurve.prototype.getTangent = function( t ) { + + var tx, ty; + + tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + + var tangent = new THREE.Vector2( tx, ty ); + tangent.normalize(); + + return tangent; + +}; + + +/************************************************************** + * Spline curve + **************************************************************/ + +THREE.SplineCurve = function ( points /* array of Vector2 */ ) { + + this.points = (points == undefined) ? [] : points; + +}; + +THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.SplineCurve.prototype.getPoint = function ( t ) { + + var v = new THREE.Vector2(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + + return v; + +}; + +/************************************************************** + * Ellipse curve + **************************************************************/ + +THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, + aClockwise ) { + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + +}; + +THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); + +THREE.EllipseCurve.prototype.getPoint = function ( t ) { + + var deltaAngle = this.aEndAngle - this.aStartAngle; + + if ( !this.aClockwise ) { + + t = 1 - t; + + } + + var angle = this.aStartAngle + t * deltaAngle; + + var tx = this.aX + this.xRadius * Math.cos( angle ); + var ty = this.aY + this.yRadius * Math.sin( angle ); + + return new THREE.Vector2( tx, ty ); + +}; + +/************************************************************** + * Arc curve + **************************************************************/ + +THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); +}; + +THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype ); + + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Curve.Utils = { + + tangentQuadraticBezier: function ( t, p0, p1, p2 ) { + + return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); + + }, + + // Puay Bing, thanks for helping with this derivative! + + tangentCubicBezier: function (t, p0, p1, p2, p3 ) { + + return -3 * p0 * (1 - t) * (1 - t) + + 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) + + 6 * t * p2 * (1-t) - 3 * t * t * p2 + + 3 * t * t * p3; + }, + + + tangentSpline: function ( t, p0, p1, p2, p3 ) { + + // To check if my formulas are correct + + var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 + var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t + var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2 + var h11 = 3 * t * t - 2 * t; // t3 − t2 + + return h00 + h10 + h01 + h11; + + }, + + // Catmull-Rom + + interpolate: function( p0, p1, p2, p3, t ) { + + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + +}; + + +// TODO: Transformation for Curves? + +/************************************************************** + * 3D Curves + **************************************************************/ + +// A Factory method for creating new curve subclasses + +THREE.Curve.create = function ( constructor, getPointFunc ) { + + constructor.prototype = Object.create( THREE.Curve.prototype ); + constructor.prototype.getPoint = getPointFunc; + + return constructor; + +}; + + +/************************************************************** + * Line3D + **************************************************************/ + +THREE.LineCurve3 = THREE.Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var r = new THREE.Vector3(); + + + r.sub( this.v2, this.v1 ); // diff + r.multiplyScalar( t ); + r.addSelf( this.v1 ); + + return r; + + } + +); + + +/************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ + +THREE.QuadraticBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ + +THREE.CubicBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + }, + + function ( t ) { + + var tx, ty, tz; + + tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); + + return new THREE.Vector3( tx, ty, tz ); + + } + +); + + + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 1 ) * t; + + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + + var pt0 = points[ c[0] ], + pt1 = points[ c[1] ], + pt2 = points[ c[2] ], + pt3 = points[ c[3] ]; + + v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight); + v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight); + v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight); + + return v; + + } + +); + + +// THREE.SplineCurve3.prototype.getTangent = function(t) { +// var v = new THREE.Vector3(); +// var c = []; +// var points = this.points, point, intPoint, weight; +// point = ( points.length - 1 ) * t; + +// intPoint = Math.floor( point ); +// weight = point - intPoint; + +// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; +// c[ 1 ] = intPoint; +// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1; +// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2; + +// var pt0 = points[ c[0] ], +// pt1 = points[ c[1] ], +// pt2 = points[ c[2] ], +// pt3 = points[ c[3] ]; + +// // t = weight; +// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x ); +// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y ); +// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z ); + +// return v; + +// } + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = (points == undefined) ? [] : points; + + }, + + function ( t ) { + + var v = new THREE.Vector3(); + var c = []; + var points = this.points, point, intPoint, weight; + point = ( points.length - 0 ) * t; + // This needs to be from 0-length +1 + + intPoint = Math.floor( point ); + weight = point - intPoint; + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + c[ 0 ] = ( intPoint - 1 ) % points.length; + c[ 1 ] = ( intPoint ) % points.length; + c[ 2 ] = ( intPoint + 1 ) % points.length; + c[ 3 ] = ( intPoint + 2 ) % points.length; + + v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); + v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); + v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight ); + + return v; + + } + +); +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +THREE.CurvePath = function () { + + this.curves = []; + this.bends = []; + + this.autoClose = false; // Automatically closes the path +}; + +THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype ); + +THREE.CurvePath.prototype.add = function ( curve ) { + + this.curves.push( curve ); + +}; + +THREE.CurvePath.prototype.checkConnection = function() { + // TODO + // If the ending of curve is not connected to the starting + // or the next curve, then, this is not a real path +}; + +THREE.CurvePath.prototype.closePath = function() { + // TODO Test + // and verify for vector3 (needs to implement equals) + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[0].getPoint(0); + var endPoint = this.curves[this.curves.length-1].getPoint(1); + + if (!startPoint.equals(endPoint)) { + this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); + } + +}; + +// To get accurate point with reference to +// entire path distance at time t, +// following has to be done: + +// 1. Length of each sub path have to be known +// 2. Locate and identify type of curve +// 3. Get t for the curve +// 4. Return curve.getPointAt(t') + +THREE.CurvePath.prototype.getPoint = function( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0, diff, curve; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + diff = curveLengths[ i ] - d; + curve = this.curves[ i ]; + + var u = 1 - diff / curve.getLength(); + + return curve.getPointAt( u ); + + break; + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x; + else if ( p.x < minX ) minX = p.x; + + if ( p.y > maxY ) maxY = p.y; + else if ( p.y < minY ) minY = p.y; + + if (v3) { + + if ( p.z > maxZ ) maxZ = p.z; + else if ( p.z < minZ ) minZ = p.z; + + } + + sum.addSelf( p ); + + } + + var ret = { + + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY, + centroid: sum.divideScalar( il ) + + }; + + if (v3) { + + ret.maxZ = maxZ; + ret.minZ = minZ; + + } + + return ret; + +}; + +/************************************************************** + * Create Geometries Helpers + **************************************************************/ + +/// Generate geometry from path points (for Line or ParticleSystem objects) + +THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) { + + var pts = this.getPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +// Generate geometry from equidistance sampling along the path + +THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) { + + var pts = this.getSpacedPoints( divisions, true ); + return this.createGeometry( pts ); + +}; + +THREE.CurvePath.prototype.createGeometry = function( points ) { + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < points.length; i ++ ) { + + geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) ); + + } + + return geometry; + +}; + + +/************************************************************** + * Bend / Wrap Helper Methods + **************************************************************/ + +// Wrap path / Bend modifiers? + +THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) { + + this.bends.push( bendpath ); + +}; + +THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) { + + var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) { + + var oldPts = this.getSpacedPoints( segments ); + + var i, il; + + if ( !bends ) { + + bends = this.bends; + + } + + for ( i = 0, il = bends.length; i < il; i ++ ) { + + oldPts = this.getWrapPoints( oldPts, bends[ i ] ); + + } + + return oldPts; + +}; + +// This returns getPoints() bend/wrapped around the contour of a path. +// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html + +THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) { + + var bounds = this.getBoundingBox(); + + var i, il, p, oldX, oldY, xNorm; + + for ( i = 0, il = oldPts.length; i < il; i ++ ) { + + p = oldPts[ i ]; + + oldX = p.x; + oldY = p.y; + + xNorm = oldX / bounds.maxX; + + // If using actual distance, for length > path, requires line extrusions + //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance + + xNorm = path.getUtoTmapping( xNorm, oldX ); + + // check for out of bounds? + + var pathPt = path.getPoint( xNorm ); + var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY ); + + p.x = pathPt.x + normal.x; + p.y = pathPt.y + normal.y; + + } + + return oldPts; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Gyroscope = function () { + + THREE.Object3D.call( this ); + +}; + +THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix ); + + this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld ); + this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject ); + + this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld ); + + + } else { + + this.matrixWorld.copy( this.matrix ); + + } + + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + +}; + +THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.translationObject = new THREE.Vector3(); +THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion(); +THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion(); +THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3(); +THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3(); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ + +THREE.Path = function ( points ) { + + THREE.CurvePath.call(this); + + this.actions = []; + + if ( points ) { + + this.fromPoints( points ); + + } + +}; + +THREE.Path.prototype = Object.create( THREE.CurvePath.prototype ); + +THREE.PathActions = { + + MOVE_TO: 'moveTo', + LINE_TO: 'lineTo', + QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve + BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve + CSPLINE_THRU: 'splineThru', // Catmull-rom spline + ARC: 'arc', // Circle + ELLIPSE: 'ellipse' +}; + +// TODO Clean up PATH API + +// Create path using straight lines to connect all points +// - vectors: array of Vector2 + +THREE.Path.prototype.fromPoints = function ( vectors ) { + + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + + for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) { + + this.lineTo( vectors[ v ].x, vectors[ v ].y ); + + }; + +}; + +// startPath() endPath()? + +THREE.Path.prototype.moveTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } ); + +}; + +THREE.Path.prototype.lineTo = function ( x, y ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } ); + +}; + +THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCPx, aCPy ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y, + aCP2x, aCP2y, + aX, aY ) { + + var args = Array.prototype.slice.call( arguments ); + + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ), + new THREE.Vector2( aCP1x, aCP1y ), + new THREE.Vector2( aCP2x, aCP2y ), + new THREE.Vector2( aX, aY ) ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } ); + +}; + +THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) { + + var args = Array.prototype.slice.call( arguments ); + var lastargs = this.actions[ this.actions.length - 1 ].args; + + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; +//--- + var npts = [ new THREE.Vector2( x0, y0 ) ]; + Array.prototype.push.apply( npts, pts ); + + var curve = new THREE.SplineCurve( npts ); + this.curves.push( curve ); + + this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } ); + +}; + +// FUTURE: Change the API or follow canvas API? + +THREE.Path.prototype.arc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var lastargs = this.actions[ this.actions.length - 1].args; + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + this.absarc(aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }; + + THREE.Path.prototype.absarc = function ( aX, aY, aRadius, + aStartAngle, aEndAngle, aClockwise ) { + this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); + }; + +THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var lastargs = this.actions[ this.actions.length - 1].args; + var x0 = lastargs[ lastargs.length - 2 ]; + var y0 = lastargs[ lastargs.length - 1 ]; + + this.absellipse(aX + x0, aY + y0, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ); + + }; + + +THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ) { + + var args = Array.prototype.slice.call( arguments ); + var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, + aStartAngle, aEndAngle, aClockwise ); + this.curves.push( curve ); + + var lastPoint = curve.getPoint(aClockwise ? 1 : 0); + args.push(lastPoint.x); + args.push(lastPoint.y); + + this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } ); + + }; + +THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) { + + if ( ! divisions ) divisions = 40; + + var points = []; + + for ( var i = 0; i < divisions; i ++ ) { + + points.push( this.getPoint( i / divisions ) ); + + //if( !this.getPoint( i / divisions ) ) throw "DIE"; + + } + + // if ( closedPath ) { + // + // points.push( points[ 0 ] ); + // + // } + + return points; + +}; + +/* Return an array of vectors based on contour of the path */ + +THREE.Path.prototype.getPoints = function( divisions, closedPath ) { + + if (this.useSpacedPoints) { + console.log('tata'); + return this.getSpacedPoints( divisions, closedPath ); + } + + divisions = divisions || 12; + + var points = []; + + var i, il, item, action, args; + var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0, + laste, j, + t, tx, ty; + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + action = item.action; + args = item.args; + + switch( action ) { + + case THREE.PathActions.MOVE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.LINE_TO: + + points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) ); + + break; + + case THREE.PathActions.QUADRATIC_CURVE_TO: + + cpx = args[ 2 ]; + cpy = args[ 3 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.BEZIER_CURVE_TO: + + cpx = args[ 4 ]; + cpy = args[ 5 ]; + + cpx1 = args[ 0 ]; + cpy1 = args[ 1 ]; + + cpx2 = args[ 2 ]; + cpy2 = args[ 3 ]; + + if ( points.length > 0 ) { + + laste = points[ points.length - 1 ]; + + cpx0 = laste.x; + cpy0 = laste.y; + + } else { + + laste = this.actions[ i - 1 ].args; + + cpx0 = laste[ laste.length - 2 ]; + cpy0 = laste[ laste.length - 1 ]; + + } + + + for ( j = 1; j <= divisions; j ++ ) { + + t = j / divisions; + + tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case THREE.PathActions.CSPLINE_THRU: + + laste = this.actions[ i - 1 ].args; + + var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] ); + var spts = [ last ]; + + var n = divisions * args[ 0 ].length; + + spts = spts.concat( args[ 0 ] ); + + var spline = new THREE.SplineCurve( spts ); + + for ( j = 1; j <= n; j ++ ) { + + points.push( spline.getPointAt( j / n ) ) ; + + } + + break; + + case THREE.PathActions.ARC: + + var aX = args[ 0 ], aY = args[ 1 ], + aRadius = args[ 2 ], + aStartAngle = args[ 3 ], aEndAngle = args[ 4 ], + aClockwise = !!args[ 5 ]; + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + aRadius * Math.cos( angle ); + ty = aY + aRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + case THREE.PathActions.ELLIPSE: + + var aX = args[ 0 ], aY = args[ 1 ], + xRadius = args[ 2 ], + yRadius = args[ 3 ], + aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], + aClockwise = !!args[ 6 ]; + + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + for ( j = 1; j <= tdivisions; j ++ ) { + + t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + xRadius * Math.cos( angle ); + ty = aY + yRadius * Math.sin( angle ); + + //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + //console.log(points); + + break; + + } // end switch + + } + + + + // Normalize to remove the closing point by default. + var lastPoint = points[ points.length - 1]; + var EPSILON = 0.0000000001; + if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON && + Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON) + points.splice( points.length - 1, 1); + if ( closedPath ) { + + points.push( points[ 0 ] ); + + } + + return points; + +}; + +// Breaks path into shapes + +THREE.Path.prototype.toShapes = function() { + + var i, il, item, action, args; + + var subPaths = [], lastPath = new THREE.Path(); + + for ( i = 0, il = this.actions.length; i < il; i ++ ) { + + item = this.actions[ i ]; + + args = item.args; + action = item.action; + + if ( action == THREE.PathActions.MOVE_TO ) { + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + lastPath = new THREE.Path(); + + } + + } + + lastPath[ action ].apply( lastPath, args ); + + } + + if ( lastPath.actions.length != 0 ) { + + subPaths.push( lastPath ); + + } + + // console.log(subPaths); + + if ( subPaths.length == 0 ) return []; + + var tmpPath, tmpShape, shapes = []; + + var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); + // console.log("Holes first", holesFirst); + + if ( subPaths.length == 1) { + tmpPath = subPaths[0]; + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + }; + + if ( holesFirst ) { + + tmpShape = new THREE.Shape(); + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + tmpShape = new THREE.Shape(); + + //console.log('cw', i); + + } else { + + tmpShape.holes.push( tmpPath ); + + //console.log('ccw', i); + + } + + } + + } else { + + // Shapes first + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + + if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) { + + + if ( tmpShape ) shapes.push( tmpShape ); + + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + } else { + + tmpShape.holes.push( tmpPath ); + + } + + } + + shapes.push( tmpShape ); + + } + + //console.log("shape", shapes); + + return shapes; + +}; +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +THREE.Shape = function ( ) { + + THREE.Path.apply( this, arguments ); + this.holes = []; + +}; + +THREE.Shape.prototype = Object.create( THREE.Path.prototype ); + +// Convenience method to return ExtrudeGeometry + +THREE.Shape.prototype.extrude = function ( options ) { + + var extruded = new THREE.ExtrudeGeometry( this, options ); + return extruded; + +}; + +// Convenience method to return ShapeGeometry + +THREE.Shape.prototype.makeGeometry = function ( options ) { + + var geometry = new THREE.ShapeGeometry( this, options ); + return geometry; + +}; + +// Get points of holes + +THREE.Shape.prototype.getPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + +// Get points of holes (spaced by regular distance) + +THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) { + + var i, il = this.holes.length, holesPts = []; + + for ( i = 0; i < il; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends ); + + } + + return holesPts; + +}; + + +// Get points of shape and holes (keypoints based on segments parameter) + +THREE.Shape.prototype.extractAllPoints = function ( divisions ) { + + return { + + shape: this.getTransformedPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + +}; + +THREE.Shape.prototype.extractPoints = function ( divisions ) { + + if (this.useSpacedPoints) { + return this.extractAllSpacedPoints(divisions); + } + + return this.extractAllPoints(divisions); + +}; + +// +// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) { +// +// return { +// +// shape: this.transform( bend, divisions ), +// holes: this.getPointsHoles( divisions, bend ) +// +// }; +// +// }; + +// Get points of shape and holes (spaced by regular distance) + +THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) { + + return { + + shape: this.getTransformedSpacedPoints( divisions ), + holes: this.getSpacedPointsHoles( divisions ) + + }; + +}; + +/************************************************************** + * Utils + **************************************************************/ + +THREE.Shape.Utils = { + + /* + contour - array of vector2 for contour + holes - array of array of vector2 + */ + + removeHoles: function ( contour, holes ) { + + var shape = contour.concat(); // work on this shape + var allpoints = shape.concat(); + + /* For each isolated shape, find the closest points and break to the hole to allow triangulation */ + + + var prevShapeVert, nextShapeVert, + prevHoleVert, nextHoleVert, + holeIndex, shapeIndex, + shapeId, shapeGroup, + h, h2, + hole, shortest, d, + p, pts1, pts2, + tmpShape1, tmpShape2, + tmpHole1, tmpHole2, + verts = []; + + for ( h = 0; h < holes.length; h ++ ) { + + hole = holes[ h ]; + + /* + shapeholes[ h ].concat(); // preserves original + holes.push( hole ); + */ + + Array.prototype.push.apply( allpoints, hole ); + + shortest = Number.POSITIVE_INFINITY; + + + // Find the shortest pair of pts between shape and hole + + // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n) + // Using distanceToSquared() intead of distanceTo() should speed a little + // since running square roots operations are reduced. + + for ( h2 = 0; h2 < hole.length; h2 ++ ) { + + pts1 = hole[ h2 ]; + var dist = []; + + for ( p = 0; p < shape.length; p++ ) { + + pts2 = shape[ p ]; + d = pts1.distanceToSquared( pts2 ); + dist.push( d ); + + if ( d < shortest ) { + + shortest = d; + holeIndex = h2; + shapeIndex = p; + + } + + } + + } + + //console.log("shortest", shortest, dist); + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + var areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa = THREE.FontUtils.Triangulate.area( areaapts ); + + var areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab = THREE.FontUtils.Triangulate.area( areabpts ); + + var shapeOffset = 1; + var holeOffset = -1; + + var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex; + shapeIndex += shapeOffset; + holeIndex += holeOffset; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + areaapts = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var areaa2 = THREE.FontUtils.Triangulate.area( areaapts ); + + areabpts = [ + + hole[ holeIndex ], + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + var areab2 = THREE.FontUtils.Triangulate.area( areabpts ); + //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 )); + + if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) { + + // In case areas are not correct. + //console.log("USE THIS"); + + shapeIndex = oldShapeIndex; + holeIndex = oldHoleIndex ; + + if ( shapeIndex < 0 ) { shapeIndex += shape.length; } + shapeIndex %= shape.length; + + if ( holeIndex < 0 ) { holeIndex += hole.length; } + holeIndex %= hole.length; + + prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1; + prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1; + + } else { + + //console.log("USE THAT ") + + } + + tmpShape1 = shape.slice( 0, shapeIndex ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex ); + + // Should check orders here again? + + var trianglea = [ + + hole[ holeIndex ], + shape[ shapeIndex ], + shape[ prevShapeVert ] + + ]; + + var triangleb = [ + + hole[ holeIndex ] , + hole[ prevHoleVert ], + shape[ shapeIndex ] + + ]; + + verts.push( trianglea ); + verts.push( triangleb ); + + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + + } + + return { + + shape:shape, /* shape with no holes */ + isolatedPts: verts, /* isolated faces */ + allpoints: allpoints + + } + + + }, + + triangulateShape: function ( contour, holes ) { + + var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes ); + + var shape = shapeWithoutHoles.shape, + allpoints = shapeWithoutHoles.allpoints, + isolatedPts = shapeWithoutHoles.isolatedPts; + + var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape + + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + + //console.log( "triangles",triangles, triangles.length ); + //console.log( "allpoints",allpoints, allpoints.length ); + + var i, il, f, face, + key, index, + allPointsMap = {}, + isolatedPointsMap = {}; + + // prepare all points map + + for ( i = 0, il = allpoints.length; i < il; i ++ ) { + + key = allpoints[ i ].x + ":" + allpoints[ i ].y; + + if ( allPointsMap[ key ] !== undefined ) { + + console.log( "Duplicate point", key ); + + } + + allPointsMap[ key ] = i; + + } + + // check all face vertices against all points map + + for ( i = 0, il = triangles.length; i < il; i ++ ) { + + face = triangles[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + // check isolated points vertices against all points map + + for ( i = 0, il = isolatedPts.length; i < il; i ++ ) { + + face = isolatedPts[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + return triangles.concat( isolatedPts ); + + }, // end triangulate shapes + + /* + triangulate2 : function( pts, holes ) { + + // For use with Poly2Tri.js + + var allpts = pts.concat(); + var shape = []; + for (var p in pts) { + shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y)); + } + + var swctx = new js.poly2tri.SweepContext(shape); + + for (var h in holes) { + var aHole = holes[h]; + var newHole = [] + for (i in aHole) { + newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y)); + allpts.push(aHole[i]); + } + swctx.AddHole(newHole); + } + + var find; + var findIndexForPt = function (pt) { + find = new THREE.Vector2(pt.x, pt.y); + var p; + for (p=0, pl = allpts.length; p 1 ) { + + console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h ); + scale = scale < 0 ? 0 : 1; + + } + + // interpolate + + if ( type === "pos" ) { + + vector = object.position; + + if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) { + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; + this.points[ 1 ] = prevXYZ; + this.points[ 2 ] = nextXYZ; + this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; + + scale = scale * 0.33 + 0.33; + + currentPoint = this.interpolateCatmullRom( this.points, scale ); + + vector.x = currentPoint[ 0 ]; + vector.y = currentPoint[ 1 ]; + vector.z = currentPoint[ 2 ]; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 ); + + this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); + this.target.subSelf( vector ); + this.target.y = 0; + this.target.normalize(); + + angle = Math.atan2( this.target.x, this.target.z ); + object.rotation.set( 0, angle, 0 ); + + } + + } + + } else if ( type === "rot" ) { + + THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale ); + + } else if ( type === "scl" ) { + + vector = object.scale; + + vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + } + + } + + } + +}; + +// Catmull-Rom spline + +THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) { + + var c = [], v3 = [], + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + point = ( points.length - 1 ) * scale; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; + c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; + + pa = points[ c[ 0 ] ]; + pb = points[ c[ 1 ] ]; + pc = points[ c[ 2 ] ]; + pd = points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); + v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); + v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); + + return v3; + +}; + +THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +}; + + + +// Get next key with + +THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key < keys.length - 1 ? key : keys.length - 1; + + } else { + + key = key % keys.length; + + } + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ 0 ]; + +}; + +// Get previous key with + +THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + key = key > 0 ? key : 0; + + } else { + + key = key >= 0 ? key : key + keys.length; + + } + + + for ( ; key >= 0; key -- ) { + + if ( keys[ key ][ type ] !== undefined ) { + + return keys[ key ]; + + } + + } + + return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author khang duong + * @author erik kitson + */ + +THREE.KeyFrameAnimation = function( root, data, JITCompile ) { + + this.root = root; + this.data = THREE.AnimationHandler.get( data ); + this.hierarchy = THREE.AnimationHandler.parse( root ); + this.currentTime = 0; + this.timeScale = 0.001; + this.isPlaying = false; + this.isPaused = true; + this.loop = true; + this.JITCompile = JITCompile !== undefined ? JITCompile : true; + + // initialize to first keyframes + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + obj = this.hierarchy[h]; + + if ( keys.length && sids ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + next = this.getNextKeyWith( sid, h, 0 ); + + if ( next ) { + + next.apply( sid ); + + } + + } + + obj.matrixAutoUpdate = false; + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + +}; + +// Play + +THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) { + + if( !this.isPlaying ) { + + this.isPlaying = true; + this.loop = loop !== undefined ? loop : true; + this.currentTime = startTimeMS !== undefined ? startTimeMS : 0; + this.startTimeMs = startTimeMS; + this.startTime = 10000000; + this.endTime = -this.startTime; + + + // reset key cache + + var h, hl = this.hierarchy.length, + object, + node; + + for ( h = 0; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + object.useQuaternion = true; + + if ( node.animationCache === undefined ) { + + node.animationCache = {}; + node.animationCache.prevKey = null; + node.animationCache.nextKey = null; + node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix; + + } + + var keys = this.data.hierarchy[h].keys; + + if (keys.length) { + + node.animationCache.prevKey = keys[ 0 ]; + node.animationCache.nextKey = keys[ 1 ]; + + this.startTime = Math.min( keys[0].time, this.startTime ); + this.endTime = Math.max( keys[keys.length - 1].time, this.endTime ); + + } + + } + + this.update( 0 ); + + } + + this.isPaused = false; + + THREE.AnimationHandler.addToUpdate( this ); + +}; + + + +// Pause + +THREE.KeyFrameAnimation.prototype.pause = function() { + + if( this.isPaused ) { + + THREE.AnimationHandler.addToUpdate( this ); + + } else { + + THREE.AnimationHandler.removeFromUpdate( this ); + + } + + this.isPaused = !this.isPaused; + +}; + + +// Stop + +THREE.KeyFrameAnimation.prototype.stop = function() { + + this.isPlaying = false; + this.isPaused = false; + THREE.AnimationHandler.removeFromUpdate( this ); + + + // reset JIT matrix and remove cache + + for ( var h = 0; h < this.data.hierarchy.length; h++ ) { + + var obj = this.hierarchy[ h ]; + var node = this.data.hierarchy[ h ]; + + if ( node.animationCache !== undefined ) { + + var original = node.animationCache.originalMatrix; + + if( obj instanceof THREE.Bone ) { + + original.copy( obj.skinMatrix ); + obj.skinMatrix = original; + + } else { + + original.copy( obj.matrix ); + obj.matrix = original; + + } + + delete node.animationCache; + + } + + } + +}; + + +// Update + +THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) { + + // early out + + if( !this.isPlaying ) return; + + + // vars + + var prevKey, nextKey; + var object; + var node; + var frame; + var JIThierarchy = this.data.JIT.hierarchy; + var currentTime, unloopedCurrentTime; + var looped; + + + // update + + this.currentTime += deltaTimeMS * this.timeScale; + + unloopedCurrentTime = this.currentTime; + currentTime = this.currentTime = this.currentTime % this.data.length; + + // if looped around, the current time should be based on the startTime + if ( currentTime < this.startTimeMs ) { + + currentTime = this.currentTime = this.startTimeMs + currentTime; + + } + + frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 ); + looped = currentTime < unloopedCurrentTime; + + if ( looped && !this.loop ) { + + // Set the animation to the last keyframes and stop + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + var keys = this.data.hierarchy[h].keys, + sids = this.data.hierarchy[h].sids, + end = keys.length-1, + obj = this.hierarchy[h]; + + if ( keys.length ) { + + for ( var s = 0; s < sids.length; s++ ) { + + var sid = sids[ s ], + prev = this.getPrevKeyWith( sid, h, end ); + + if ( prev ) { + prev.apply( sid ); + + } + + } + + this.data.hierarchy[h].node.updateMatrix(); + obj.matrixWorldNeedsUpdate = true; + + } + + } + + this.stop(); + return; + + } + + // check pre-infinity + if ( currentTime < this.startTime ) { + + return; + + } + + // update + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) { + + object = this.hierarchy[ h ]; + node = this.data.hierarchy[ h ]; + + var keys = node.keys, + animationCache = node.animationCache; + + // use JIT? + + if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = false; + + } else { + + object.matrix = JIThierarchy[ h ][ frame ]; + object.matrixWorldNeedsUpdate = true; + + } + + // use interpolation + + } else if ( keys.length ) { + + // make sure so original matrix and not JIT matrix is set + + if ( this.JITCompile && animationCache ) { + + if( object instanceof THREE.Bone ) { + + object.skinMatrix = animationCache.originalMatrix; + + } else { + + object.matrix = animationCache.originalMatrix; + + } + + } + + prevKey = animationCache.prevKey; + nextKey = animationCache.nextKey; + + if ( prevKey && nextKey ) { + + // switch keys? + + if ( nextKey.time <= unloopedCurrentTime ) { + + // did we loop? + + if ( looped && this.loop ) { + + prevKey = keys[ 0 ]; + nextKey = keys[ 1 ]; + + while ( nextKey.time < currentTime ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } else if ( !looped ) { + + var lastIndex = keys.length - 1; + + while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + } + + animationCache.prevKey = prevKey; + animationCache.nextKey = nextKey; + + } + if(nextKey.time >= currentTime) + prevKey.interpolate( nextKey, currentTime ); + else + prevKey.interpolate( nextKey, nextKey.time); + + } + + this.data.hierarchy[h].node.updateMatrix(); + object.matrixWorldNeedsUpdate = true; + + } + + } + + // update JIT? + + if ( this.JITCompile ) { + + if ( JIThierarchy[ 0 ][ frame ] === undefined ) { + + this.hierarchy[ 0 ].updateMatrixWorld( true ); + + for ( var h = 0; h < this.hierarchy.length; h++ ) { + + if( this.hierarchy[ h ] instanceof THREE.Bone ) { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone(); + + } else { + + JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone(); + + } + + } + + } + + } + +}; + +// Get next key with + +THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key % keys.length; + + for ( ; key < keys.length; key++ ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ 0 ]; + +}; + +// Get previous key with + +THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { + + var keys = this.data.hierarchy[ h ].keys; + key = key >= 0 ? key : key + keys.length; + + for ( ; key >= 0; key-- ) { + + if ( keys[ key ].hasTarget( sid ) ) { + + return keys[ key ]; + + } + + } + + return keys[ keys.length - 1 ]; + +}; +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CubeCamera = function ( near, far, cubeResolution ) { + + THREE.Object3D.call( this ); + + var fov = 90, aspect = 1; + + var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, -1, 0 ); + cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, -1, 0 ); + cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, -1 ); + cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, -1, 0 ); + cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, -1, 0 ); + cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) ); + this.add( cameraNZ ); + + this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } ); + + this.updateCubeMap = function ( renderer, scene ) { + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.generateMipmaps; + + renderTarget.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + }; + +}; + +THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * A general perpose camera, for setting FOV, Lens Focal Length, + * and switching between perspective and orthographic views easily. + * Use this only if you do not wish to manage + * both a Orthographic and Perspective Camera + * + */ + + +THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) { + + THREE.Camera.call( this ); + + this.fov = fov; + + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + + // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects + + this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar ); + this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far ); + + this.zoom = 1; + + this.toPerspective(); + + var aspect = width/height; + +}; + +THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype ); + +THREE.CombinedCamera.prototype.toPerspective = function () { + + // Switches to the Perspective Camera + + this.near = this.cameraP.near; + this.far = this.cameraP.far; + + this.cameraP.fov = this.fov / this.zoom ; + + this.cameraP.updateProjectionMatrix(); + + this.projectionMatrix = this.cameraP.projectionMatrix; + + this.inPerspectiveMode = true; + this.inOrthographicMode = false; + +}; + +THREE.CombinedCamera.prototype.toOrthographic = function () { + + // Switches to the Orthographic camera estimating viewport from Perspective + + var fov = this.fov; + var aspect = this.cameraP.aspect; + var near = this.cameraP.near; + var far = this.cameraP.far; + + // The size that we set is the mid plane of the viewing frustum + + var hyperfocus = ( near + far ) / 2; + + var halfHeight = Math.tan( fov / 2 ) * hyperfocus; + var planeHeight = 2 * halfHeight; + var planeWidth = planeHeight * aspect; + var halfWidth = planeWidth / 2; + + halfHeight /= this.zoom; + halfWidth /= this.zoom; + + this.cameraO.left = -halfWidth; + this.cameraO.right = halfWidth; + this.cameraO.top = halfHeight; + this.cameraO.bottom = -halfHeight; + + // this.cameraO.left = -farHalfWidth; + // this.cameraO.right = farHalfWidth; + // this.cameraO.top = farHalfHeight; + // this.cameraO.bottom = -farHalfHeight; + + // this.cameraO.left = this.left / this.zoom; + // this.cameraO.right = this.right / this.zoom; + // this.cameraO.top = this.top / this.zoom; + // this.cameraO.bottom = this.bottom / this.zoom; + + this.cameraO.updateProjectionMatrix(); + + this.near = this.cameraO.near; + this.far = this.cameraO.far; + this.projectionMatrix = this.cameraO.projectionMatrix; + + this.inPerspectiveMode = false; + this.inOrthographicMode = true; + +}; + + +THREE.CombinedCamera.prototype.setSize = function( width, height ) { + + this.cameraP.aspect = width / height; + this.left = -width / 2; + this.right = width / 2 + this.top = height / 2; + this.bottom = -height / 2; + +}; + + +THREE.CombinedCamera.prototype.setFov = function( fov ) { + + this.fov = fov; + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toOrthographic(); + + } + +}; + +// For mantaining similar API with PerspectiveCamera + +THREE.CombinedCamera.prototype.updateProjectionMatrix = function() { + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toPerspective(); + this.toOrthographic(); + + } + +}; + +/* +* Uses Focal Length (in mm) to estimate and set FOV +* 35mm (fullframe) camera is used if frame size is not specified; +* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html +*/ +THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) { + + if ( frameHeight === undefined ) frameHeight = 24; + + var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); + + this.setFov( fov ); + + return fov; +}; + + +THREE.CombinedCamera.prototype.setZoom = function( zoom ) { + + this.zoom = zoom; + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toOrthographic(); + + } + +}; + +THREE.CombinedCamera.prototype.toFrontView = function() { + + this.rotation.x = 0; + this.rotation.y = 0; + this.rotation.z = 0; + + // should we be modifing the matrix instead? + + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toBackView = function() { + + this.rotation.x = 0; + this.rotation.y = Math.PI; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toLeftView = function() { + + this.rotation.x = 0; + this.rotation.y = - Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toRightView = function() { + + this.rotation.x = 0; + this.rotation.y = Math.PI / 2; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toTopView = function() { + + this.rotation.x = - Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +THREE.CombinedCamera.prototype.toBottomView = function() { + + this.rotation.x = Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + this.rotationAutoUpdate = false; + +}; + +/** + * @author hughes + */ + +THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + radius = radius || 50; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + var i, uvs = [], + center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 ); + + this.vertices.push(center); + uvs.push( centerUV ); + + for ( i = 0; i <= segments; i ++ ) { + + var vertex = new THREE.Vector3(); + + vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength ); + vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength ); + + this.vertices.push( vertex ); + uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) ); + + } + + var n = new THREE.Vector3( 0, 0, -1 ); + + for ( i = 1; i <= segments; i ++ ) { + + var v1 = i; + var v2 = i + 1 ; + var v3 = 0; + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] ); + + } + + this.computeCentroids(); + this.computeFaceNormals(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + +THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) { + + THREE.Geometry.call( this ); + + var scope = this, + width_half = width / 2, + height_half = height / 2, + depth_half = depth / 2; + + var mpx, mpy, mpz, mnx, mny, mnz; + + if ( materials !== undefined ) { + + if ( materials instanceof Array ) { + + this.materials = materials; + + } else { + + this.materials = []; + + for ( var i = 0; i < 6; i ++ ) { + + this.materials.push( materials ); + + } + + } + + mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5; + + } else { + + this.materials = []; + + } + + this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true }; + + if ( sides != undefined ) { + + for ( var s in sides ) { + + if ( this.sides[ s ] !== undefined ) { + + this.sides[ s ] = sides[ s ]; + + } + + } + + } + + this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px + this.sides.nx && buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, mnx ); // nx + this.sides.py && buildPlane( 'x', 'z', 1, 1, width, depth, height_half, mpy ); // py + this.sides.ny && buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, mny ); // ny + this.sides.pz && buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, mpz ); // pz + this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz + + function buildPlane( u, v, udir, vdir, width, height, depth, material ) { + + var w, ix, iy, + gridX = segmentsWidth || 1, + gridY = segmentsHeight || 1, + width_half = width / 2, + height_half = height / 2, + offset = scope.vertices.length; + + if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) { + + w = 'z'; + + } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) { + + w = 'y'; + gridY = segmentsDepth || 1; + + } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { + + w = 'x'; + gridX = segmentsDepth || 1; + + } + + var gridX1 = gridX + 1, + gridY1 = gridY + 1, + segment_width = width / gridX, + segment_height = height / gridY, + normal = new THREE.Vector3(); + + normal[ w ] = depth > 0 ? 1 : - 1; + + for ( iy = 0; iy < gridY1; iy ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var vector = new THREE.Vector3(); + vector[ u ] = ( ix * segment_width - width_half ) * udir; + vector[ v ] = ( iy * segment_height - height_half ) * vdir; + vector[ w ] = depth; + + scope.vertices.push( vector ); + + } + + } + + for ( iy = 0; iy < gridY; iy++ ) { + + for ( ix = 0; ix < gridX; ix++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + face.materialIndex = material; + + scope.faces.push( face ); + scope.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, 1 - iy / gridY ), + new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ), + new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY ) + ] ); + + } + + } + + } + + this.computeCentroids(); + this.mergeVertices(); + +}; + +THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) { + + THREE.Geometry.call( this ); + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + var heightHalf = height / 2; + var segmentsX = radiusSegments || 8; + var segmentsY = heightSegments || 1; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + var v = y / segmentsY; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + + var vertex = new THREE.Vector3(); + vertex.x = radius * Math.sin( u * Math.PI * 2 ); + vertex.y = - v * height + heightHalf; + vertex.z = radius * Math.cos( u * Math.PI * 2 ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + var tanTheta = ( radiusBottom - radiusTop ) / height; + var na, nb; + + for ( x = 0; x < segmentsX; x ++ ) { + + if ( radiusTop !== 0 ) { + + na = this.vertices[ vertices[ 0 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); + + } else { + + na = this.vertices[ vertices[ 1 ][ x ] ].clone(); + nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); + + } + + na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); + nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); + + for ( y = 0; y < segmentsY; y ++ ) { + + var v1 = vertices[ y ][ x ]; + var v2 = vertices[ y + 1 ][ x ]; + var v3 = vertices[ y + 1 ][ x + 1 ]; + var v4 = vertices[ y ][ x + 1 ]; + + var n1 = na.clone(); + var n2 = na.clone(); + var n3 = nb.clone(); + var n4 = nb.clone(); + + var uv1 = uvs[ y ][ x ].clone(); + var uv2 = uvs[ y + 1 ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); + var uv4 = uvs[ y ][ x + 1 ].clone(); + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + // top cap + + if ( !openEnded && radiusTop > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ 0 ][ x ]; + var v2 = vertices[ 0 ][ x + 1 ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, 1, 0 ); + var n2 = new THREE.Vector3( 0, 1, 0 ); + var n3 = new THREE.Vector3( 0, 1, 0 ); + + var uv1 = uvs[ 0 ][ x ].clone(); + var uv2 = uvs[ 0 ][ x + 1 ].clone(); + var uv3 = new THREE.UV( uv2.u, 0 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + // bottom cap + + if ( !openEnded && radiusBottom > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = this.vertices.length - 1; + + var n1 = new THREE.Vector3( 0, - 1, 0 ); + var n2 = new THREE.Vector3( 0, - 1, 0 ); + var n3 = new THREE.Vector3( 0, - 1, 0 ); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = new THREE.UV( uv2.u, 1 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + +} + +THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too + * amount: , // Amount + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) + * frames: // containing arrays of tangents, normals, binormals + * + * material: // material index for front and back faces + * extrudeMaterial: // material index for extrusion and beveled faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + +THREE.ExtrudeGeometry = function ( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + shapes = []; + return; + } + + THREE.Geometry.call( this ); + + shapes = shapes instanceof Array ? shapes : [ shapes ]; + + this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); + + this.addShapeList( shapes, options ); + + this.computeCentroids(); + this.computeFaceNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +}; + +THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { + var sl = shapes.length; + + for ( var s = 0; s < sl; s ++ ) { + var shape = shapes[ s ]; + this.addShape( shape, options ); + } +}; + +THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) { + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + var material = options.material; + var extrudeMaterial = options.extrudeMaterial; + + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; + + var shapebb = this.shapebb; + //shapebb = shape.getBoundingBox(); + + + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? + + splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new THREE.Vector3(); + normal = new THREE.Vector3(); + position2 = new THREE.Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initalization + + var ahole, h, hl; // looping of holes + var scope = this; + var bevelPoints = []; + + var shapesOffset = this.vertices.length; + + var shapePoints = shape.extractPoints(); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ; + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( THREE.Shape.Utils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + + } + + + var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2 ( pt, vec, size ) { + + if ( !vec ) console.log( "die" ); + + return vec.clone().multiplyScalar( size ).addSelf( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length, + cont, clen = contour.length; + + + // Find directions for point movement + + var RAD_TO_DEGREES = 180 / Math.PI; + + + function getBevelVec( pt_i, pt_j, pt_k ) { + + // Algorithm 2 + + return getBevelVec2( pt_i, pt_j, pt_k ); + + } + + function getBevelVec1( pt_i, pt_j, pt_k ) { + + var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x ); + var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x ); + + if ( anglea > angleb ) { + + angleb += Math.PI * 2; + + } + + var anglec = ( anglea + angleb ) / 2; + + + //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES); + + var x = - Math.cos( anglec ); + var y = - Math.sin( anglec ); + + var vec = new THREE.Vector2( x, y ); //.normalize(); + + return vec; + + } + + function getBevelVec2( pt_i, pt_j, pt_k ) { + + var a = THREE.ExtrudeGeometry.__v1, + b = THREE.ExtrudeGeometry.__v2, + v_hat = THREE.ExtrudeGeometry.__v3, + w_hat = THREE.ExtrudeGeometry.__v4, + p = THREE.ExtrudeGeometry.__v5, + q = THREE.ExtrudeGeometry.__v6, + v, w, + v_dot_w_hat, q_sub_p_dot_w_hat, + s, intersection; + + // good reading for line-line intersection + // http://sputsoft.com/blog/2010/03/line-line-intersection.html + + // define a as vector j->i + // define b as vectot k->i + + a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y ); + b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y ); + + // get unit vectors + + v = a.normalize(); + w = b.normalize(); + + // normals from pt i + + v_hat.set( -v.y, v.x ); + w_hat.set( w.y, -w.x ); + + // pts from i + + p.copy( pt_i ).addSelf( v_hat ); + q.copy( pt_i ).addSelf( w_hat ); + + if ( p.equals( q ) ) { + + //console.log("Warning: lines are straight"); + return w_hat.clone(); + + } + + // Points from j, k. helps prevents points cross overover most of the time + + p.copy( pt_j ).addSelf( v_hat ); + q.copy( pt_k ).addSelf( w_hat ); + + v_dot_w_hat = v.dot( w_hat ); + q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat ); + + // We should not reach these conditions + + if ( v_dot_w_hat === 0 ) { + + console.log( "Either infinite or no solutions!" ); + + if ( q_sub_p_dot_w_hat === 0 ) { + + console.log( "Its finite solutions." ); + + } else { + + console.log( "Too bad, no solutions." ); + + } + + } + + s = q_sub_p_dot_w_hat / v_dot_w_hat; + + if ( s < 0 ) { + + // in case of emergecy, revert to algorithm 1. + + return getBevelVec1( pt_i, pt_j, pt_k ); + + } + + intersection = v.multiplyScalar( s ).addSelf( p ); + + return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly + + } + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + var pt_i = contour[ i ]; + var pt_j = contour[ j ]; + var pt_k = contour[ k ]; + + contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + + //z = bevelThickness * t; + bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved + //bs = bevelSize * t ; // linear + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + //vert = scalePt( contour[ i ], contourCentroid, bs, false ); + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true ); + + v( vert.x, vert.y, -z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x); + binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y); + + position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); + bs = bevelSize * Math.sin ( t * Math.PI/2 ) ; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( !extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + if ( bevelEnabled ) { + + var layer = 0 ; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ], true ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false ); + + } + } + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( --i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d, contour, s, sl, j, k ); + + } + } + + } + + + function v( x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + } + + function f3( a, b, c, isBottom ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + // normal, color, material + scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + + var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c ); + + scope.faceVertexUvs[ 0 ].push( uvs ); + + } + + function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; + + scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) ); + + var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d, + stepIndex, stepsLength, contourIndex1, contourIndex2 ); + scope.faceVertexUvs[ 0 ].push( uvs ); + + } + +}; + +THREE.ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) { + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y; + + return [ + new THREE.UV( ax, ay ), + new THREE.UV( bx, by ), + new THREE.UV( cx, cy ) + ]; + + }, + + generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) { + + return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ); + + }, + + generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions, + indexA, indexB, indexC, indexD, stepIndex, stepsLength, + contourIndex1, contourIndex2 ) { + + var ax = geometry.vertices[ indexA ].x, + ay = geometry.vertices[ indexA ].y, + az = geometry.vertices[ indexA ].z, + + bx = geometry.vertices[ indexB ].x, + by = geometry.vertices[ indexB ].y, + bz = geometry.vertices[ indexB ].z, + + cx = geometry.vertices[ indexC ].x, + cy = geometry.vertices[ indexC ].y, + cz = geometry.vertices[ indexC ].z, + + dx = geometry.vertices[ indexD ].x, + dy = geometry.vertices[ indexD ].y, + dz = geometry.vertices[ indexD ].z; + + if ( Math.abs( ay - by ) < 0.01 ) { + return [ + new THREE.UV( ax, 1 - az ), + new THREE.UV( bx, 1 - bz ), + new THREE.UV( cx, 1 - cz ), + new THREE.UV( dx, 1 - dz ) + ]; + } else { + return [ + new THREE.UV( ay, 1 - az ), + new THREE.UV( by, 1 - bz ), + new THREE.UV( cy, 1 - cz ), + new THREE.UV( dy, 1 - dz ) + ]; + } + } +}; + +THREE.ExtrudeGeometry.__v1 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v2 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v3 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v4 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v5 = new THREE.Vector2(); +THREE.ExtrudeGeometry.__v6 = new THREE.Vector2(); +/** + * @author jonobr1 / http://jonobr1.com + * + * Creates a one-sided polygonal geometry from a path shape. Similar to + * ExtrudeGeometry. + * + * parameters = { + * + * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. + * + * material: // material index for front and back faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + +THREE.ShapeGeometry = function ( shapes, options ) { + + THREE.Geometry.call( this ); + + if ( shapes instanceof Array === false ) shapes = [ shapes ]; + + this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox(); + + this.addShapeList( shapes, options ); + + this.computeCentroids(); + this.computeFaceNormals(); + +}; + +THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + +/** + * Add an array of shapes to THREE.ShapeGeometry. + */ +THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { + + for ( var i = 0, l = shapes.length; i < l; i++ ) { + + this.addShape( shapes[ i ], options ); + + } + + return this; + +}; + +/** + * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. + */ +THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) { + + if ( options === undefined ) options = {}; + + var material = options.material; + var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; + + var shapebb = this.shapebb; + + // + + var i, l, hole, s; + + var shapesOffset = this.vertices.length; + var shapePoints = shape.extractPoints(); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = !THREE.Shape.Utils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe... + + for ( i = 0, l = holes.length; i < l; i++ ) { + + hole = holes[ i ]; + + if ( THREE.Shape.Utils.isClockWise( hole ) ) { + + holes[ i ] = hole.reverse(); + + } + + } + + reverse = false; + + } + + var faces = THREE.Shape.Utils.triangulateShape( vertices, holes ); + + // Vertices + + var contour = vertices; + + for ( i = 0, l = holes.length; i < l; i++ ) { + + hole = holes[ i ]; + vertices = vertices.concat( hole ); + + } + + // + + var vert, vlen = vertices.length; + var face, flen = faces.length; + var cont, clen = contour.length; + + for ( i = 0; i < vlen; i++ ) { + + vert = vertices[ i ]; + + this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) ); + + } + + for ( i = 0; i < flen; i++ ) { + + face = faces[ i ]; + + var a = face[ 0 ] + shapesOffset; + var b = face[ 1 ] + shapesOffset; + var c = face[ 2 ] + shapesOffset; + + this.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) ); + + } + +}; +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + */ + +THREE.LatheGeometry = function ( points, steps, angle ) { + + THREE.Geometry.call( this ); + + var _steps = steps || 12; + var _angle = angle || 2 * Math.PI; + + var _newV = []; + var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps ); + + for ( var j = 0; j < points.length; j ++ ) { + + _newV[ j ] = points[ j ].clone(); + this.vertices.push( _newV[ j ] ); + + } + + var i, il = _steps + 1; + + for ( i = 0; i < il; i ++ ) { + + for ( var j = 0; j < _newV.length; j ++ ) { + + _newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() ); + this.vertices.push( _newV[ j ] ); + + } + + } + + for ( i = 0; i < _steps; i ++ ) { + + for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) { + + var a = i * kl + k; + var b = ( ( i + 1 ) % il ) * kl + k; + var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl; + var d = i * kl + ( k + 1 ) % kl; + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.UV( 1 - i / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ), + new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ), + new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl ) + + ] ); + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) { + + THREE.Geometry.call( this ); + + var ix, iz, + width_half = width / 2, + height_half = height / 2, + gridX = widthSegments || 1, + gridZ = heightSegments || 1, + gridX1 = gridX + 1, + gridZ1 = gridZ + 1, + segment_width = width / gridX, + segment_height = height / gridZ, + normal = new THREE.Vector3( 0, 0, 1 ); + + for ( iz = 0; iz < gridZ1; iz ++ ) { + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + var y = iz * segment_height - height_half; + + this.vertices.push( new THREE.Vector3( x, - y, 0 ) ); + + } + + } + + for ( iz = 0; iz < gridZ; iz ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iz; + var b = ix + gridX1 * ( iz + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); + var d = ( ix + 1 ) + gridX1 * iz; + + var face = new THREE.Face4( a, b, c, d ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() ); + + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ + new THREE.UV( ix / gridX, 1 - iz / gridZ ), + new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ), + new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ ) + ] ); + + } + + } + + this.computeCentroids(); + +}; + +THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + radius = radius || 50; + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var segmentsX = Math.max( 3, Math.floor( widthSegments ) || 8 ); + var segmentsY = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= segmentsY; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + for ( x = 0; x <= segmentsX; x ++ ) { + + var u = x / segmentsX; + var v = y / segmentsY; + + var vertex = new THREE.Vector3(); + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.UV( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + for ( y = 0; y < segmentsY; y ++ ) { + + for ( x = 0; x < segmentsX; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; + + var n1 = this.vertices[ v1 ].clone().normalize(); + var n2 = this.vertices[ v2 ].clone().normalize(); + var n3 = this.vertices[ v3 ].clone().normalize(); + var n4 = this.vertices[ v4 ].clone().normalize(); + + var uv1 = uvs[ y ][ x + 1 ].clone(); + var uv2 = uvs[ y ][ x ].clone(); + var uv3 = uvs[ y + 1 ][ x ].clone(); + var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); + + if ( Math.abs( this.vertices[ v1 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); + + } else if ( Math.abs( this.vertices[ v3 ].y ) == radius ) { + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } else { + + this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] ); + + } + + } + + } + + this.computeCentroids(); + this.computeFaceNormals(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * For creating 3D text geometry in three.js + * + * Text = 3D Text + * + * parameters = { + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * font: , // font name + * weight: , // font weight (normal, bold) + * style: , // font style (normal, italics) + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline is bevel + * } + * + */ + +/* Usage Examples + + // TextGeometry wrapper + + var text3d = new TextGeometry( text, options ); + + // Complete manner + + var textShapes = THREE.FontUtils.generateShapes( text, options ); + var text3d = new ExtrudeGeometry( textShapes, options ); + +*/ + + +THREE.TextGeometry = function ( text, parameters ) { + + var textShapes = THREE.FontUtils.generateShapes( text, parameters ); + + // 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; + + THREE.ExtrudeGeometry.call( this, textShapes, parameters ); + +}; + +THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 + */ + +THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 100; + this.tube = tube || 40; + this.radialSegments = radialSegments || 8; + this.tubularSegments = tubularSegments || 6; + this.arc = arc || Math.PI * 2; + + var center = new THREE.Vector3(), uvs = [], normals = []; + + for ( var j = 0; j <= this.radialSegments; j ++ ) { + + for ( var i = 0; i <= this.tubularSegments; i ++ ) { + + var u = i / this.tubularSegments * this.arc; + var v = j / this.radialSegments * Math.PI * 2; + + center.x = this.radius * Math.cos( u ); + center.y = this.radius * Math.sin( u ); + + var vertex = new THREE.Vector3(); + vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = this.tube * Math.sin( v ); + + this.vertices.push( vertex ); + + uvs.push( new THREE.UV( i / this.tubularSegments, j / this.radialSegments ) ); + normals.push( vertex.clone().subSelf( center ).normalize() ); + + } + } + + + for ( var j = 1; j <= this.radialSegments; j ++ ) { + + for ( var i = 1; i <= this.tubularSegments; i ++ ) { + + var a = ( this.tubularSegments + 1 ) * j + i - 1; + var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( this.tubularSegments + 1 ) * j + i; + + var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] ); + face.normal.addSelf( normals[ a ] ); + face.normal.addSelf( normals[ b ] ); + face.normal.addSelf( normals[ c ] ); + face.normal.addSelf( normals[ d ] ); + face.normal.normalize(); + + this.faces.push( face ); + + this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); + } + + } + + this.computeCentroids(); + +}; + +THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author oosmoxiecode + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473 + */ + +THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + var scope = this; + + this.radius = radius || 200; + this.tube = tube || 40; + this.radialSegments = radialSegments || 64; + this.tubularSegments = tubularSegments || 8; + this.p = p || 2; + this.q = q || 3; + this.heightScale = heightScale || 1; + this.grid = new Array(this.radialSegments); + + var tang = new THREE.Vector3(); + var n = new THREE.Vector3(); + var bitan = new THREE.Vector3(); + + for ( var i = 0; i < this.radialSegments; ++ i ) { + + this.grid[ i ] = new Array( this.tubularSegments ); + + for ( var j = 0; j < this.tubularSegments; ++ j ) { + + var u = i / this.radialSegments * 2 * this.p * Math.PI; + var v = j / this.tubularSegments * 2 * Math.PI; + var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale ); + var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale ); + var cx, cy; + + tang.sub( p2, p1 ); + n.add( p2, p1 ); + + bitan.cross( tang, n ); + n.cross( bitan, tang ); + bitan.normalize(); + n.normalize(); + + cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.tube * Math.sin( v ); + + p1.x += cx * n.x + cy * bitan.x; + p1.y += cx * n.y + cy * bitan.y; + p1.z += cx * n.z + cy * bitan.z; + + this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z ); + + } + + } + + for ( var i = 0; i < this.radialSegments; ++ i ) { + + for ( var j = 0; j < this.tubularSegments; ++ j ) { + + var ip = ( i + 1 ) % this.radialSegments; + var jp = ( j + 1 ) % this.tubularSegments; + + var a = this.grid[ i ][ j ]; + var b = this.grid[ ip ][ j ]; + var c = this.grid[ ip ][ jp ]; + var d = this.grid[ i ][ jp ]; + + var uva = new THREE.UV( i / this.radialSegments, j / this.tubularSegments ); + var uvb = new THREE.UV( ( i + 1 ) / this.radialSegments, j / this.tubularSegments ); + var uvc = new THREE.UV( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments ); + var uvd = new THREE.UV( i / this.radialSegments, ( j + 1 ) / this.tubularSegments ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + function getPos( u, v, in_q, in_p, radius, heightScale ) { + + var cu = Math.cos( u ); + var cv = Math.cos( v ); + var su = Math.sin( u ); + var quOverP = in_q / in_p * u; + var cs = Math.cos( quOverP ); + + var tx = radius * ( 2 + cs ) * 0.5 * cu; + var ty = radius * ( 2 + cs ) * su * 0.5; + var tz = heightScale * radius * Math.sin( quOverP ) * 0.5; + + return new THREE.Vector3( tx, ty, tz ); + + } + +}; + +THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ + +THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) { + + THREE.Geometry.call( this ); + + this.path = path; + this.segments = segments || 64; + this.radius = radius || 1; + this.radiusSegments = radiusSegments || 8; + this.closed = closed || false; + + if ( debug ) this.debug = new THREE.Object3D(); + + this.grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = this.segments + 1, + + x, y, z, + tx, ty, tz, + u, v, + + cx, cy, + pos, pos2 = new THREE.Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; + + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + + // consruct the grid + + for ( i = 0; i < numpoints; i++ ) { + + this.grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + if ( this.debug ) { + + this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) ); + this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) ); + this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) ); + + } + + for ( j = 0; j < this.radiusSegments; j++ ) { + + v = j / this.radiusSegments * 2 * Math.PI; + + cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = this.radius * Math.sin( v ); + + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; + + this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + } + + + // construct the mesh + + for ( i = 0; i < this.segments; i++ ) { + + for ( j = 0; j < this.radiusSegments; j++ ) { + + ip = ( closed ) ? (i + 1) % this.segments : i + 1; + jp = (j + 1) % this.radiusSegments; + + a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = this.grid[ ip ][ j ]; + c = this.grid[ ip ][ jp ]; + d = this.grid[ i ][ jp ]; + + uva = new THREE.UV( i / this.segments, j / this.radiusSegments ); + uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.radiusSegments ); + uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments ); + uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.radiusSegments ); + + this.faces.push( new THREE.Face4( a, b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] ); + + } + } + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); + + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) { + + var + tangent = new THREE.Vector3(), + normal = new THREE.Vector3(), + binormal = new THREE.Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new THREE.Vector3(), + mat = new THREE.Matrix4(), + + numpoints = segments + 1, + theta, + epsilon = 0.0001, + smallest, + + tx, ty, tz, + i, u, v; + + + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + // compute the tangent vectors for each segment on the path + + for ( i = 0; i < numpoints; i++ ) { + + u = i / ( numpoints - 1 ); + + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + initialNormal3(); + + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + } + + function initialNormal2() { + + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); + + normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize(); + + } + + function initialNormal3() { + // select an initial normal vector perpenicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component + + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= smallest ) { + smallest = tx; + normal.set( 1, 0, 0 ); + } + + if ( ty <= smallest ) { + smallest = ty; + normal.set( 0, 1, 0 ); + } + + if ( tz <= smallest ) { + normal.set( 0, 0, 1 ); + } + + vec.cross( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].cross( tangents[ 0 ], vec ); + binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ); + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i++ ) { + + normals[ i ] = normals[ i-1 ].clone(); + + binormals[ i ] = binormals[ i-1 ].clone(); + + vec.cross( tangents[ i-1 ], tangents[ i ] ); + + if ( vec.length() > epsilon ) { + + vec.normalize(); + + theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) ); + + mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] ); + + } + + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) { + + theta = -theta; + + } + + for ( i = 1; i < numpoints; i++ ) { + + // twist a little... + mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] ); + binormals[ i ].cross( tangents[ i ], normals[ i ] ); + + } + + } +}; +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) { + + THREE.Geometry.call( this ); + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) ); + + } + + var midpoints = [], p = this.vertices; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail ); + + } + + this.mergeVertices(); + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + + // Project vector onto sphere's surface + + function prepare( vector ) { + + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; + + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new THREE.UV( u, 1 - v ); + + return vertex; + + } + + + // Approximate a curved face with recursively sub-divided triangles. + + function make( v1, v2, v3, detail ) { + + if ( detail < 1 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 ); + face.normal = face.centroid.clone().normalize(); + that.faces.push( face ); + + var azi = azimuth( face.centroid ); + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } else { + + detail -= 1; + + // split triangle into 4 smaller triangles + + make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant + make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant + make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant + make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant + + } + + } + + function midpoint( v1, v2 ) { + + if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = []; + if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = []; + + var mid = midpoints[ v1.index ][ v2.index ]; + + if ( mid === undefined ) { + + // generate mean point and project to surface with prepare() + + midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare( + new THREE.Vector3().add( v1, v2 ).divideScalar( 2 ) + ); + } + + return mid; + + } + + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, -vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + + // Texture fixing helper. Spheres have some odd behaviours. + + function correctUV( uv, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v ); + return uv; + + } + + this.computeCentroids(); + + this.boundingSphere = { radius: radius }; + +}; + +THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.IcosahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ], + [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ], + [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ] + ]; + + var faces = [ + [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ], + [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ], + [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ], + [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; + +THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ] + ]; + + var faces = [ + [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); +}; + +THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.TetrahedronGeometry = function ( radius, detail ) { + + var vertices = [ + [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ] + ]; + + var faces = [ + [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ] + ]; + + THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail ); + +}; + +THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author zz85 / https://github.com/zz85 + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * + * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) { + + THREE.Geometry.call( this ); + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + useTris = (useTris === undefined) ? false : useTris; + + var i, il, j, p; + var u, v; + + var stackCount = stacks + 1; + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + u = j / slices; + + p = func( u, v ); + verts.push( p ); + + } + } + + var a, b, c, d; + var uva, uvb, uvc, uvd; + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = (i + 1) * sliceCount + j; + d = (i + 1) * sliceCount + j + 1; + + uva = new THREE.UV( j / slices, i / stacks ); + uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks ); + uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks ); + uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + + if ( useTris ) { + + faces.push( new THREE.Face3( a, b, c ) ); + faces.push( new THREE.Face3( b, d, c ) ); + + uvs.push( [ uva, uvb, uvc ] ); + uvs.push( [ uvb, uvd, uvc ] ); + + } else { + + faces.push( new THREE.Face4( a, b, d, c ) ); + uvs.push( [ uva, uvb, uvd, uvc ] ); + + } + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author qiao / https://github.com/qiao + * @fileoverview This is a convex hull generator using the incremental method. + * The complexity is O(n^2) where n is the number of vertices. + * O(nlogn) algorithms do exist, but they are much more complicated. + * + * Benchmark: + * + * Platform: CPU: P7350 @2.00GHz Engine: V8 + * + * Num Vertices Time(ms) + * + * 10 1 + * 20 3 + * 30 19 + * 40 48 + * 50 107 + */ + +THREE.ConvexGeometry = function( vertices ) { + + THREE.Geometry.call( this ); + + var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; + + for ( var i = 3; i < vertices.length; i++ ) { + + addPoint( i ); + + } + + + function addPoint( vertexId ) { + + var vertex = vertices[ vertexId ].clone(); + + var mag = vertex.length(); + vertex.x += mag * randomOffset(); + vertex.y += mag * randomOffset(); + vertex.z += mag * randomOffset(); + + var hole = []; + + for ( var f = 0; f < faces.length; ) { + + var face = faces[ f ]; + + // for each face, if the vertex can see it, + // then we try to add the face's edges into the hole. + if ( visible( face, vertex ) ) { + + for ( var e = 0; e < 3; e++ ) { + + var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ]; + var boundary = true; + + // remove duplicated edges. + for ( var h = 0; h < hole.length; h++ ) { + + if ( equalEdge( hole[ h ], edge ) ) { + + hole[ h ] = hole[ hole.length - 1 ]; + hole.pop(); + boundary = false; + break; + + } + + } + + if ( boundary ) { + + hole.push( edge ); + + } + + } + + // remove faces[ f ] + faces[ f ] = faces[ faces.length - 1 ]; + faces.pop(); + + } else { // not visible + + f++; + + } + } + + // construct the new faces formed by the edges of the hole and the vertex + for ( var h = 0; h < hole.length; h++ ) { + + faces.push( [ + hole[ h ][ 0 ], + hole[ h ][ 1 ], + vertexId + ] ); + + } + } + + /** + * Whether the face is visible from the vertex + */ + function visible( face, vertex ) { + + var va = vertices[ face[ 0 ] ]; + var vb = vertices[ face[ 1 ] ]; + var vc = vertices[ face[ 2 ] ]; + + var n = normal( va, vb, vc ); + + // distance from face to origin + var dist = n.dot( va ); + + return n.dot( vertex ) >= dist; + + } + + /** + * Face normal + */ + function normal( va, vb, vc ) { + + var cb = new THREE.Vector3(); + var ab = new THREE.Vector3(); + + cb.sub( vc, vb ); + ab.sub( va, vb ); + cb.crossSelf( ab ); + + if ( !cb.isZero() ) { + + cb.normalize(); + + } + + return cb; + + } + + /** + * Detect whether two edges are equal. + * Note that when constructing the convex hull, two same edges can only + * be of the negative direction. + */ + function equalEdge( ea, eb ) { + + return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; + + } + + /** + * Create a random offset between -1e-6 and 1e-6. + */ + function randomOffset() { + + return ( Math.random() - 0.5 ) * 2 * 1e-6; + + } + + + /** + * XXX: Not sure if this is the correct approach. Need someone to review. + */ + function vertexUv( vertex ) { + + var mag = vertex.length(); + return new THREE.UV( vertex.x / mag, vertex.y / mag ); + + } + + // Push vertices into `this.vertices`, skipping those inside the hull + var id = 0; + var newId = new Array( vertices.length ); // map from old vertex id to new id + + for ( var i = 0; i < faces.length; i++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j++ ) { + + if ( newId[ face[ j ] ] === undefined ) { + + newId[ face[ j ] ] = id++; + this.vertices.push( vertices[ face[ j ] ] ); + + } + + face[ j ] = newId[ face[ j ] ]; + + } + + } + + // Convert faces into instances of THREE.Face3 + for ( var i = 0; i < faces.length; i++ ) { + + this.faces.push( new THREE.Face3( + faces[ i ][ 0 ], + faces[ i ][ 1 ], + faces[ i ][ 2 ] + ) ); + + } + + // Compute UVs + for ( var i = 0; i < this.faces.length; i++ ) { + + var face = this.faces[ i ]; + + this.faceVertexUvs[ 0 ].push( [ + vertexUv( this.vertices[ face.a ] ), + vertexUv( this.vertices[ face.b ] ), + vertexUv( this.vertices[ face.c ]) + ] ); + + } + + + this.computeCentroids(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype ); +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function ( size ) { + + var geometry = new THREE.Geometry(); + + geometry.vertices.push( + new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ), + new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ), + new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 ) + ); + + geometry.colors.push( + new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ), + new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ), + new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff ) + ); + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + +}; + +THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype ); +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * hex - color in hex value + */ + +THREE.ArrowHelper = function ( dir, origin, length, hex ) { + + THREE.Object3D.call( this ); + + if ( hex === undefined ) hex = 0xffff00; + if ( length === undefined ) length = 20; + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) ); + lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) ); + this.add( this.line ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) ); + this.cone.position.set( 0, 1, 0 ); + this.add( this.cone ); + + if ( origin instanceof THREE.Vector3 ) this.position = origin; + + this.setDirection( dir ); + this.setLength( length ); + +}; + +THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); + +THREE.ArrowHelper.prototype.setDirection = function ( dir ) { + + var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir ); + + var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) ); + + this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians ); + + this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder ); + +}; + +THREE.ArrowHelper.prototype.setLength = function ( length ) { + + this.scale.set( length, length, length ); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( hex ) { + + this.line.material.color.setHex( hex ); + this.cone.material.color.setHex( hex ); + +}; +/** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +THREE.CameraHelper = function ( camera ) { + + THREE.Line.call( this ); + + var scope = this; + + this.geometry = new THREE.Geometry(); + this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + this.type = THREE.LinePieces; + + this.matrixWorld = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = {}; + + // colors + + var hexFrustum = 0xffaa00; + var hexCone = 0xff0000; + var hexUp = 0x00aaff; + var hexTarget = 0xffffff; + var hexCross = 0x333333; + + // near + + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); + + // far + + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); + + // sides + + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); + + // cone + + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); + + // up + + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); + + // target + + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); + + // cross + + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); + + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); + + this.camera = camera; + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + scope.geometry.vertices.push( new THREE.Vector3() ); + scope.geometry.colors.push( new THREE.Color( hex ) ); + + if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = []; + + scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 ); + + } + + this.update( camera ); + +}; + +THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype ); + +THREE.CameraHelper.prototype.update = function () { + + var scope = this; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + THREE.CameraHelper.__c.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 ); + + function setPoint( point, x, y, z ) { + + THREE.CameraHelper.__v.set( x, y, z ); + THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c ); + + var points = scope.pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v ); + + } + + } + + } + + this.geometry.verticesNeedUpdate = true; + +}; + +THREE.CameraHelper.__projector = new THREE.Projector(); +THREE.CameraHelper.__v = new THREE.Vector3(); +THREE.CameraHelper.__c = new THREE.Camera(); + +/* + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * Subdivision Geometry Modifier + * using Catmull-Clark Subdivision Surfaces + * for creating smooth geometry meshes + * + * Note: a modifier modifies vertices and faces of geometry, + * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained + * + * Readings: + * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface + * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/ + * http://xrt.wikidot.com/blog:31 + * "Subdivision Surfaces in Character Animation" + * + * (on boundary edges) + * http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface + * https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description + * + * Supports: + * Closed and Open geometries. + * + * TODO: + * crease vertex and "semi-sharp" features + * selective subdivision + */ + + +THREE.SubdivisionModifier = function( subdivisions ) { + + this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions; + + // Settings + this.useOldVertexColors = false; + this.supportUVs = true; + this.debug = false; + +}; + +// Applies the "modify" pattern +THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { + + var repeats = this.subdivisions; + + while ( repeats-- > 0 ) { + this.smooth( geometry ); + } + +}; + +/// REFACTORING THIS OUT + +THREE.GeometryUtils.orderedKey = function ( a, b ) { + + return Math.min( a, b ) + "_" + Math.max( a, b ); + +}; + + +// Returns a hashmap - of { edge_key: face_index } +THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) { + + var i, il, v1, v2, j, k, + face, faceIndices, faceIndex, + edge, + hash, + edgeFaceMap = {}; + + var orderedKey = THREE.GeometryUtils.orderedKey; + + function mapEdgeHash( hash, i ) { + + if ( edgeFaceMap[ hash ] === undefined ) { + + edgeFaceMap[ hash ] = []; + + } + + edgeFaceMap[ hash ].push( i ); + } + + + // construct vertex -> face map + + for( i = 0, il = geometry.faces.length; i < il; i ++ ) { + + face = geometry.faces[ i ]; + + if ( face instanceof THREE.Face3 ) { + + hash = orderedKey( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = orderedKey( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = orderedKey( face.c, face.a ); + mapEdgeHash( hash, i ); + + } else if ( face instanceof THREE.Face4 ) { + + hash = orderedKey( face.a, face.b ); + mapEdgeHash( hash, i ); + + hash = orderedKey( face.b, face.c ); + mapEdgeHash( hash, i ); + + hash = orderedKey( face.c, face.d ); + mapEdgeHash( hash, i ); + + hash = orderedKey( face.d, face.a ); + mapEdgeHash( hash, i ); + + } + + } + + // extract faces + + // var edges = []; + // + // var numOfEdges = 0; + // for (i in edgeFaceMap) { + // numOfEdges++; + // + // edge = edgeFaceMap[i]; + // edges.push(edge); + // + // } + + //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges); + + return edgeFaceMap; + +} + +///////////////////////////// + +// Performs an iteration of Catmull-Clark Subdivision +THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) { + + //debug( 'running smooth' ); + + // New set of vertices, faces and uvs + var newVertices = [], newFaces = [], newUVs = []; + + function v( x, y, z ) { + newVertices.push( new THREE.Vector3( x, y, z ) ); + } + + var scope = this; + var orderedKey = THREE.GeometryUtils.orderedKey; + var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces; + + function assert() { + if (scope.debug && console && console.assert) console.assert.apply(console, arguments); + } + + function debug() { + if (scope.debug) console.log.apply(console, arguments); + } + + function warn() { + if (console) + console.log.apply(console, arguments); + } + + function f4( a, b, c, d, oldFace, orders, facei ) { + + // TODO move vertex selection over here! + + var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex ); + + if (scope.useOldVertexColors) { + + newFace.vertexColors = []; + + var color, tmpColor, order; + for (var i=0;i<4;i++) { + order = orders[i]; + + color = new THREE.Color(), + color.setRGB(0,0,0); + + for (var j=0, jl=0; j=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) { + debug('face pt'); + } else { + debug('edge pt'); + } + + warn('warning, UV not found for', key); + + return null; + } + + return theUV; + + // Original faces -> Vertex Nos. + // new Facepoint -> Vertex Nos. + // edge Points + + } + + function addUV(vertexNo, oldFaceNo, value) { + + var key = vertexNo+':'+oldFaceNo; + if (!(key in uvForVertices)) { + uvForVertices[key] = value; + } else { + warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]); + } + } + + // Step 1 + // For each face, add a face point + // Set each face point to be the centroid of all original points for the respective face. + // debug(oldGeometry); + var i, il, j, jl, face; + + // For Uvs + var uvs = oldGeometry.faceVertexUvs[0]; + var abcd = 'abcd', vertice; + + debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength); + if (scope.supportUVs) + for (i=0, il = uvs.length; i Faces Index eg { edge_key: [face_index, face_index2 ]} + var edge, faceIndexA, faceIndexB, avg; + + // debug('edgeFaceMap', edgeFaceMap); + + var edgeCount = 0; + + var edgeVertex, edgeVertexA, edgeVertexB; + + //// + + var vertexEdgeMap = {}; // Gives edges connecting from each vertex + var vertexFaceMap = {}; // Gives faces connecting from each vertex + + function addVertexEdgeMap(vertex, edge) { + if (vertexEdgeMap[vertex]===undefined) { + vertexEdgeMap[vertex] = []; + } + + vertexEdgeMap[vertex].push(edge); + } + + function addVertexFaceMap(vertex, face, edge) { + if (vertexFaceMap[vertex]===undefined) { + vertexFaceMap[vertex] = {}; + } + + vertexFaceMap[vertex][face] = edge; + // vertexFaceMap[vertex][face] = null; + } + + // Prepares vertexEdgeMap and vertexFaceMap + for (i in edgeFaceMap) { // This is for every edge + edge = edgeFaceMap[i]; + + edgeVertex = i.split('_'); + edgeVertexA = edgeVertex[0]; + edgeVertexB = edgeVertex[1]; + + // Maps an edgeVertex to connecting edges + addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] ); + addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] ); + + + for (j=0,jl=edge.length;j 0, 'an edge without faces?!'); + + if (edge.length==1) { + + avg.addSelf(originalPoints[edgeVertexA]); + avg.addSelf(originalPoints[edgeVertexB]); + avg.multiplyScalar(0.5); + + sharpVertices[newPoints.length] = true; + + } else { + + avg.addSelf(facePoints[faceIndexA]); + avg.addSelf(facePoints[faceIndexB]); + + avg.addSelf(originalPoints[edgeVertexA]); + avg.addSelf(originalPoints[edgeVertexB]); + + avg.multiplyScalar(0.25); + + } + + edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount; + + newPoints.push( avg ); + + edgeCount ++; + + if (!scope.supportUVs) { + continue; + } + + // Prepare subdivided uv + + avgUv = new THREE.UV(); + + avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u; + avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v; + avgUv.u /= 2; + avgUv.v /= 2; + + addUV(edgePoints[i], faceIndexA, avgUv); + + if (edge.length>=2) { + assert(edge.length == 2, 'did we plan for more than 2 edges?'); + avgUv = new THREE.UV(); + + avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u; + avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v; + avgUv.u /= 2; + avgUv.v /= 2; + + addUV(edgePoints[i], faceIndexB, avgUv); + } + + } + + debug('-- Step 2 done'); + + // Step 3 + // For each face point, add an edge for every edge of the face, + // connecting the face point to each edge point for the face. + + var facePt, currentVerticeIndex; + + var hashAB, hashBC, hashCD, hashDA, hashCA; + + var abc123 = ['123', '12', '2', '23']; + var bca123 = ['123', '23', '3', '31']; + var cab123 = ['123', '31', '1', '12']; + var abc1234 = ['1234', '12', '2', '23']; + var bcd1234 = ['1234', '23', '3', '34']; + var cda1234 = ['1234', '34', '4', '41']; + var dab1234 = ['1234', '41', '1', '12']; + + + for (i=0, il = facePoints.length; i2) { + // TODO + } + */ + + F.divideScalar(f); + + + var boundary_edges = 0; + + + + if (boundary_case) { + + var bb_edge; + for (j=0; j 1) z = 0 is ontop z = 1 is back + scale: 1, // scale + rotation: 1, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending } ); // blending + +}; + + +/* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + +THREE.LensFlare.prototype.updateLensFlares = function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = -this.positionScreen.x * 2; + var vecY = -this.positionScreen.y * 2; + + for( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + +}; + + + + + + + + + + + + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphBlendMesh = function( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + +}; + +THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); + +THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + + var animation = { + + startFrame: start, + endFrame: end, + + length: end - start + 1, + + fps: fps, + duration: ( end - start ) / fps, + + lastFrame: 0, + currentFrame: 0, + + active: false, + + time: 0, + direction: 1, + weight: 1, + + directionBackwards: false, + mirroredLoop: false + + }; + + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); + +}; + +THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + + var pattern = /([a-z]+)(\d+)/; + + var firstAnimation, frameRanges = {}; + + var geometry = this.geometry; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); + + if ( chunks && chunks.length > 1 ) { + + var name = chunks[ 1 ]; + var num = chunks[ 2 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = -1; + animation.directionBackwards = true; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + +}; + +THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + +}; + +THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = -1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + +}; + +THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "animation[" + name + "] undefined" ); + + } + +}; + +THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= -1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlarePlugin = function ( ) { + + var _gl, _renderer, _lensFlare = {}; + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + _lensFlare.vertices = new Float32Array( 8 + 8 ); + _lensFlare.faces = new Uint16Array( 6 ); + + var i = 0; + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc. + + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0; + + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1; + + _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1; + _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1; + + i = 0; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2; + _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3; + + // buffers + + _lensFlare.vertexBuffer = _gl.createBuffer(); + _lensFlare.elementBuffer = _gl.createBuffer(); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW ); + + // textures + + _lensFlare.tempTexture = _gl.createTexture(); + _lensFlare.occlusionTexture = _gl.createTexture(); + + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); + + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST ); + + if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) { + + _lensFlare.hasVertexTexture = false; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] ); + + } else { + + _lensFlare.hasVertexTexture = true; + _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] ); + + } + + _lensFlare.attributes = {}; + _lensFlare.uniforms = {}; + + _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" ); + _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" ); + + _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" ); + _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" ); + _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" ); + _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" ); + _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" ); + _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" ); + _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" ); + _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" ); + + _lensFlare.attributesEnabled = false; + + }; + + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + * Then _lensFlare.update_lensFlares() is called to re-position and + * update transparency of flares. Then they are rendered. + * + */ + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + var flares = scene.__webglFlares, + nFlares = flares.length; + + if ( ! nFlares ) return; + + var tempPosition = new THREE.Vector3(); + + var invAspect = viewportHeight / viewportWidth, + halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; + + var size = 16 / viewportHeight, + scale = new THREE.Vector2( size * invAspect, size ); + + var screenPosition = new THREE.Vector3( 1, 1, 0 ), + screenPositionPixels = new THREE.Vector2( 1, 1 ); + + var uniforms = _lensFlare.uniforms, + attributes = _lensFlare.attributes; + + // set _lensFlare program and reset blending + + _gl.useProgram( _lensFlare.program ); + + if ( ! _lensFlare.attributesEnabled ) { + + _gl.enableVertexAttribArray( _lensFlare.attributes.vertex ); + _gl.enableVertexAttribArray( _lensFlare.attributes.uv ); + + _lensFlare.attributesEnabled = true; + + } + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/unforms + + _gl.uniform1i( uniforms.occlusionMap, 0 ); + _gl.uniform1i( uniforms.map, 1 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer ); + _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer ); + + _gl.disable( _gl.CULL_FACE ); + _gl.depthMask( false ); + + var i, j, jl, flare, sprite; + + for ( i = 0; i < nFlares; i ++ ) { + + size = 16 / viewportHeight; + scale.set( size * invAspect, size ); + + // calc object screen position + + flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); + + camera.matrixWorldInverse.multiplyVector3( tempPosition ); + camera.projectionMatrix.multiplyVector3( tempPosition ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ) + + screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; + screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; + + // screen cull + + if ( _lensFlare.hasVertexTexture || ( + screenPositionPixels.x > 0 && + screenPositionPixels.x < viewportWidth && + screenPositionPixels.y > 0 && + screenPositionPixels.y < viewportHeight ) ) { + + // save current RGB to temp texture + + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // render pink quad + + _gl.uniform1i( uniforms.renderType, 0 ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + + _gl.disable( _gl.BLEND ); + _gl.enable( _gl.DEPTH_TEST ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture ); + _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 ); + + + // restore graphics + + _gl.uniform1i( uniforms.renderType, 1 ); + _gl.disable( _gl.DEPTH_TEST ); + + _gl.activeTexture( _gl.TEXTURE1 ); + _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture ); + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ) + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + _gl.uniform1i( uniforms.renderType, 2 ); + _gl.enable( _gl.BLEND ); + + for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / viewportHeight; + + scale.x = size * invAspect; + scale.y = size; + + _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + _gl.uniform2f( uniforms.scale, scale.x, scale.y ); + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.texture, 1 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); + + }; + + function createProgram ( shader ) { + + var program = _gl.createProgram(); + + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); + + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); + + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); + + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); + + _gl.linkProgram( program ); + + return program; + + }; + +};/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ShadowMapPlugin = function ( ) { + + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), + + _min = new THREE.Vector3(), + _max = new THREE.Vector3(); + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } ); + _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + _depthMaterialSkin._shadowPass = true; + _depthMaterialMorphSkin._shadowPass = true; + + }; + + this.render = function ( scene, camera ) { + + if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return; + + this.update( scene, camera ); + + }; + + this.update = function ( scene, camera ) { + + var i, il, j, jl, n, + + shadowMap, shadowMatrix, shadowCamera, + program, buffer, material, + webglObject, object, light, + renderList, + + lights = [], + k = 0, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _gl.enable( _gl.CULL_FACE ); + _gl.frontFace( _gl.CCW ); + + if ( _renderer.shadowMapCullFrontFaces ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.setDepthTest( true ); + + // preprocess lights + // - skip lights that are not casting shadows + // - create virtual lights for cascaded shadow maps + + for ( i = 0, il = scene.__lights.length; i < il; i ++ ) { + + light = scene.__lights[ i ]; + + if ( ! light.castShadow ) continue; + + if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) { + + for ( n = 0; n < light.shadowCascadeCount; n ++ ) { + + var virtualLight; + + if ( ! light.shadowCascadeArray[ n ] ) { + + virtualLight = createVirtualLight( light, n ); + virtualLight.originalCamera = camera; + + var gyro = new THREE.Gyroscope(); + gyro.position = light.shadowCascadeOffset; + + gyro.add( virtualLight ); + gyro.add( virtualLight.target ); + + camera.add( gyro ); + + light.shadowCascadeArray[ n ] = virtualLight; + + console.log( "Created virtualLight", virtualLight ); + + } else { + + virtualLight = light.shadowCascadeArray[ n ]; + + } + + updateVirtualLight( light, n ); + + lights[ k ] = virtualLight; + k ++; + + } + + } else { + + lights[ k ] = light; + k ++; + + } + + } + + // render depth map + + for ( i = 0, il = lights.length; i < il; i ++ ) { + + light = lights[ i ]; + + if ( ! light.shadowMap ) { + + var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; + + light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars ); + light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight ); + + light.shadowMatrix = new THREE.Matrix4(); + + } + + if ( ! light.shadowCamera ) { + + if ( light instanceof THREE.SpotLight ) { + + light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar ); + + } else if ( light instanceof THREE.DirectionalLight ) { + + light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar ); + + } else { + + console.error( "Unsupported light type for shadow" ); + continue; + + } + + scene.add( light.shadowCamera ); + + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); + + } + + if ( light.shadowCameraVisible && ! light.cameraHelper ) { + + light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); + light.shadowCamera.add( light.cameraHelper ); + + } + + if ( light.isVirtual && virtualLight.originalCamera == camera ) { + + updateShadowCamera( camera, light ); + + } + + shadowMap = light.shadowMap; + shadowMatrix = light.shadowMatrix; + shadowCamera = light.shadowCamera; + + shadowCamera.position.copy( light.matrixWorld.getPosition() ); + shadowCamera.lookAt( light.target.matrixWorld.getPosition() ); + shadowCamera.updateMatrixWorld(); + + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + + if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible; + if ( light.shadowCameraVisible ) light.cameraHelper.update(); + + // compute shadow matrix + + shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 ); + + shadowMatrix.multiplySelf( shadowCamera.projectionMatrix ); + shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse ); + + // update camera matrices and frustum + + if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 ); + if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 ); + + shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray ); + shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray ); + + _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render shadow map + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // set object matrices & frustum culling + + renderList = scene.__webglObjects; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible && object.castShadow ) { + + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + webglObject.render = true; + + } + + } + + } + + // render regular objects + + var objectMaterial, useMorphing, useSkinning; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + // culling is overriden globally for all objects + // while rendering depth map + + // need to deal with MeshFaceMaterial somehow + // in that case just use the first of geometry.materials for now + // (proper solution would require to break objects by materials + // similarly to regular rendering and then set corresponding + // depth materials per each chunk instead of just once per object) + + objectMaterial = getObjectMaterial( object ); + + useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets; + useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning; + + if ( object.customDepthMaterial ) { + + material = object.customDepthMaterial; + + } else if ( useSkinning ) { + + material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin; + + } else if ( useMorphing ) { + + material = _depthMaterialMorph; + + } else { + + material = _depthMaterial; + + } + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object ); + + } + + } + + } + + // set matrices and render immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object ); + + } + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + if ( _renderer.shadowMapCullFrontFaces ) { + + _gl.cullFace( _gl.BACK ); + + } + + }; + + function createVirtualLight( light, cascade ) { + + var virtualLight = new THREE.DirectionalLight(); + + virtualLight.isVirtual = true; + + virtualLight.onlyShadow = true; + virtualLight.castShadow = true; + + virtualLight.shadowCameraNear = light.shadowCameraNear; + virtualLight.shadowCameraFar = light.shadowCameraFar; + + virtualLight.shadowCameraLeft = light.shadowCameraLeft; + virtualLight.shadowCameraRight = light.shadowCameraRight; + virtualLight.shadowCameraBottom = light.shadowCameraBottom; + virtualLight.shadowCameraTop = light.shadowCameraTop; + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ]; + virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ]; + + virtualLight.pointsWorld = []; + virtualLight.pointsFrustum = []; + + var pointsWorld = virtualLight.pointsWorld, + pointsFrustum = virtualLight.pointsFrustum; + + for ( var i = 0; i < 8; i ++ ) { + + pointsWorld[ i ] = new THREE.Vector3(); + pointsFrustum[ i ] = new THREE.Vector3(); + + } + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + pointsFrustum[ 0 ].set( -1, -1, nearZ ); + pointsFrustum[ 1 ].set( 1, -1, nearZ ); + pointsFrustum[ 2 ].set( -1, 1, nearZ ); + pointsFrustum[ 3 ].set( 1, 1, nearZ ); + + pointsFrustum[ 4 ].set( -1, -1, farZ ); + pointsFrustum[ 5 ].set( 1, -1, farZ ); + pointsFrustum[ 6 ].set( -1, 1, farZ ); + pointsFrustum[ 7 ].set( 1, 1, farZ ); + + return virtualLight; + + } + + // Synchronize virtual light with the original light + + function updateVirtualLight( light, cascade ) { + + var virtualLight = light.shadowCascadeArray[ cascade ]; + + virtualLight.position.copy( light.position ); + virtualLight.target.position.copy( light.target.position ); + virtualLight.lookAt( virtualLight.target ); + + virtualLight.shadowCameraVisible = light.shadowCameraVisible; + virtualLight.shadowDarkness = light.shadowDarkness; + + virtualLight.shadowBias = light.shadowCascadeBias[ cascade ]; + + var nearZ = light.shadowCascadeNearZ[ cascade ]; + var farZ = light.shadowCascadeFarZ[ cascade ]; + + var pointsFrustum = virtualLight.pointsFrustum; + + pointsFrustum[ 0 ].z = nearZ; + pointsFrustum[ 1 ].z = nearZ; + pointsFrustum[ 2 ].z = nearZ; + pointsFrustum[ 3 ].z = nearZ; + + pointsFrustum[ 4 ].z = farZ; + pointsFrustum[ 5 ].z = farZ; + pointsFrustum[ 6 ].z = farZ; + pointsFrustum[ 7 ].z = farZ; + + } + + // Fit shadow camera's ortho frustum to camera frustum + + function updateShadowCamera( camera, light ) { + + var shadowCamera = light.shadowCamera, + pointsFrustum = light.pointsFrustum, + pointsWorld = light.pointsWorld; + + _min.set( Infinity, Infinity, Infinity ); + _max.set( -Infinity, -Infinity, -Infinity ); + + for ( var i = 0; i < 8; i ++ ) { + + var p = pointsWorld[ i ]; + + p.copy( pointsFrustum[ i ] ); + THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera ); + + shadowCamera.matrixWorldInverse.multiplyVector3( p ); + + if ( p.x < _min.x ) _min.x = p.x; + if ( p.x > _max.x ) _max.x = p.x; + + if ( p.y < _min.y ) _min.y = p.y; + if ( p.y > _max.y ) _max.y = p.y; + + if ( p.z < _min.z ) _min.z = p.z; + if ( p.z > _max.z ) _max.z = p.z; + + } + + shadowCamera.left = _min.x; + shadowCamera.right = _max.x; + shadowCamera.top = _max.y; + shadowCamera.bottom = _min.y; + + // can't really fit near/far + //shadowCamera.near = _min.z; + //shadowCamera.far = _max.z; + + shadowCamera.updateProjectionMatrix(); + + } + + // For the moment just ignore objects that have multiple materials with different animation methods + // Only the first material will be taken into account for deciding which depth material to use for shadow maps + + function getObjectMaterial( object ) { + + return object.material instanceof THREE.MeshFaceMaterial ? object.geometry.materials[ 0 ] : object.material; + + } + +}; + +THREE.ShadowMapPlugin.__projector = new THREE.Projector(); +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpritePlugin = function ( ) { + + var _gl, _renderer, _sprite = {}; + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + _sprite.vertices = new Float32Array( 8 + 8 ); + _sprite.faces = new Uint16Array( 6 ); + + var i = 0; + + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0 + + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1 + + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2 + _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2 + + _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3 + _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3 + + i = 0; + + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2; + _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3; + + _sprite.vertexBuffer = _gl.createBuffer(); + _sprite.elementBuffer = _gl.createBuffer(); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW ); + + _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] ); + + _sprite.attributes = {}; + _sprite.uniforms = {}; + + _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" ); + _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" ); + + _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" ); + _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" ); + + _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" ); + _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" ); + _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" ); + + _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" ); + _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" ); + _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" ); + + _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" ); + _sprite.uniforms.affectedByDistance = _gl.getUniformLocation( _sprite.program, "affectedByDistance" ); + _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" ); + _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" ); + _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" ); + + _sprite.attributesEnabled = false; + + }; + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + var sprites = scene.__webglSprites, + nSprites = sprites.length; + + if ( ! nSprites ) return; + + var attributes = _sprite.attributes, + uniforms = _sprite.uniforms; + + var invAspect = viewportHeight / viewportWidth; + + var halfViewportWidth = viewportWidth * 0.5, + halfViewportHeight = viewportHeight * 0.5; + + var mergeWith3D = true; + + // setup gl + + _gl.useProgram( _sprite.program ); + + if ( ! _sprite.attributesEnabled ) { + + _gl.enableVertexAttribArray( attributes.position ); + _gl.enableVertexAttribArray( attributes.uv ); + + _sprite.attributesEnabled = true; + + } + + _gl.disable( _gl.CULL_FACE ); + _gl.enable( _gl.BLEND ); + _gl.depthMask( true ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer ); + _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 ); + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 ); + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer ); + + _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray ); + + _gl.activeTexture( _gl.TEXTURE0 ); + _gl.uniform1i( uniforms.map, 0 ); + + // update positions and sort + + var i, sprite, screenPosition, size, scale = []; + + for( i = 0; i < nSprites; i ++ ) { + + sprite = sprites[ i ]; + + if ( ! sprite.visible || sprite.opacity === 0 ) continue; + + if( ! sprite.useScreenCoordinates ) { + + sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite._modelViewMatrix.elements[14]; + + } else { + + sprite.z = - sprite.position.z; + + } + + } + + sprites.sort( painterSort ); + + // render all sprites + + for( i = 0; i < nSprites; i ++ ) { + + sprite = sprites[ i ]; + + if ( ! sprite.visible || sprite.opacity === 0 ) continue; + + if ( sprite.map && sprite.map.image && sprite.map.image.width ) { + + if ( sprite.useScreenCoordinates ) { + + _gl.uniform1i( uniforms.useScreenCoordinates, 1 ); + _gl.uniform3f( + uniforms.screenPosition, + ( sprite.position.x - halfViewportWidth ) / halfViewportWidth, + ( halfViewportHeight - sprite.position.y ) / halfViewportHeight, + Math.max( 0, Math.min( 1, sprite.position.z ) ) + ); + + } else { + + _gl.uniform1i( uniforms.useScreenCoordinates, 0 ); + _gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 ); + _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements ); + + } + + size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 ); + + scale[ 0 ] = size * invAspect * sprite.scale.x; + scale[ 1 ] = size * sprite.scale.y; + + _gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y ); + _gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y ); + _gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y ); + + _gl.uniform1f( uniforms.opacity, sprite.opacity ); + _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + _gl.uniform1f( uniforms.rotation, sprite.rotation ); + _gl.uniform2fv( uniforms.scale, scale ); + + if ( sprite.mergeWith3D && !mergeWith3D ) { + + _gl.enable( _gl.DEPTH_TEST ); + mergeWith3D = true; + + } else if ( ! sprite.mergeWith3D && mergeWith3D ) { + + _gl.disable( _gl.DEPTH_TEST ); + mergeWith3D = false; + + } + + _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + _renderer.setTexture( sprite.map, 0 ); + + _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 ); + + } + + } + + // restore gl + + _gl.enable( _gl.CULL_FACE ); + _gl.enable( _gl.DEPTH_TEST ); + _gl.depthMask( true ); + + }; + + function createProgram ( shader ) { + + var program = _gl.createProgram(); + + var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER ); + var vertexShader = _gl.createShader( _gl.VERTEX_SHADER ); + + _gl.shaderSource( fragmentShader, shader.fragmentShader ); + _gl.shaderSource( vertexShader, shader.vertexShader ); + + _gl.compileShader( fragmentShader ); + _gl.compileShader( vertexShader ); + + _gl.attachShader( program, fragmentShader ); + _gl.attachShader( program, vertexShader ); + + _gl.linkProgram( program ); + + return program; + + }; + + function painterSort ( a, b ) { + + return b.z - a.z; + + }; + +}; +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DepthPassPlugin = function ( ) { + + this.enabled = false; + this.renderTarget = null; + + var _gl, + _renderer, + _depthMaterial, _depthMaterialMorph, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(); + + this.init = function ( renderer ) { + + _gl = renderer.context; + _renderer = renderer; + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } ); + _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + + }; + + this.render = function ( scene, camera ) { + + if ( ! this.enabled ) return; + + this.update( scene, camera ); + + }; + + this.update = function ( scene, camera ) { + + var i, il, j, jl, n, + + program, buffer, material, + webglObject, object, light, + renderList, + + fog = null; + + // set GL state for depth map + + _gl.clearColor( 1, 1, 1, 1 ); + _gl.disable( _gl.BLEND ); + + _renderer.setDepthTest( true ); + + // update scene + + if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 ); + if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray ); + camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray ); + + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render depth map + + _renderer.setRenderTarget( this.renderTarget ); + _renderer.clear(); + + // set object matrices & frustum culling + + renderList = scene.__webglObjects; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + webglObject.render = false; + + if ( object.visible ) { + + if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) { + + //object.matrixWorld.flattenToArray( object._modelMatrixArray ); + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + webglObject.render = true; + + } + + } + + } + + // render regular objects + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + + if ( webglObject.render ) { + + object = webglObject.object; + buffer = webglObject.buffer; + + if ( object.material ) _renderer.setMaterialFaces( object.material ); + + if ( object.customDepthMaterial ) { + + material = object.customDepthMaterial; + + } else if ( object.geometry.morphTargets.length ) { + + material = _depthMaterialMorph; + + } else { + + material = _depthMaterial; + + } + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object ); + + } + + } + + } + + // set matrices and render immediate objects + + renderList = scene.__webglObjectsImmediate; + + for ( j = 0, jl = renderList.length; j < jl; j ++ ) { + + webglObject = renderList[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + /* + if ( object.matrixAutoUpdate ) { + + object.matrixWorld.flattenToArray( object._modelMatrixArray ); + + } + */ + + object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld); + + _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object ); + + } + + } + + // restore GL state + + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + + _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); + _gl.enable( _gl.BLEND ); + + }; + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * + */ + +THREE.ShaderFlares = { + + 'lensFlareVertexTexture': { + + vertexShader: [ + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", + + "uniform sampler2D occlusionMap;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +", + "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", + + "vVisibility = ( visibility.r / 9.0 ) *", + "( 1.0 - visibility.g / 9.0 ) *", + "( visibility.b / 9.0 ) *", + "( 1.0 - visibility.a / 9.0 );", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform sampler2D map;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + ].join( "\n" ) + + }, + + + 'lensFlare': { + + vertexShader: [ + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + "uniform int renderType;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform sampler2D map;", + "uniform sampler2D occlusionMap;", + "uniform float opacity;", + "uniform int renderType;", + "uniform vec3 color;", + + "varying vec2 vUV;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +", + "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +", + "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +", + "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", + + "visibility = ( 1.0 - visibility / 4.0 );", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * visibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + + ].join( "\n" ) + + } + +}; +/** + * @author mikael emtinger / http://gomo.se/ + * + */ + +THREE.ShaderSprite = { + + 'sprite': { + + vertexShader: [ + + "uniform int useScreenCoordinates;", + "uniform int affectedByDistance;", + "uniform vec3 screenPosition;", + "uniform mat4 modelViewMatrix;", + "uniform mat4 projectionMatrix;", + "uniform float rotation;", + "uniform vec2 scale;", + "uniform vec2 alignment;", + "uniform vec2 uvOffset;", + "uniform vec2 uvScale;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + + "void main() {", + + "vUV = uvOffset + uv * uvScale;", + + "vec2 alignedPosition = position + alignment;", + + "vec2 rotatedPosition;", + "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;", + "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;", + + "vec4 finalPosition;", + + "if( useScreenCoordinates != 0 ) {", + + "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );", + + "} else {", + + "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );", + "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );", + + "}", + + "gl_Position = finalPosition;", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "precision mediump float;", + + "uniform vec3 color;", + "uniform sampler2D map;", + "uniform float opacity;", + + "varying vec2 vUV;", + + "void main() {", + + "vec4 texture = texture2D( map, vUV );", + "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );", + + "}" + + ].join( "\n" ) + + } + +}; diff --git a/octoprint/static/gcodeviewer/lib/three.min.js b/octoprint/static/gcodeviewer/lib/three.min.js new file mode 100644 index 0000000..7e7acd4 --- /dev/null +++ b/octoprint/static/gcodeviewer/lib/three.min.js @@ -0,0 +1,740 @@ +// three.min.js - http://github.com/mrdoob/three.js +'use strict';var THREE=THREE||{REVISION:"52"};self.console=self.console||{info:function(){},log:function(){},debug:function(){},warn:function(){},error:function(){}};self.Int32Array=self.Int32Array||Array;self.Float32Array=self.Float32Array||Array;String.prototype.startsWith=String.prototype.startsWith||function(a){return this.slice(0,a.length)===a};String.prototype.endsWith=String.prototype.endsWith||function(a){var a=String(a),b=this.lastIndexOf(a);return(-1>16& +255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r+=(a.r-this.r)*b;this.g+=(a.g-this.g)*b;this.b+=(a.b-this.b)*b;return this},getHex:function(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0},getContextStyle:function(){return"rgb("+(255*this.r|0)+","+(255*this.g|0)+","+(255*this.b|0)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){a?(this.x/=a,this.y/=a):this.set(0, +0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a, +b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(a){return this.lengthSq()<(void 0!==a?a:1E-4)},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this}, +sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},divideSelf:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){a?(this.x/=a,this.y/=a,this.z/=a): +this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x+= +(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){this.x=a.y*b.z-a.z*b.y;this.y=a.z*b.x-a.x*b.z;this.z=a.x*b.y-a.y*b.x;return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},angleTo:function(a){return Math.acos(this.dot(a)/this.length()/a.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this, +a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setEulerFromRotationMatrix:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],i=d[5],j=d[9],l=d[2],m=d[6],d=d[10];void 0===b||"XYZ"===b?(this.y=Math.asin(c(g)),0.99999>Math.abs(g)?(this.x=Math.atan2(-j,d),this.z=Math.atan2(-f,e)):(this.x=Math.atan2(m,i),this.z=0)):"YXZ"===b?(this.x=Math.asin(-c(j)),0.99999>Math.abs(j)? +(this.y=Math.atan2(g,d),this.z=Math.atan2(h,i)):(this.y=Math.atan2(-l,e),this.z=0)):"ZXY"===b?(this.x=Math.asin(c(m)),0.99999>Math.abs(m)?(this.y=Math.atan2(-l,d),this.z=Math.atan2(-f,i)):(this.y=0,this.z=Math.atan2(h,e))):"ZYX"===b?(this.y=Math.asin(-c(l)),0.99999>Math.abs(l)?(this.x=Math.atan2(m,d),this.z=Math.atan2(h,e)):(this.x=0,this.z=Math.atan2(-f,i))):"YZX"===b?(this.z=Math.asin(c(h)),0.99999>Math.abs(h)?(this.x=Math.atan2(-j,i),this.y=Math.atan2(-l,e)):(this.x=0,this.y=Math.atan2(g,d))): +"XZY"===b&&(this.z=Math.asin(-c(f)),0.99999>Math.abs(f)?(this.x=Math.atan2(m,i),this.y=Math.atan2(g,e)):(this.x=Math.atan2(-j,d),this.y=0));return this},setEulerFromQuaternion:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.x*a.x,e=a.y*a.y,f=a.z*a.z,g=a.w*a.w;void 0===b||"XYZ"===b?(this.x=Math.atan2(2*(a.x*a.w-a.y*a.z),g-d-e+f),this.y=Math.asin(c(2*(a.x*a.z+a.y*a.w))),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g+d-e-f)):"YXZ"===b?(this.x=Math.asin(c(2*(a.x*a.w-a.y*a.z))),this.y=Math.atan2(2* +(a.x*a.z+a.y*a.w),g-d-e+f),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g-d+e-f)):"ZXY"===b?(this.x=Math.asin(c(2*(a.x*a.w+a.y*a.z))),this.y=Math.atan2(2*(a.y*a.w-a.z*a.x),g-d-e+f),this.z=Math.atan2(2*(a.z*a.w-a.x*a.y),g-d+e-f)):"ZYX"===b?(this.x=Math.atan2(2*(a.x*a.w+a.z*a.y),g-d-e+f),this.y=Math.asin(c(2*(a.y*a.w-a.x*a.z))),this.z=Math.atan2(2*(a.x*a.y+a.z*a.w),g+d-e-f)):"YZX"===b?(this.x=Math.atan2(2*(a.x*a.w-a.z*a.y),g-d+e-f),this.y=Math.atan2(2*(a.y*a.w-a.x*a.z),g+d-e-f),this.z=Math.asin(c(2*(a.x*a.y+ +a.z*a.w)))):"XZY"===b&&(this.x=Math.atan2(2*(a.x*a.w+a.y*a.z),g-d+e-f),this.y=Math.atan2(2*(a.x*a.z+a.y*a.w),g+d-e-f),this.z=Math.asin(c(2*(a.z*a.w-a.x*a.y))));return this},getScaleFromMatrix:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z}, +isZero:function(a){return this.lengthSq()<(void 0!==a?a:1E-4)},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},subSelf:function(a){this.x-= +a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},divideScalar:function(a){a?(this.x/=a,this.y/=a,this.z/=a,this.w/=a):(this.z=this.y=this.x=0,this.w=1);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())},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())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0): +(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d,a=a.elements,e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],i=a[9];c=a[2];b=a[6];var j=a[10];if(0.01>Math.abs(d-g)&&0.01>Math.abs(f-c)&&0.01>Math.abs(i-b)){if(0.1>Math.abs(d+g)&&0.1>Math.abs(f+c)&&0.1>Math.abs(i+b)&&0.1>Math.abs(e+h+j-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;j=(j+1)/2;d=(d+g)/4;f=(f+c)/4;i=(i+b)/4;e>h&&e>j?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=f/ +b):h>j?0.01>h?(b=0.707106781,c=0,d=0.707106781):(c=Math.sqrt(h),b=d/c,d=i/c):0.01>j?(c=b=0.707106781,d=0):(d=Math.sqrt(j),b=f/d,c=i/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-i)*(b-i)+(f-c)*(f-c)+(g-d)*(g-d));0.001>Math.abs(a)&&(a=1);this.x=(b-i)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+j-1)/2);return this}};THREE.Matrix3=function(){this.elements=new Float32Array(9)}; +THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],h=b[9]*b[4]-b[5]*b[8],i=-b[9]*b[0]+b[1]*b[8],j=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*h;0===b&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,l=this.elements;l[0]=b*a;l[1]=b*c;l[2]=b*d;l[3]=b*e;l[4]=b*f;l[5]=b*g;l[6]=b*h;l[7]=b*i;l[8]=b*j;return this}, +transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,h,i,j,l,m,n,p,o,q){this.elements=new Float32Array(16);this.set(void 0!==a?a:1,b||0,c||0,d||0,e||0,void 0!==f?f:1,g||0,h||0,i||0,j||0,void 0!==l?l:1,m||0,n||0,p||0,o||0,void 0!==q?q:1)}; +THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,h,i,j,l,m,n,p,o,q){var r=this.elements;r[0]=a;r[4]=b;r[8]=c;r[12]=d;r[1]=e;r[5]=f;r[9]=g;r[13]=h;r[2]=i;r[6]=j;r[10]=l;r[14]=m;r[3]=n;r[7]=p;r[11]=o;r[15]=q;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements, +e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();0===g.length()&&(g.z=1);e.cross(c,g).normalize();0===e.length()&&(g.x+=1E-4,e.cross(c,g).normalize());f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],h=c[8],i=c[12],j=c[1],l=c[5],m=c[9],n=c[13],p=c[2],o=c[6],q=c[10],r=c[14],t=c[3],B=c[7],u=c[11],c=c[15],s=d[0],z=d[4],A=d[8], +v=d[12],y=d[1],C=d[5],G=d[9],H=d[13],J=d[2],E=d[6],M=d[10],K=d[14],F=d[3],I=d[7],L=d[11],d=d[15];e[0]=f*s+g*y+h*J+i*F;e[4]=f*z+g*C+h*E+i*I;e[8]=f*A+g*G+h*M+i*L;e[12]=f*v+g*H+h*K+i*d;e[1]=j*s+l*y+m*J+n*F;e[5]=j*z+l*C+m*E+n*I;e[9]=j*A+l*G+m*M+n*L;e[13]=j*v+l*H+m*K+n*d;e[2]=p*s+o*y+q*J+r*F;e[6]=p*z+o*C+q*E+r*I;e[10]=p*A+o*G+q*M+r*L;e[14]=p*v+o*H+q*K+r*d;e[3]=t*s+B*y+u*J+c*F;e[7]=t*z+B*C+u*E+c*I;e[11]=t*A+B*G+u*M+c*L;e[15]=t*v+B*H+u*K+c*d;return this},multiplySelf:function(a){return this.multiply(this, +a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},multiplyVector3:function(a){var b=this.elements, +c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},multiplyVector3Array:function(a){for(var b=THREE.Matrix4.__v1,c=0,d=a.length;cd;d++)a=b[d],a.divideScalar(Math.sqrt(a.x*a.x+a.y*a.y+a.z*a.z))}; +THREE.Frustum.prototype.contains=function(a){for(var b=0,c=this.planes,b=a.matrixWorld,d=b.elements,a=-a.geometry.boundingSphere.radius*b.getMaxScaleOnAxis(),e=0;6>e;e++)if(b=c[e].x*d[12]+c[e].y*d[13]+c[e].z*d[14]+c[e].w,b<=a)return!1;return!0};THREE.Frustum.__v1=new THREE.Vector3; +(function(a){a.Ray=function(b,c,d,e){this.origin=b||new a.Vector3;this.direction=c||new a.Vector3;this.near=d||0;this.far=e||Infinity};var b=new a.Vector3,c=new a.Vector3,d=new a.Vector3,e=new a.Vector3,f=new a.Vector3,g=new a.Vector3,h=new a.Matrix4,i=function(a,b){return a.distance-b.distance},j=new a.Vector3,l=new a.Vector3,m=new a.Vector3,n=function(a,b,c){j.sub(c,a);var d=j.dot(b),a=l.add(a,m.copy(b).multiplyScalar(d));return c.distanceTo(a)},p=function(a,b,c,d){j.sub(d,b);l.sub(c,b);m.sub(a, +b);var a=j.dot(j),b=j.dot(l),c=j.dot(m),e=l.dot(l),d=l.dot(m),f=1/(a*e-b*b),e=(e*c-b*d)*f,a=(a*d-b*c)*f;return 0<=e&&0<=a&&1>e+a},o=function(i,l,j){var m,o;if(i instanceof a.Particle){m=n(l.origin,l.direction,i.matrixWorld.getPosition());if(m>i.scale.x)return j;o={distance:m,point:i.position,face:null,object:i};j.push(o)}else if(i instanceof a.Mesh){var q=i.geometry.boundingSphere.radius*i.matrixWorld.getMaxScaleOnAxis();m=n(l.origin,l.direction,i.matrixWorld.getPosition());if(m>q)return j;var A, +v,y=i.geometry,C=y.vertices,G,H,J;G=i.geometry.materials;H=i.material instanceof a.MeshFaceMaterial;var E,M=l.precision;i.matrixRotationWorld.extractRotation(i.matrixWorld);b.copy(l.origin);h.getInverse(i.matrixWorld);c.copy(b);h.multiplyVector3(c);d.copy(l.direction);h.rotateAxis(d).normalize();q=0;for(A=y.faces.length;qv)&&(J===a.DoubleSide|| +(J===a.FrontSide?0>m:0l.far||(o={distance:m,point:v,face:o,faceIndex:q,object:i},j.push(o)));else if(o instanceof a.Face4&&(m=C[o.a],v=C[o.b],J=C[o.c],E=C[o.d],p(g,m,v,E)||p(g,v,J,E)))v=i.matrixWorld.multiplyVector3(g.clone()),m=b.distanceTo(v),ml.far||(o={distance:m,point:v,face:o,faceIndex:q,object:i},j.push(o))}}, +q=function(a,b,c){for(var a=a.getDescendants(),d=0,e=a.length;df?d:f,e=e> +g?e:g);a()};this.add3Points=function(f,g,l,m,n,p){!0===h?(h=!1,b=fl?f>n?f:n:l>n?l:n,e=g>m?g>p?g:p:m>p?m:p):(b=fl?f>n?f>d?f:d:n>d?n:d:l>n?l>d?l:d:n>d?n:d,e=g>m?g>p?g>e?g:e:p>e?p:e:m>p?m>e?m:e:p>e?p:e);a()};this.addRectangle=function(f){!0===h?(h=!1,b=f.getLeft(),c=f.getTop(),d=f.getRight(),e=f.getBottom()):(b=bf.getRight()?d:f.getRight(),e=e>f.getBottom()?e:f.getBottom());a()};this.inflate=function(f){b-=f;c-=f;d+=f;e+=f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=da.getRight()||ea.getBottom()?!1:!0};this.empty=function(){h=!0;e=d=c=b=0;a()};this.isEmpty=function(){return h}}; +THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return aa?-1:0e&&0>f||0>g&&0>h)return!1;0>e?c=Math.max(c,e/(e-f)):0>f&&(d=Math.min(d,e/(e-f)));0>g?c=Math.max(c,g/(g-h)):0>h&&(d=Math.min(d,g/(g-h)));if(d< +c)return!1;a.lerpSelf(b,c);b.lerpSelf(a,1-d);return!0}var e,f,g=[],h=0,i,j,l=[],m=0,n,p,o=[],q=0,r,t=[],B=0,u,s,z=[],A=0,v,y,C=[],G=0,H={objects:[],sprites:[],lights:[],elements:[]},J=new THREE.Vector3,E=new THREE.Vector4,M=new THREE.Matrix4,K=new THREE.Matrix4,F=new THREE.Frustum,I=new THREE.Vector4,L=new THREE.Vector4;this.projectVector=function(a,b){b.matrixWorldInverse.getInverse(b.matrixWorld);M.multiply(b.projectionMatrix,b.matrixWorldInverse);M.multiplyVector3(a);return a};this.unprojectVector= +function(a,b){b.projectionMatrixInverse.getInverse(b.projectionMatrix);M.multiply(b.matrixWorld,b.projectionMatrixInverse);M.multiplyVector3(a);return a};this.pickingRay=function(a,b){var c;a.z=-1;c=new THREE.Vector3(a.x,a.y,1);this.unprojectVector(a,b);this.unprojectVector(c,b);c.subSelf(a).normalize();return new THREE.Ray(a,c)};this.projectScene=function(g,h,m,N){var ea=h.near,Q=h.far,qa=!1,la,O,fa,W,V,ia,Z,ca,Ga,Pa,Ia,Ua,na,Va,ib,Ra;y=s=r=p=0;H.elements.length=0;g.updateMatrixWorld();void 0=== +h.parent&&h.updateMatrixWorld();h.matrixWorldInverse.getInverse(h.matrixWorld);M.multiply(h.projectionMatrix,h.matrixWorldInverse);F.setFromMatrix(M);f=0;H.objects.length=0;H.sprites.length=0;H.lights.length=0;var eb=function(b){for(var c=0,d=b.children.length;cea&&i.positionScreen.z(Z.positionScreen.x-W.positionScreen.x)*(V.positionScreen.y-W.positionScreen.y)-(Z.positionScreen.y-W.positionScreen.y)*(V.positionScreen.x-W.positionScreen.x),ia===THREE.DoubleSide||qa===(ia===THREE.FrontSide))p===q?(na=new THREE.RenderableFace3, +o.push(na),q++,p++,n=na):n=o[p++],n.v1.copy(W),n.v2.copy(V),n.v3.copy(Z);else continue;else continue;else if(O instanceof THREE.Face4)if(W=l[O.a],V=l[O.b],Z=l[O.c],na=l[O.d],!0===W.visible&&!0===V.visible&&!0===Z.visible&&!0===na.visible)if(qa=0>(na.positionScreen.x-W.positionScreen.x)*(V.positionScreen.y-W.positionScreen.y)-(na.positionScreen.y-W.positionScreen.y)*(V.positionScreen.x-W.positionScreen.x)||0>(V.positionScreen.x-Z.positionScreen.x)*(na.positionScreen.y-Z.positionScreen.y)-(V.positionScreen.y- +Z.positionScreen.y)*(na.positionScreen.x-Z.positionScreen.x),ia===THREE.DoubleSide||qa===(ia===THREE.FrontSide)){if(r===B){var pb=new THREE.RenderableFace4;t.push(pb);B++;r++;n=pb}else n=t[r++];n.v1.copy(W);n.v2.copy(V);n.v3.copy(Z);n.v4.copy(na)}else continue;else continue;n.normalWorld.copy(O.normal);!1===qa&&(ia===THREE.BackSide||ia===THREE.DoubleSide)&&n.normalWorld.negate();Pa.multiplyVector3(n.normalWorld);n.centroidWorld.copy(O.centroid);Ga.multiplyVector3(n.centroidWorld);n.centroidScreen.copy(n.centroidWorld); +M.multiplyVector3(n.centroidScreen);Z=O.vertexNormals;W=0;for(V=Z.length;WE.z&&(y===G?(ea=new THREE.RenderableParticle,C.push(ea),G++,y++,v=ea):v=C[y++],v.object=ca,v.x=E.x/E.w,v.y=E.y/E.w,v.z=E.z,v.rotation=ca.rotation.z,v.scale.x=ca.scale.x*Math.abs(v.x-(E.x+h.projectionMatrix.elements[0])/(E.w+h.projectionMatrix.elements[12])),v.scale.y=ca.scale.y* +Math.abs(v.y-(E.y+h.projectionMatrix.elements[5])/(E.w+h.projectionMatrix.elements[13])),v.material=ca.material,H.elements.push(v)));!0===N&&H.elements.sort(c);return H}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a,b){var c=Math.cos(a.x/2),d=Math.cos(a.y/2),e=Math.cos(a.z/2),f=Math.sin(a.x/2),g=Math.sin(a.y/2),h=Math.sin(a.z/2);void 0===b||"XYZ"===b?(this.x=f*d*e+c*g*h,this.y=c*g*e-f*d*h,this.z=c*d*h+f*g*e,this.w=c*d*e-f*g*h):"YXZ"===b?(this.x=f*d*e+c*g*h,this.y=c*g*e-f*d*h,this.z=c*d* +h-f*g*e,this.w=c*d*e+f*g*h):"ZXY"===b?(this.x=f*d*e-c*g*h,this.y=c*g*e+f*d*h,this.z=c*d*h+f*g*e,this.w=c*d*e-f*g*h):"ZYX"===b?(this.x=f*d*e-c*g*h,this.y=c*g*e+f*d*h,this.z=c*d*h-f*g*e,this.w=c*d*e+f*g*h):"YZX"===b?(this.x=f*d*e+c*g*h,this.y=c*g*e+f*d*h,this.z=c*d*h-f*g*e,this.w=c*d*e-f*g*h):"XZY"===b&&(this.x=f*d*e-c*g*h,this.y=c*g*e-f*d*h,this.z=c*d*h+f*g*e,this.w=c*d*e+f*g*h);return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c);this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c); +return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0],a=b[4],d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],i=b[6],b=b[10],j=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this.w=(i-g)/c,this.x=0.25*c,this.y=(a+e)/c,this.z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this.w=(d-h)/c,this.x=(a+e)/c,this.y=0.25*c,this.z=(g+i)/c):(c=2*Math.sqrt(1+b-c-f),this.w=(e-a)/c,this.x=(d+h)/c,this.y=(g+i)/c,this.z=0.25*c);return this},calculateW:function(){this.w= +-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);0===a?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiply:function(a,b){var c=a.x,d=a.y,e=a.z,f=a.w,g=b.x,h=b.y,i=b.z,j=b.w; +this.x=c*j+d*i-e*h+f*g;this.y=-c*i+d*j+e*g+f*h;this.z=c*h-d*g+e*j+f*i;this.w=-c*g-d*h-e*i+f*j;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,h=a.z,a=a.w;this.x=b*a+e*f+c*h-d*g;this.y=c*a+e*g+d*f-b*h;this.z=d*a+e*h+b*g-c*f;this.w=e*a-b*f-c*g-d*h;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,h=this.z,i=this.w,j=i*c+g*e-h*d,l=i*d+h*c-f*e,m=i*e+f*d-g*c,c=-f*c-g*d-h*e;b.x=j*i+c*-f+l*-h-m*-g;b.y=l*i+c*-g+m*-f-j*-h; +b.z=m*i+c*-h+j*-g-l*-f;return b},slerpSelf:function(a,b){var c=this.x,d=this.y,e=this.z,f=this.w,g=f*a.w+c*a.x+d*a.y+e*a.z;0>g?(this.w=-a.w,this.x=-a.x,this.y=-a.y,this.z=-a.z,g=-g):this.copy(a);if(1<=g)return this.w=f,this.x=c,this.y=d,this.z=e,this;var h=Math.acos(g),i=Math.sqrt(1-g*g);if(0.001>Math.abs(i))return this.w=0.5*(f+this.w),this.x=0.5*(c+this.x),this.y=0.5*(d+this.y),this.z=0.5*(e+this.z),this;g=Math.sin((1-b)*h)/i;h=Math.sin(b*h)/i;this.w=f*g+this.w*h;this.x=c*g+this.x*h;this.y=d*g+ +this.y*h;this.z=e*g+this.z*h;return this},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; +THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;0>e?(c.w=-b.w,c.x=-b.x,c.y=-b.y,c.z=-b.z,e=-e):c.copy(b);if(1<=Math.abs(e))return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var b=Math.acos(e),f=Math.sqrt(1-e*e);if(0.001>Math.abs(f))return c.w=0.5*(a.w+c.w),c.x=0.5*(a.x+c.x),c.y=0.5*(a.y+c.y),c.z=0.5*(a.z+c.z),c;e=Math.sin((1-d)*b)/f;d=Math.sin(d*b)/f;c.w=a.w*e+c.w*d;c.x=a.x*e+c.x*d;c.y=a.y*e+c.y*d;c.z=a.z*e+c.z*d;return c}; +THREE.Vertex=function(a){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.");return a};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3}; +THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;be? +-1:1,f.vertexTangents[d]=new THREE.Vector4(E.x,E.y,E.z,e)}this.hasTangents=!0},computeBoundingBox:function(){this.boundingBox||(this.boundingBox={min:new THREE.Vector3,max:new THREE.Vector3});if(0c.x&&(c.x=a.x),a.yc.y&&(c.y=a.y),a.z +c.z&&(c.z=a.z)}else this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){var a=0;null===this.boundingSphere&&(this.boundingSphere={radius:0});for(var b=0,c=this.vertices.length;ba&&(a=d)}this.boundingSphere.radius=Math.sqrt(a)},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,h,i;f=0;for(g=this.vertices.length;fb.max.x&&(b.max.x=c),db.max.y&&(b.max.y=d),eb.max.z&&(b.max.z=e);if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){this.boundingSphere||(this.boundingSphere={radius:0});var a=this.attributes.position.array; +if(a){for(var b,c=0,d,e,f=0,g=a.length;fc&&(c=b);this.boundingSphere.radius=Math.sqrt(c)}},computeVertexNormals:function(){if(this.attributes.position&&this.attributes.index){var a,b,c,d;a=this.attributes.position.array.length;if(void 0===this.attributes.normal)this.attributes.normal={itemSize:3,array:new Float32Array(a),numItems:a};else{a=0;for(b=this.attributes.normal.array.length;aQ?-1:1;h[4*a]=L.x;h[4*a+1]=L.y;h[4*a+2]=L.z;h[4*a+3]=N}if(void 0===this.attributes.index|| +void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn("Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var b=this.attributes.index.array,c=this.attributes.position.array,d=this.attributes.normal.array,e=this.attributes.uv.array,f=c.length/3;if(void 0===this.attributes.tangent){var g=4*f;this.attributes.tangent={itemSize:4,array:new Float32Array(g),numItems:g}}for(var h=this.attributes.tangent.array, +i=[],j=[],g=0;gthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: +f+2;j=this.points[c[0]];l=this.points[c[1]];m=this.points[c[2]];n=this.points[c[3]];h=g*g;i=g*h;d.x=b(j.x,l.x,m.x,n.x,g,h,i);d.y=b(j.y,l.y,m.y,n.y,g,h,i);d.z=b(j.z,l.z,m.z,n.z,g,h,i);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;aa.length?".":a.join("/"))+"/"},initMaterials:function(a,b,c){a.materials=[];for(var d=0;da.opacity)i.transparent=a.transparent;void 0!==a.depthTest&&(i.depthTest=a.depthTest);void 0!==a.depthWrite&&(i.depthWrite=a.depthWrite);void 0!==a.visible&&(i.visible=a.visible);void 0!== +a.flipSided&&(i.side=THREE.BackSide);void 0!==a.doubleSided&&(i.side=THREE.DoubleSide);void 0!==a.wireframe&&(i.wireframe=a.wireframe);void 0!==a.vertexColors&&("face"===a.vertexColors?i.vertexColors=THREE.FaceColors:a.vertexColors&&(i.vertexColors=THREE.VertexColors));a.colorDiffuse?i.color=f(a.colorDiffuse):a.DbgColor&&(i.color=a.DbgColor);a.colorSpecular&&(i.specular=f(a.colorSpecular));a.colorAmbient&&(i.ambient=f(a.colorAmbient));a.transparency&&(i.opacity=a.transparency);a.specularCoef&&(i.shininess= +a.specularCoef);a.mapDiffuse&&b&&e(i,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&e(i,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&e(i,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&e(i,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&e(i,"specularMap", +a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(i.bumpScale=a.mapBumpScale);a.mapNormal?(h=THREE.ShaderUtils.lib.normal,j=THREE.UniformsUtils.clone(h.uniforms),j.tNormal.value=i.normalMap,a.mapNormalFactor&&j.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),i.map&&(j.tDiffuse.value=i.map,j.enableDiffuse.value=!0),i.specularMap&&(j.tSpecular.value=i.specularMap,j.enableSpecular.value=!0),i.lightMap&&(j.tAO.value=i.lightMap, +j.enableAO.value=!0),j.uDiffuseColor.value.setHex(i.color),j.uSpecularColor.value.setHex(i.specular),j.uAmbientColor.value.setHex(i.ambient),j.uShininess.value=i.shininess,void 0!==i.opacity&&(j.uOpacity.value=i.opacity),i=new THREE.ShaderMaterial({fragmentShader:h.fragmentShader,vertexShader:h.vertexShader,uniforms:j,lights:!0,fog:!0})):i=new THREE[h](i);void 0!==a.DbgName&&(i.name=a.DbgName);return i}};THREE.BinaryLoader=function(a){THREE.Loader.call(this,a)};THREE.BinaryLoader.prototype=Object.create(THREE.Loader.prototype); +THREE.BinaryLoader.prototype.load=function(a,b,c,d){var c=c?c:this.extractUrlBase(a),d=d?d:this.extractUrlBase(a),e=this.showProgress?THREE.Loader.prototype.updateProgress:null;this.onLoadStart();this.loadAjaxJSON(this,a,b,c,d,e)}; +THREE.BinaryLoader.prototype.loadAjaxJSON=function(a,b,c,d,e,f){var g=new XMLHttpRequest;g.onreadystatechange=function(){if(4==g.readyState)if(200==g.status||0==g.status){var h=JSON.parse(g.responseText);a.loadAjaxBuffers(h,c,e,d,f)}else console.error("THREE.BinaryLoader: Couldn't load ["+b+"] ["+g.status+"]")};g.open("GET",b,!0);g.send(null)}; +THREE.BinaryLoader.prototype.loadAjaxBuffers=function(a,b,c,d,e){var f=new XMLHttpRequest,g=c+"/"+a.buffers,h=0;f.onreadystatechange=function(){if(4==f.readyState)if(200==f.status||0==f.status){var c=f.response;void 0===c&&(c=(new Uint8Array(f.responseBody)).buffer);THREE.BinaryLoader.prototype.createBinModel(c,b,d,a.materials)}else console.error("THREE.BinaryLoader: Couldn't load ["+g+"] ["+f.status+"]");else 3==f.readyState?e&&(0==h&&(h=f.getResponseHeader("Content-Length")),e({total:h,loaded:f.responseText.length})): +2==f.readyState&&(h=f.getResponseHeader("Content-Length"))};f.open("GET",g,!0);f.responseType="arraybuffer";f.send(null)}; +THREE.BinaryLoader.prototype.createBinModel=function(a,b,c,d){var e=function(b){var c,e,i,j,l,m,n,p,o,q,r,t,B,u,s;function z(a){return a%4?4-a%4:0}function A(a,b){return(new Uint8Array(a,b,1))[0]}function v(a,b){return(new Uint32Array(a,b,1))[0]}function y(b,c){var d,e,f,g,h,i,j,l,m=new Uint32Array(a,c,3*b);for(d=0;dB;B++)q+=String.fromCharCode(b[R+B]);c=A(s,R+12);A(s,R+13);A(s,R+14);A(s,R+15);e=A(s,R+16);i=A(s,R+17);j=A(s,R+18);l=A(s,R+19);m=v(s,R+20);n=v(s,R+20+4);p=v(s,R+20+8);o=v(s,R+20+12);q=v(s,R+20+16);r=v(s,R+20+20);t= +v(s,R+20+24);B=v(s,R+20+28);b=v(s,R+20+32);u=v(s,R+20+36);s=v(s,R+20+40);K+=c;R=3*e+l;$=4*e+l;L=o*R;c=q*(R+3*i);e=r*(R+3*j);l=t*(R+3*i+3*j);R=B*$;i=b*($+4*i);j=u*($+4*j);$=K;var K=new Float32Array(a,K,3*m),Y,N,ea,Q;for(Y=0;Yd.length?".":d.join("/")}d=new XMLHttpRequest;d.addEventListener("load",function(d){d.target.responseText?c=b.parse(JSON.parse(d.target.responseText),e):b.dispatchEvent({type:"error",message:"Invalid file ["+a+"]"})},!1);d.addEventListener("error",function(){b.dispatchEvent({type:"error",message:"Couldn't load URL ["+a+"]"})},!1);d.open("GET",a, +!0);d.send(null);var e=new THREE.LoadingMonitor;e.addEventListener("load",function(){b.dispatchEvent({type:"load",content:c})});e.add(d)},parse:function(a,b){var c=this,d=new THREE.Geometry,e=void 0!==a.scale?1/a.scale:1;if(a.materials){d.materials=[];for(var f=0;fg.opacity)n.transparent=g.transparent;void 0!==g.depthTest&&(n.depthTest=g.depthTest);void 0!==g.depthWrite&&(n.depthWrite=g.depthWrite);void 0!==g.vertexColors&&("face"==g.vertexColors?n.vertexColors=THREE.FaceColors:g.vertexColors&&(n.vertexColors=THREE.VertexColors));g.colorDiffuse?n.color=l(g.colorDiffuse):g.DbgColor&&(n.color=g.DbgColor);g.colorSpecular&&(n.specular=l(g.colorSpecular));g.colorAmbient&&(n.ambient=l(g.colorAmbient));g.transparency&& +(n.opacity=g.transparency);g.specularCoef&&(n.shininess=g.specularCoef);void 0!==g.visible&&(n.visible=g.visible);void 0!==g.flipSided&&(n.side=THREE.BackSide);void 0!==g.doubleSided&&(n.side=THREE.DoubleSide);void 0!==g.wireframe&&(n.wireframe=g.wireframe);g.mapDiffuse&&j(n,"map",g.mapDiffuse,g.mapDiffuseRepeat,g.mapDiffuseOffset,g.mapDiffuseWrap);g.mapLight&&j(n,"lightMap",g.mapLight,g.mapLightRepeat,g.mapLightOffset,g.mapLightWrap);g.mapBump&&j(n,"bumpMap",g.mapBump,g.mapBumpRepeat,g.mapBumpOffset, +g.mapBumpWrap);g.mapNormal&&j(n,"normalMap",g.mapNormal,g.mapNormalRepeat,g.mapNormalOffset,g.mapNormalWrap);g.mapSpecular&&j(n,"specularMap",g.mapSpecular,g.mapSpecularRepeat,g.mapSpecularOffset,g.mapSpecularWrap);g.mapNormal?(j=THREE.ShaderUtils.lib.normal,l=THREE.UniformsUtils.clone(j.uniforms),l.tNormal.value=n.normalMap,g.mapNormalFactor&&l.uNormalScale.value.set(g.mapNormalFactor,g.mapNormalFactor),n.map&&(l.tDiffuse.value=n.map,l.enableDiffuse.value=!0),n.specularMap&&(l.tSpecular.value=n.specularMap, +l.enableSpecular.value=!0),n.lightMap&&(l.tAO.value=n.lightMap,l.enableAO.value=!0),l.uDiffuseColor.value.setHex(n.color),l.uSpecularColor.value.setHex(n.specular),l.uAmbientColor.value.setHex(n.ambient),l.uShininess.value=n.shininess,void 0!==n.opacity&&(l.uOpacity.value=n.opacity),n=new THREE.ShaderMaterial({fragmentShader:j.fragmentShader,vertexShader:j.vertexShader,uniforms:l,lights:!0,fog:!0})):n=new THREE[m](n);void 0!==g.DbgName&&(n.name=g.DbgName);d.materials[f]=n}}var g=a.faces,o=a.vertices, +n=a.normals,j=a.colors,l=0;if(a.uvs)for(f=0;fr.parameters.opacity&&(r.parameters.transparent=!0);r.parameters.normalMap?(q=THREE.ShaderUtils.lib.normal,a=THREE.UniformsUtils.clone(q.uniforms),l= +r.parameters.color,J=r.parameters.specular,o=r.parameters.ambient,H=r.parameters.shininess,a.tNormal.value=I.textures[r.parameters.normalMap],r.parameters.normalScale&&a.uNormalScale.value.set(r.parameters.normalScale[0],r.parameters.normalScale[1]),r.parameters.map&&(a.tDiffuse.value=r.parameters.map,a.enableDiffuse.value=!0),r.parameters.envMap&&(a.tCube.value=r.parameters.envMap,a.enableReflection.value=!0,a.uReflectivity.value=r.parameters.reflectivity),r.parameters.lightMap&&(a.tAO.value=r.parameters.lightMap, +a.enableAO.value=!0),r.parameters.specularMap&&(a.tSpecular.value=I.textures[r.parameters.specularMap],a.enableSpecular.value=!0),r.parameters.displacementMap&&(a.tDisplacement.value=I.textures[r.parameters.displacementMap],a.enableDisplacement.value=!0,a.uDisplacementBias.value=r.parameters.displacementBias,a.uDisplacementScale.value=r.parameters.displacementScale),a.uDiffuseColor.value.setHex(l),a.uSpecularColor.value.setHex(J),a.uAmbientColor.value.setHex(o),a.uShininess.value=H,r.parameters.opacity&& +(a.uOpacity.value=r.parameters.opacity),C=new THREE.ShaderMaterial({fragmentShader:q.fragmentShader,vertexShader:q.vertexShader,uniforms:a,lights:!0,fog:!0})):C=new THREE[r.type](r.parameters);I.materials[m]=C}e(I.scene,L.objects);i.callbackSync(I);h()};THREE.TextureLoader=function(){THREE.EventTarget.call(this);this.crossOrigin=null}; +THREE.TextureLoader.prototype={constructor:THREE.TextureLoader,load:function(a){var b=this,c=new Image;c.addEventListener("load",function(){var a=new THREE.Texture(c);a.needsUpdate=!0;b.dispatchEvent({type:"load",content:a})},!1);c.addEventListener("error",function(){b.dispatchEvent({type:"error",message:"Couldn't load URL ["+a+"]"})},!1);b.crossOrigin&&(c.crossOrigin=b.crossOrigin);c.src=a}}; +THREE.Material=function(){THREE.MaterialLibrary.push(this);this.id=THREE.MaterialIdCount++;this.name="";this.side=THREE.FrontSide;this.opacity=1;this.transparent=!1;this.blending=THREE.NormalBlending;this.blendSrc=THREE.SrcAlphaFactor;this.blendDst=THREE.OneMinusSrcAlphaFactor;this.blendEquation=THREE.AddEquation;this.depthWrite=this.depthTest=!0;this.polygonOffset=!1;this.alphaTest=this.polygonOffsetUnits=this.polygonOffsetFactor=0;this.overdraw=!1;this.needsUpdate=this.visible=!0}; +THREE.Material.prototype.setValues=function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+b+"' parameter is undefined.");else if(b in this){var d=this[b];d instanceof THREE.Color&&c instanceof THREE.Color?d.copy(c):d instanceof THREE.Color&&"number"===typeof c?d.setHex(c):d instanceof THREE.Vector3&&c instanceof THREE.Vector3?d.copy(c):this[b]=c}}}; +THREE.Material.prototype.clone=function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor=this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw; +a.visible=this.visible;return a};THREE.Material.prototype.deallocate=function(){var a=THREE.MaterialLibrary.indexOf(this);-1!==a&&THREE.MaterialLibrary.splice(a,1)};THREE.MaterialIdCount=0;THREE.MaterialLibrary=[];THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; +THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.envMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; +THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin= +this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; +THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap= +"round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading; +a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.ambient=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.perPixel=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.specularMap=null;this.combine=THREE.MultiplyOperation;this.reflectivity= +1;this.refractionRatio=0.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.ambient.copy(this.ambient);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.perPixel=this.perPixel;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale); +a.specularMap=this.specularMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; +THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.wireframe=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a}; +THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.shading=THREE.FlatShading;this.wireframe=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(){}; +THREE.MeshFaceMaterial.prototype.clone=function(){return new THREE.MeshFaceMaterial};THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.map=null;this.size=1;this.sizeAttenuation=!0;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.ParticleBasicMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.ParticleBasicMaterial.prototype.clone=function(){var a=new THREE.ParticleBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.size=this.size;a.sizeAttenuation=this.sizeAttenuation;a.vertexColors=this.vertexColors;a.fog=this.fog;return a};THREE.ParticleCanvasMaterial=function(a){THREE.Material.call(this);this.color=new THREE.Color(16777215);this.program=function(){};this.setValues(a)};THREE.ParticleCanvasMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.ParticleCanvasMaterial.prototype.clone=function(){var a=new THREE.ParticleCanvasMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.program=this.program;return a};THREE.ParticleDOMMaterial=function(a){this.element=a};THREE.ParticleDOMMaterial.prototype.clone=function(){return new THREE.ParticleDOMMaterial(this.element)}; +THREE.ShaderMaterial=function(a){THREE.Material.call(this);this.vertexShader=this.fragmentShader="void main() {}";this.uniforms={};this.defines={};this.attributes=null;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.lights=this.fog=!1;this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.ShaderMaterial.prototype=Object.create(THREE.Material.prototype); +THREE.ShaderMaterial.prototype.clone=function(){var a=new THREE.ShaderMaterial;THREE.Material.prototype.clone.call(this,a);a.fragmentShader=this.fragmentShader;a.vertexShader=this.vertexShader;a.uniforms=this.uniforms;a.attributes=this.attributes;a.defines=this.defines;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.fog=this.fog;a.lights=this.lights;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals= +this.morphNormals;return a}; +THREE.Texture=function(a,b,c,d,e,f,g,h,i){THREE.TextureLibrary.push(this);this.id=THREE.TextureIdCount++;this.image=a;this.mapping=void 0!==b?b:new THREE.UVMapping;this.wrapS=void 0!==c?c:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==d?d:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==e?e:THREE.LinearFilter;this.minFilter=void 0!==f?f:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==i?i:1;this.format=void 0!==g?g:THREE.RGBAFormat;this.type=void 0!==h?h:THREE.UnsignedByteType;this.offset= +new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.needsUpdate=!1;this.onUpdate=null}; +THREE.Texture.prototype={constructor:THREE.Texture,clone:function(){var a=new THREE.Texture;a.image=this.image;a.mapping=this.mapping;a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.format=this.format;a.type=this.type;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.generateMipmaps=this.generateMipmaps;a.premultiplyAlpha=this.premultiplyAlpha;a.flipY=this.flipY;return a},deallocate:function(){var a=THREE.TextureLibrary.indexOf(this); +-1!==a&&THREE.TextureLibrary.splice(a,1)}};THREE.TextureIdCount=0;THREE.TextureLibrary=[];THREE.CompressedTexture=function(a,b,c,d,e,f,g,h,i,j){THREE.Texture.call(this,null,f,g,h,i,j,d,e);this.image={width:b,height:c};this.mipmaps=a};THREE.CompressedTexture.prototype=Object.create(THREE.Texture.prototype); +THREE.CompressedTexture.prototype.clone=function(){var a=new THREE.CompressedTexture;a.image=this.image;a.mipmaps=this.mipmaps;a.format=this.format;a.type=this.type;a.mapping=this.mapping;a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a};THREE.DataTexture=function(a,b,c,d,e,f,g,h,i,j){THREE.Texture.call(this,null,f,g,h,i,j,d,e);this.image={data:a,width:b,height:c}}; +THREE.DataTexture.prototype=Object.create(THREE.Texture.prototype);THREE.DataTexture.prototype.clone=function(){var a=new THREE.DataTexture(this.image.data,this.image.width,this.image.height,this.format,this.type,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter);a.offset.copy(this.offset);a.repeat.copy(this.repeat);return a};THREE.Particle=function(a){THREE.Object3D.call(this);this.material=a};THREE.Particle.prototype=Object.create(THREE.Object3D.prototype); +THREE.Particle.prototype.clone=function(a){void 0===a&&(a=new THREE.Particle(this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.ParticleSystem=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=void 0!==b?b:new THREE.ParticleBasicMaterial({color:16777215*Math.random()});this.sortParticles=!1;this.geometry&&(null===this.geometry.boundingSphere&&this.geometry.computeBoundingSphere(),this.boundRadius=a.boundingSphere.radius);this.frustumCulled=!1}; +THREE.ParticleSystem.prototype=Object.create(THREE.Object3D.prototype);THREE.ParticleSystem.prototype.clone=function(a){void 0===a&&(a=new THREE.ParticleSystem(this.geometry,this.material));a.sortParticles=this.sortParticles;THREE.Object3D.prototype.clone.call(this,a);return a}; +THREE.Line=function(a,b,c){THREE.Object3D.call(this);this.geometry=a;this.material=void 0!==b?b:new THREE.LineBasicMaterial({color:16777215*Math.random()});this.type=void 0!==c?c:THREE.LineStrip;this.geometry&&(this.geometry.boundingSphere||this.geometry.computeBoundingSphere())};THREE.LineStrip=0;THREE.LinePieces=1;THREE.Line.prototype=Object.create(THREE.Object3D.prototype); +THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.type));THREE.Object3D.prototype.clone.call(this,a);return a}; +THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random(),wireframe:!0});if(this.geometry&&(null===this.geometry.boundingSphere&&this.geometry.computeBoundingSphere(),this.boundRadius=a.boundingSphere.radius,this.geometry.morphTargets.length)){this.morphTargetBase=-1;this.morphTargetForcedOrder=[];this.morphTargetInfluences=[];this.morphTargetDictionary={};for(var c=0;ch.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; +THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=1E3*((c.end-c.start)/b),this.time=0):console.warn("animation["+a+"] undefined")}; +THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)if(this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time)this.time=0,this.directionBackwards=!1}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& +(this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; +THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.Ribbon=function(a,b){THREE.Object3D.call(this);this.geometry=a;this.material=b};THREE.Ribbon.prototype=Object.create(THREE.Object3D.prototype); +THREE.Ribbon.prototype.clone=function(a){void 0===a&&(a=new THREE.Ribbon(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.LODs=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);for(var b=Math.abs(b),c=0;c=this.LODs[b].visibleAtDistance)this.LODs[b-1].object3D.visible=!1,this.LODs[b].object3D.visible=!0;else break;for(;bt&&q.clearRect(Math.floor(Ja.getX()),Math.floor(Ja.getY()),Math.floor(Ja.getWidth()),Math.floor(Ja.getHeight())), +0=k||(k*=f.intensity,c.r+=g.r*k,c.g+=g.g*k,c.b+=g.b*k)}else f instanceof +THREE.PointLight&&(h=f.matrixWorld.getPosition(),k=b.dot(ra.sub(h,a).normalize()),0>=k||(k*=0==f.distance?1:1-Math.min(a.distanceTo(h)/f.distance,1),0!=k&&(k*=f.intensity,c.r+=g.r*k,c.g+=g.g*k,c.b+=g.b*k)))}}function n(a,d,e,g,h,k,i,j){f.info.render.vertices+=3;f.info.render.faces++;b(j.opacity);c(j.blending);K=a.positionScreen.x;F=a.positionScreen.y;I=d.positionScreen.x;L=d.positionScreen.y;R=e.positionScreen.x;$=e.positionScreen.y;r(K,F,I,L,R,$);(j instanceof THREE.MeshLambertMaterial||j instanceof +THREE.MeshPhongMaterial)&&null===j.map&&null===j.map?(Z.copy(j.color),ca.copy(j.emissive),j.vertexColors===THREE.FaceColors&&(Z.r*=i.color.r,Z.g*=i.color.g,Z.b*=i.color.b),!0===wb)?!1===j.wireframe&&j.shading==THREE.SmoothShading&&3==i.vertexNormalsLength?(fa.r=W.r=V.r=Da.r,fa.g=W.g=V.g=Da.g,fa.b=W.b=V.b=Da.b,m(i.v1.positionWorld,i.vertexNormalsWorld[0],fa),m(i.v2.positionWorld,i.vertexNormalsWorld[1],W),m(i.v3.positionWorld,i.vertexNormalsWorld[2],V),fa.r=fa.r*Z.r+ca.r,fa.g=fa.g*Z.g+ca.g,fa.b=fa.b* +Z.b+ca.b,W.r=W.r*Z.r+ca.r,W.g=W.g*Z.g+ca.g,W.b=W.b*Z.b+ca.b,V.r=V.r*Z.r+ca.r,V.g=V.g*Z.g+ca.g,V.b=V.b*Z.b+ca.b,ia.r=0.5*(W.r+V.r),ia.g=0.5*(W.g+V.g),ia.b=0.5*(W.b+V.b),na=Dc(fa,W,V,ia),gc(K,F,I,L,R,$,0,0,1,0,0,1,na)):(O.r=Da.r,O.g=Da.g,O.b=Da.b,m(i.centroidWorld,i.normalWorld,O),O.r=O.r*Z.r+ca.r,O.g=O.g*Z.g+ca.g,O.b=O.b*Z.b+ca.b,!0===j.wireframe?t(O,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):u(O)):!0===j.wireframe?t(j.color,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin): +u(j.color):j instanceof THREE.MeshBasicMaterial||j instanceof THREE.MeshLambertMaterial||j instanceof THREE.MeshPhongMaterial?null!==j.map?j.map.mapping instanceof THREE.UVMapping&&(Va=i.uvs[0],Ba(K,F,I,L,R,$,Va[g].u,Va[g].v,Va[h].u,Va[h].v,Va[k].u,Va[k].v,j.map)):null!==j.envMap?j.envMap.mapping instanceof THREE.SphericalReflectionMapping&&(a=l.matrixWorldInverse,ra.copy(i.vertexNormalsWorld[g]),ib=0.5*(ra.x*a.elements[0]+ra.y*a.elements[4]+ra.z*a.elements[8])+0.5,Ra=0.5*(ra.x*a.elements[1]+ra.y* +a.elements[5]+ra.z*a.elements[9])+0.5,ra.copy(i.vertexNormalsWorld[h]),eb=0.5*(ra.x*a.elements[0]+ra.y*a.elements[4]+ra.z*a.elements[8])+0.5,pb=0.5*(ra.x*a.elements[1]+ra.y*a.elements[5]+ra.z*a.elements[9])+0.5,ra.copy(i.vertexNormalsWorld[k]),Pb=0.5*(ra.x*a.elements[0]+ra.y*a.elements[4]+ra.z*a.elements[8])+0.5,db=0.5*(ra.x*a.elements[1]+ra.y*a.elements[5]+ra.z*a.elements[9])+0.5,Ba(K,F,I,L,R,$,ib,Ra,eb,pb,Pb,db,j.envMap)):(O.copy(j.color),j.vertexColors===THREE.FaceColors&&(O.r*=i.color.r,O.g*= +i.color.g,O.b*=i.color.b),!0===j.wireframe?t(O,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):u(O)):j instanceof THREE.MeshDepthMaterial?(Ia=l.near,Ua=l.far,fa.r=fa.g=fa.b=1-tb(a.positionScreen.z,Ia,Ua),W.r=W.g=W.b=1-tb(d.positionScreen.z,Ia,Ua),V.r=V.g=V.b=1-tb(e.positionScreen.z,Ia,Ua),ia.r=0.5*(W.r+V.r),ia.g=0.5*(W.g+V.g),ia.b=0.5*(W.b+V.b),na=Dc(fa,W,V,ia),gc(K,F,I,L,R,$,0,0,1,0,0,1,na)):j instanceof THREE.MeshNormalMaterial&&(O.r=jc(i.normalWorld.x),O.g=jc(i.normalWorld.y),O.b= +jc(i.normalWorld.z),!0===j.wireframe?t(O,j.wireframeLinewidth,j.wireframeLinecap,j.wireframeLinejoin):u(O))}function r(a,b,c,d,e,f){q.beginPath();q.moveTo(a,b);q.lineTo(c,d);q.lineTo(e,f);q.closePath()}function s(a,b,c,d,e,f,g,h){q.beginPath();q.moveTo(a,b);q.lineTo(c,d);q.lineTo(e,f);q.lineTo(g,h);q.closePath()}function t(a,b,c,e){A!==b&&(A=q.lineWidth=b);v!==c&&(v=q.lineCap=c);y!==e&&(y=q.lineJoin=e);d(a.getContextStyle());q.stroke();wa.inflate(2*b)}function u(a){e(a.getContextStyle());q.fill()} +function Ba(a,b,c,d,f,g,h,k,i,j,l,m,n){if(!(n instanceof THREE.DataTexture||void 0===n.image||0==n.image.width)){if(!0===n.needsUpdate){var Ba=n.wrapS==THREE.RepeatWrapping,o=n.wrapT==THREE.RepeatWrapping;Ga[n.id]=q.createPattern(n.image,!0===Ba&&!0===o?"repeat":!0===Ba&&!1===o?"repeat-x":!1===Ba&&!0===o?"repeat-y":"no-repeat");n.needsUpdate=!1}void 0===Ga[n.id]?e("rgba(0,0,0,1)"):e(Ga[n.id]);var Ba=n.offset.x/n.repeat.x,o=n.offset.y/n.repeat.y,p=n.image.width*n.repeat.x,tb=n.image.height*n.repeat.y, +h=(h+Ba)*p,k=(1-k+o)*tb,c=c-a,d=d-b,f=f-a,g=g-b,i=(i+Ba)*p-h,j=(1-j+o)*tb-k,l=(l+Ba)*p-h,m=(1-m+o)*tb-k,Ba=i*m-l*j;0===Ba?(void 0===Pa[n.id]&&(b=document.createElement("canvas"),b.width=n.image.width,b.height=n.image.height,b=b.getContext("2d"),b.drawImage(n.image,0,0),Pa[n.id]=b.getImageData(0,0,n.image.width,n.image.height).data),b=Pa[n.id],h=4*(Math.floor(h)+Math.floor(k)*n.image.width),O.setRGB(b[h]/255,b[h+1]/255,b[h+2]/255),u(O)):(Ba=1/Ba,n=(m*c-j*f)*Ba,j=(m*d-j*g)*Ba,c=(i*f-l*c)*Ba,d=(i*g- +l*d)*Ba,a=a-n*h-c*k,h=b-j*h-d*k,q.save(),q.transform(n,j,c,d,a,h),q.fill(),q.restore())}}function gc(a,b,c,d,e,f,g,h,k,i,j,l,n){var m,Ba;m=n.width-1;Ba=n.height-1;g*=m;h*=Ba;c-=a;d-=b;e-=a;f-=b;k=k*m-g;i=i*Ba-h;j=j*m-g;l=l*Ba-h;Ba=1/(k*l-j*i);m=(l*c-i*e)*Ba;i=(l*d-i*f)*Ba;c=(k*e-j*c)*Ba;d=(k*f-j*d)*Ba;a=a-m*g-c*h;b=b-i*g-d*h;q.save();q.transform(m,i,c,d,a,b);q.clip();q.drawImage(n,0,0);q.restore()}function Dc(a,b,c,d){Ea[0]=255*a.r|0;Ea[1]=255*a.g|0;Ea[2]=255*a.b|0;Ea[4]=255*b.r|0;Ea[5]=255*b.g|0; +Ea[6]=255*b.b|0;Ea[8]=255*c.r|0;Ea[9]=255*c.g|0;Ea[10]=255*c.b|0;Ea[12]=255*d.r|0;Ea[13]=255*d.g|0;Ea[14]=255*d.b|0;Za.putImageData(Wa,0,0);k.drawImage(gb,0,0);return xb}function tb(a,b,c){a=(a-b)/(c-b);return a*a*(3-2*a)}function jc(a){a=0.5*(a+1);return 0>a?0:1>1,Uc=ja.height>>1,jb=Xa.scale.x*p,kb=Xa.scale.y*o,rb=jb*kc,sb=kb*Uc,wa.set(z.x-rb,z.y-sb,z.x+rb,z.y+sb),!1!==$a.intersects(wa)&&(q.save(),q.translate(z.x,z.y),q.rotate(-Xa.rotation),q.scale(jb,-kb),q.translate(-kc,-Uc),q.drawImage(ja,0,0),q.restore())):aa instanceof THREE.ParticleCanvasMaterial&&(rb=Xa.scale.x*p,sb=Xa.scale.y*o,wa.set(z.x-rb,z.y-sb,z.x+rb,z.y+sb),!1!== +$a.intersects(wa)&&(d(aa.color.getContextStyle()),e(aa.color.getContextStyle()),q.save(),q.translate(z.x,z.y),q.rotate(-Xa.rotation),q.scale(rb,sb),aa.program(q),q.restore()))}else if(ja instanceof THREE.RenderableLine){if(C=ja.v1,G=ja.v2,C.positionScreen.x*=p,C.positionScreen.y*=o,G.positionScreen.x*=p,G.positionScreen.y*=o,wa.addPoint(C.positionScreen.x,C.positionScreen.y),wa.addPoint(G.positionScreen.x,G.positionScreen.y),!0===$a.intersects(wa)&&(z=C,Xa=G,b(aa.opacity),c(aa.blending),q.beginPath(), +q.moveTo(z.positionScreen.x,z.positionScreen.y),q.lineTo(Xa.positionScreen.x,Xa.positionScreen.y),aa instanceof THREE.LineBasicMaterial))z=aa.linewidth,A!==z&&(A=q.lineWidth=z),z=aa.linecap,v!==z&&(v=q.lineCap=z),z=aa.linejoin,y!==z&&(y=q.lineJoin=z),d(aa.color.getContextStyle()),q.stroke(),wa.inflate(2*aa.linewidth)}else if(ja instanceof THREE.RenderableFace3)C=ja.v1,G=ja.v2,H=ja.v3,C.positionScreen.x*=p,C.positionScreen.y*=o,G.positionScreen.x*=p,G.positionScreen.y*=o,H.positionScreen.x*=p,H.positionScreen.y*= +o,!0===aa.overdraw&&(Wb(C.positionScreen,G.positionScreen),Wb(G.positionScreen,H.positionScreen),Wb(H.positionScreen,C.positionScreen)),wa.add3Points(C.positionScreen.x,C.positionScreen.y,G.positionScreen.x,G.positionScreen.y,H.positionScreen.x,H.positionScreen.y),!0===$a.intersects(wa)&&n(C,G,H,0,1,2,ja,aa,a);else if(ja instanceof THREE.RenderableFace4&&(C=ja.v1,G=ja.v2,H=ja.v3,J=ja.v4,C.positionScreen.x*=p,C.positionScreen.y*=o,G.positionScreen.x*=p,G.positionScreen.y*=o,H.positionScreen.x*=p,H.positionScreen.y*= +o,J.positionScreen.x*=p,J.positionScreen.y*=o,E.positionScreen.copy(G.positionScreen),M.positionScreen.copy(J.positionScreen),!0===aa.overdraw&&(Wb(C.positionScreen,G.positionScreen),Wb(G.positionScreen,J.positionScreen),Wb(J.positionScreen,C.positionScreen),Wb(H.positionScreen,E.positionScreen),Wb(H.positionScreen,M.positionScreen)),wa.addPoint(C.positionScreen.x,C.positionScreen.y),wa.addPoint(G.positionScreen.x,G.positionScreen.y),wa.addPoint(H.positionScreen.x,H.positionScreen.y),wa.addPoint(J.positionScreen.x, +J.positionScreen.y),!0===$a.intersects(wa)))(z=C,Xa=G,rb=H,sb=J,jb=E,kb=M,kc=a,f.info.render.vertices+=4,f.info.render.faces++,b(aa.opacity),c(aa.blending),void 0!==aa.map&&null!==aa.map||void 0!==aa.envMap&&null!==aa.envMap)?(n(z,Xa,sb,0,1,3,ja,aa,kc),n(jb,rb,kb,1,2,3,ja,aa,kc)):(K=z.positionScreen.x,F=z.positionScreen.y,I=Xa.positionScreen.x,L=Xa.positionScreen.y,R=rb.positionScreen.x,$=rb.positionScreen.y,Y=sb.positionScreen.x,N=sb.positionScreen.y,ea=jb.positionScreen.x,Q=jb.positionScreen.y, +qa=kb.positionScreen.x,la=kb.positionScreen.y,aa instanceof THREE.MeshLambertMaterial||aa instanceof THREE.MeshPhongMaterial)?(Z.copy(aa.color),ca.copy(aa.emissive),aa.vertexColors===THREE.FaceColors&&(Z.r*=ja.color.r,Z.g*=ja.color.g,Z.b*=ja.color.b),!0===wb)?!1===aa.wireframe&&aa.shading==THREE.SmoothShading&&4==ja.vertexNormalsLength?(fa.r=W.r=V.r=ia.r=Da.r,fa.g=W.g=V.g=ia.g=Da.g,fa.b=W.b=V.b=ia.b=Da.b,m(ja.v1.positionWorld,ja.vertexNormalsWorld[0],fa),m(ja.v2.positionWorld,ja.vertexNormalsWorld[1], +W),m(ja.v4.positionWorld,ja.vertexNormalsWorld[3],V),m(ja.v3.positionWorld,ja.vertexNormalsWorld[2],ia),fa.r=fa.r*Z.r+ca.r,fa.g=fa.g*Z.g+ca.g,fa.b=fa.b*Z.b+ca.b,W.r=W.r*Z.r+ca.r,W.g=W.g*Z.g+ca.g,W.b=W.b*Z.b+ca.b,V.r=V.r*Z.r+ca.r,V.g=V.g*Z.g+ca.g,V.b=V.b*Z.b+ca.b,ia.r=ia.r*Z.r+ca.r,ia.g=ia.g*Z.g+ca.g,ia.b=ia.b*Z.b+ca.b,na=Dc(fa,W,V,ia),r(K,F,I,L,Y,N),gc(K,F,I,L,Y,N,0,0,1,0,0,1,na),r(ea,Q,R,$,qa,la),gc(ea,Q,R,$,qa,la,1,0,1,1,0,1,na)):(O.r=Da.r,O.g=Da.g,O.b=Da.b,m(ja.centroidWorld,ja.normalWorld,O), +O.r=O.r*Z.r+ca.r,O.g=O.g*Z.g+ca.g,O.b=O.b*Z.b+ca.b,s(K,F,I,L,R,$,Y,N),!0===aa.wireframe?t(O,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(O)):(O.r=Z.r+ca.r,O.g=Z.g+ca.g,O.b=Z.b+ca.b,s(K,F,I,L,R,$,Y,N),!0===aa.wireframe?t(O,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(O)):aa instanceof THREE.MeshBasicMaterial?(O.copy(aa.color),aa.vertexColors===THREE.FaceColors&&(O.r*=ja.color.r,O.g*=ja.color.g,O.b*=ja.color.b),s(K,F,I,L,R,$,Y,N),!0===aa.wireframe?t(O,aa.wireframeLinewidth, +aa.wireframeLinecap,aa.wireframeLinejoin):u(O)):aa instanceof THREE.MeshNormalMaterial?(O.r=jc(ja.normalWorld.x),O.g=jc(ja.normalWorld.y),O.b=jc(ja.normalWorld.z),s(K,F,I,L,R,$,Y,N),!0===aa.wireframe?t(O,aa.wireframeLinewidth,aa.wireframeLinecap,aa.wireframeLinejoin):u(O)):aa instanceof THREE.MeshDepthMaterial&&(Ia=l.near,Ua=l.far,fa.r=fa.g=fa.b=1-tb(z.positionScreen.z,Ia,Ua),W.r=W.g=W.b=1-tb(Xa.positionScreen.z,Ia,Ua),V.r=V.g=V.b=1-tb(sb.positionScreen.z,Ia,Ua),ia.r=ia.g=ia.b=1-tb(rb.positionScreen.z, +Ia,Ua),na=Dc(fa,W,V,ia),r(K,F,I,L,Y,N),gc(K,F,I,L,Y,N,0,0,1,0,0,1,na),r(ea,Q,R,$,qa,la),gc(ea,Q,R,$,qa,la,1,0,1,1,0,1,na));Ja.addRectangle(wa)}q.setTransform(1,0,0,1,0,0)}}}; +THREE.ShaderChunk={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform float flipEnvMap;\nuniform int combine;\n#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\nuniform bool useRefract;\nuniform float refractionRatio;\n#else\nvarying vec3 vReflect;\n#endif\n#endif", +envmap_fragment:"#ifdef USE_ENVMAP\nvec3 reflectVec;\n#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nreflectVec = refract( cameraToVertex, normal, refractionRatio );\n} else { \nreflectVec = reflect( cameraToVertex, normal );\n}\n#else\nreflectVec = vReflect;\n#endif\n#ifdef DOUBLE_SIDED\nfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\nvec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n#else\nvec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n#endif\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\nif ( combine == 1 ) {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n} else {\ngl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n}\n#endif", +envmap_pars_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n#ifdef USE_SKINNING\nvec4 mPosition = modelMatrix * skinned;\n#endif\n#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\nvec4 mPosition = modelMatrix * vec4( morphed, 1.0 );\n#endif\n#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\nvec4 mPosition = modelMatrix * vec4( position, 1.0 );\n#endif\n#endif", +envmap_vertex:"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\nvec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif", +map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n#endif",map_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvarying vec2 vUv;\nuniform vec4 offsetRepeat;\n#endif",map_pars_fragment:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\nuniform sampler2D map;\n#endif", +map_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )\nvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif",map_fragment:"#ifdef USE_MAP\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( map, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif", +lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\nuniform sampler2D bumpMap;\nuniform float bumpScale;\nvec2 dHdxy_fwd() {\nvec2 dSTdx = dFdx( vUv );\nvec2 dSTdy = dFdy( vUv );\nfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\nfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\nfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\nreturn vec2( dBx, dBy );\n}\nvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\nvec3 vSigmaX = dFdx( surf_pos );\nvec3 vSigmaY = dFdy( surf_pos );\nvec3 vN = surf_norm;\nvec3 R1 = cross( vSigmaY, vN );\nvec3 R2 = cross( vN, vSigmaX );\nfloat fDet = dot( vSigmaX, R1 );\nvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\nreturn normalize( abs( fDet ) * surf_norm - vGrad );\n}\n#endif", +normalmap_pars_fragment:"#ifdef USE_NORMALMAP\nuniform sampler2D normalMap;\nuniform vec2 normalScale;\nvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\nvec3 q0 = dFdx( eye_pos.xyz );\nvec3 q1 = dFdy( eye_pos.xyz );\nvec2 st0 = dFdx( vUv.st );\nvec2 st1 = dFdy( vUv.st );\nvec3 S = normalize( q0 * st1.t - q1 * st0.t );\nvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\nvec3 N = normalize( surf_norm );\nvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\nmapN.xy = normalScale * mapN.xy;\nmat3 tsn = mat3( S, T, N );\nreturn normalize( tsn * mapN );\n}\n#endif", +specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\nuniform sampler2D specularMap;\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\nvec4 texelSpecular = texture2D( specularMap, vUv );\nspecularStrength = texelSpecular.r;\n#else\nspecularStrength = 1.0;\n#endif",lights_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif", +lights_lambert_vertex:"vLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\nvLightBack = vec3( 0.0 );\n#endif\ntransformedNormal = normalize( transformedNormal );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( transformedNormal, dirVector );\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n#ifdef DOUBLE_SIDED\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n#endif\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n#ifdef DOUBLE_SIDED\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nlVector = normalize( lVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nfloat dotProduct = dot( transformedNormal, lVector );\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n#ifdef DOUBLE_SIDED\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n#endif\n#endif\n#ifdef WRAP_AROUND\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n#ifdef DOUBLE_SIDED\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n#endif\n#endif\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n#ifdef DOUBLE_SIDED\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nlVector = normalize( lVector );\nfloat dotProduct = dot( transformedNormal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\nvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n#ifdef DOUBLE_SIDED\nvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n#endif\n}\n#endif\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n#ifdef DOUBLE_SIDED\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n#endif", +lights_phong_pars_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif", +lights_phong_vertex:"#ifndef PHONG_PER_PIXEL\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nvSpotLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvWorldPosition = mPosition.xyz;\n#endif", +lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#else\nvarying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];\n#endif\n#endif\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\nvarying vec3 vWorldPosition;\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", +lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#ifdef DOUBLE_SIDED\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n#endif\n#ifdef USE_NORMALMAP\nnormal = perturbNormal2Arb( -viewPosition, normal );\n#elif defined( USE_BUMPMAP )\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vSpotLight[ i ].xyz );\nfloat lDistance = vSpotLight[ i ].w;\n#endif\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\nfloat dotProduct = dot( normal, lVector );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n#endif\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\nvec3 spotHalfVector = normalize( lVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nfloat dotProduct = dot( normal, dirVector );\n#ifdef WRAP_AROUND\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );\nvec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += diffuse * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\nvec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", +color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n#ifdef BONE_TEXTURE\nuniform sampler2D boneTexture;\nmat4 getBoneMatrix( const in float i ) {\nfloat j = i * 4.0;\nfloat x = mod( j, N_BONE_PIXEL_X );\nfloat y = floor( j / N_BONE_PIXEL_X );\nconst float dx = 1.0 / N_BONE_PIXEL_X;\nconst float dy = 1.0 / N_BONE_PIXEL_Y;\ny = dy * ( y + 0.5 );\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\nmat4 bone = mat4( v1, v2, v3, v4 );\nreturn bone;\n}\n#else\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\nmat4 getBoneMatrix( const in float i ) {\nmat4 bone = boneGlobalMatrices[ int(i) ];\nreturn bone;\n}\n#endif\n#endif", +skinbase_vertex:"#ifdef USE_SKINNING\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n#ifdef USE_MORPHTARGETS\nvec4 skinVertex = vec4( morphed, 1.0 );\n#else\nvec4 skinVertex = vec4( position, 1.0 );\n#endif\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n#ifndef USE_MORPHNORMALS\nuniform float morphTargetInfluences[ 8 ];\n#else\nuniform float morphTargetInfluences[ 4 ];\n#endif\n#endif", +morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n#ifndef USE_MORPHNORMALS\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n#endif\nmorphed += position;\n#endif", +default_vertex:"vec4 mvPosition;\n#ifdef USE_SKINNING\nmvPosition = modelViewMatrix * skinned;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\nmvPosition = modelViewMatrix * vec4( position, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\nvec3 morphedNormal = vec3( 0.0 );\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\nmorphedNormal += normal;\n#endif", +skinnormal_vertex:"#ifdef USE_SKINNING\nmat4 skinMatrix = skinWeight.x * boneMatX;\nskinMatrix \t+= skinWeight.y * boneMatY;\n#ifdef USE_MORPHNORMALS\nvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n#else\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n#endif\n#endif",defaultnormal_vertex:"vec3 objectNormal;\n#ifdef USE_SKINNING\nobjectNormal = skinnedNormal.xyz;\n#endif\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\nobjectNormal = morphedNormal;\n#endif\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\nobjectNormal = normal;\n#endif\n#ifdef FLIP_SIDED\nobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;", +shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\nuniform float shadowDarkness[ MAX_SHADOWS ];\nuniform float shadowBias[ MAX_SHADOWS ];\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif",shadowmap_fragment:"#ifdef USE_SHADOWMAP\n#ifdef SHADOWMAP_DEBUG\nvec3 frustumColors[3];\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n#endif\n#ifdef SHADOWMAP_CASCADE\nint inFrustumCount = 0;\n#endif\nfloat fDepth;\nvec3 shadowColor = vec3( 1.0 );\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\nbool inFrustum = all( inFrustumVec );\n#ifdef SHADOWMAP_CASCADE\ninFrustumCount += int( inFrustum );\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n#else\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n#endif\nbool frustumTest = all( frustumTestVec );\nif ( frustumTest ) {\nshadowCoord.z += shadowBias[ i ];\n#ifdef SHADOWMAP_SOFT\nfloat shadow = 0.0;\nconst float shadowDelta = 1.0 / 9.0;\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\nfloat dx0 = -1.25 * xPixelOffset;\nfloat dy0 = -1.25 * yPixelOffset;\nfloat dx1 = 1.25 * xPixelOffset;\nfloat dy1 = 1.25 * yPixelOffset;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n#else\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\nfloat fDepth = unpackDepth( rgbaDepth );\nif ( fDepth < shadowCoord.z )\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n#endif\n}\n#ifdef SHADOWMAP_DEBUG\n#ifdef SHADOWMAP_CASCADE\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n#else\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n#endif\n#endif\n}\n#ifdef GAMMA_OUTPUT\nshadowColor *= shadowColor;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n#endif", +shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;\n}\n#endif",alphatest_fragment:"#ifdef ALPHATEST\nif ( gl_FragColor.a < ALPHATEST ) discard;\n#endif",linear_to_gamma_fragment:"#ifdef GAMMA_OUTPUT\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n#endif"}; +THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;bl;l++)Q.autoScaleCubemaps&&!e?(n=j,m=l,s=c.image[l],v=Tc,s.width<=v&&s.height<=v||(y=Math.max(s.width,s.height), +t=Math.floor(s.width*v/y),v=Math.floor(s.height*v/y),y=document.createElement("canvas"),y.width=t,y.height=v,y.getContext("2d").drawImage(s,0,0,s.width,s.height,0,0,t,v),s=y),n[m]=s):j[l]=c.image[l];l=j[0];n=0===(l.width&l.width-1)&&0===(l.height&l.height-1);m=E(c.format);s=E(c.type);G(k.TEXTURE_CUBE_MAP,c,n);for(l=0;6>l;l++)if(e){v=j[l].mipmaps;y=0;for(B=v.length;y=rc&&console.warn("Trying to use "+a+" texture units while this GPU supports only "+rc);ca+=1;return a}function s(a,b){a._modelViewMatrix.multiply(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getInverse(a._modelViewMatrix);a._normalMatrix.transpose()}function z(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g* +d;a[b+2]=c.b*c.b*d}function A(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function v(a,b,c){eb!==a&&(a?k.enable(k.POLYGON_OFFSET_FILL):k.disable(k.POLYGON_OFFSET_FILL),eb=a);if(a&&(pb!==b||Pb!==c))k.polygonOffset(b,c),pb=b,Pb=c}function y(a){for(var a=a.split("\n"),b=0,c=a.length;bb;b++)k.deleteFramebuffer(a.__webglFramebuffer[b]),k.deleteRenderbuffer(a.__webglRenderbuffer[b]);else k.deleteFramebuffer(a.__webglFramebuffer),k.deleteRenderbuffer(a.__webglRenderbuffer)};this.deallocateMaterial=function(a){var b=a.program;if(b){a.program=void 0;var c,d,e=!1,a=0;for(c=qa.length;ad.numSupportedMorphTargets?(h.sort(j),h.length=d.numSupportedMorphTargets):h.length>d.numSupportedMorphNormals?h.sort(j):0===h.length&&h.push([0,0]);for(i=0;isa;sa++)Zb=lc[sa],ob[Sa]=Zb.x,ob[Sa+1]=Zb.y,ob[Sa+2]=Zb.z,Sa+=3;else for(sa= +0;3>sa;sa++)ob[Sa]=Yb.x,ob[Sa+1]=Yb.y,ob[Sa+2]=Yb.z,Sa+=3;D=0;for(X=pa.length;Dsa;sa++)Zb=lc[sa],ob[Sa]=Zb.x,ob[Sa+1]=Zb.y,ob[Sa+2]=Zb.z,Sa+=3;else for(sa=0;4>sa;sa++)ob[Sa]=Yb.x,ob[Sa+1]=Yb.y,ob[Sa+2]=Yb.z,Sa+=3;k.bindBuffer(k.ARRAY_BUFFER,ma.__webglNormalBuffer);k.bufferData(k.ARRAY_BUFFER,ob,mb)}if(bd&&Yc&&hc){D=0;for(X=oa.length;Dsa;sa++)oc=mc[sa],xc[Tb]=oc.u,xc[Tb+ +1]=oc.v,Tb+=2;D=0;for(X=pa.length;Dsa;sa++)oc=mc[sa],xc[Tb]=oc.u,xc[Tb+1]=oc.v,Tb+=2;0sa;sa++)pc=nc[sa],yc[Ub]=pc.u,yc[Ub+1]=pc.v,Ub+=2;D=0;for(X=pa.length;Dsa;sa++)pc=nc[sa],yc[Ub]=pc.u,yc[Ub+1]=pc.v,Ub+=2;0f;f++){a.__webglFramebuffer[f]=k.createFramebuffer();a.__webglRenderbuffer[f]=k.createRenderbuffer();k.texImage2D(k.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=k.TEXTURE_CUBE_MAP_POSITIVE_X+f;k.bindFramebuffer(k.FRAMEBUFFER, +a.__webglFramebuffer[f]);k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0,h,g.__webglTexture,0);H(a.__webglRenderbuffer[f],a)}c&&k.generateMipmap(k.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=k.createFramebuffer(),a.__webglRenderbuffer=k.createRenderbuffer(),k.bindTexture(k.TEXTURE_2D,a.__webglTexture),G(k.TEXTURE_2D,a,c),k.texImage2D(k.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=k.TEXTURE_2D,k.bindFramebuffer(k.FRAMEBUFFER,a.__webglFramebuffer),k.framebufferTexture2D(k.FRAMEBUFFER,k.COLOR_ATTACHMENT0, +d,a.__webglTexture,0),H(a.__webglRenderbuffer,a),c&&k.generateMipmap(k.TEXTURE_2D);b?k.bindTexture(k.TEXTURE_CUBE_MAP,null):k.bindTexture(k.TEXTURE_2D,null);k.bindRenderbuffer(k.RENDERBUFFER,null);k.bindFramebuffer(k.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=wa,a=wb,d=$a,e=Ja);b!==fa&&(k.bindFramebuffer(k.FRAMEBUFFER,b),k.viewport(d,e,c,a),fa=b);Da=c;qb=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin); +this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)}; +THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: +THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0}; +THREE.WebGLRenderTarget.prototype.clone=function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.anisotropy=this.anisotropy;a.minFilter=this.minFilter;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps;return a}; +THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.RenderableVertex=function(){this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)}; +THREE.RenderableFace3=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsLength=0;this.material=this.color=null;this.uvs=[[]];this.z=null}; +THREE.RenderableFace4=function(){this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.v4=new THREE.RenderableVertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsLength=0;this.material=this.color=null;this.uvs=[[]];this.z=null}; +THREE.RenderableObject=function(){this.z=this.object=null};THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=this.object=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.material=null}; +THREE.ColorUtils={adjustHSV:function(a,b,c,d){var e=THREE.ColorUtils.__hsv;THREE.ColorUtils.rgbToHsv(a,e);e.h=THREE.Math.clamp(e.h+b,0,1);e.s=THREE.Math.clamp(e.s+c,0,1);e.v=THREE.Math.clamp(e.v+d,0,1);a.setHSV(e.h,e.s,e.v)},rgbToHsv:function(a,b){var c=a.r,d=a.g,e=a.b,f=Math.max(Math.max(c,d),e),g=Math.min(Math.min(c,d),e);if(g===f)g=c=0;else{var h=f-g,g=h/f,c=(c===f?(d-e)/h:d===f?2+(e-c)/h:4+(c-d)/h)/6;0>c&&(c+=1);1a?b(c,e-1):j[e]b||o>b||n>b){i=a.vertices.length;u=e.clone();s=e.clone();p>=o&& +p>=n?(j=j.clone(),j.lerpSelf(l,0.5),u.a=f,u.b=i,u.c=h,s.a=i,s.b=g,s.c=h,3===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),u.vertexNormals[1].copy(f),s.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),u.vertexColors[1].copy(f),s.vertexColors[0].copy(f)),e=0):o>=p&&o>=n?(j=l.clone(),j.lerpSelf(m,0.5),u.a=f,u.b=g,u.c=i,s.a=i,s.b=h,s.c=f,3===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(), +f.lerpSelf(e.vertexNormals[2],0.5),u.vertexNormals[2].copy(f),s.vertexNormals[0].copy(f),s.vertexNormals[1].copy(e.vertexNormals[2]),s.vertexNormals[2].copy(e.vertexNormals[0])),3===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),u.vertexColors[2].copy(f),s.vertexColors[0].copy(f),s.vertexColors[1].copy(e.vertexColors[2]),s.vertexColors[2].copy(e.vertexColors[0])),e=1):(j=j.clone(),j.lerpSelf(m,0.5),u.a=f,u.b=g,u.c=i,s.a=i,s.b=g,s.c=h,3===e.vertexNormals.length&& +(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[2],0.5),u.vertexNormals[2].copy(f),s.vertexNormals[0].copy(f)),3===e.vertexColors.length&&(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[2],0.5),u.vertexColors[2].copy(f),s.vertexColors[0].copy(f)),e=2);z.push(u,s);a.vertices.push(j);f=0;for(g=a.faceVertexUvs.length;fb||o>b|| +q>b||r>b){t=a.vertices.length;B=a.vertices.length+1;u=e.clone();s=e.clone();p>=o&&p>=q&&p>=r||q>=o&&q>=p&&q>=r?(p=j.clone(),p.lerpSelf(l,0.5),l=m.clone(),l.lerpSelf(n,0.5),u.a=f,u.b=t,u.c=B,u.d=i,s.a=t,s.b=g,s.c=h,s.d=B,4===e.vertexNormals.length&&(f=e.vertexNormals[0].clone(),f.lerpSelf(e.vertexNormals[1],0.5),g=e.vertexNormals[2].clone(),g.lerpSelf(e.vertexNormals[3],0.5),u.vertexNormals[1].copy(f),u.vertexNormals[2].copy(g),s.vertexNormals[0].copy(f),s.vertexNormals[3].copy(g)),4===e.vertexColors.length&& +(f=e.vertexColors[0].clone(),f.lerpSelf(e.vertexColors[1],0.5),g=e.vertexColors[2].clone(),g.lerpSelf(e.vertexColors[3],0.5),u.vertexColors[1].copy(f),u.vertexColors[2].copy(g),s.vertexColors[0].copy(f),s.vertexColors[3].copy(g)),e=0):(p=l.clone(),p.lerpSelf(m,0.5),l=n.clone(),l.lerpSelf(j,0.5),u.a=f,u.b=g,u.c=t,u.d=B,s.a=B,s.b=t,s.c=h,s.d=i,4===e.vertexNormals.length&&(f=e.vertexNormals[1].clone(),f.lerpSelf(e.vertexNormals[2],0.5),g=e.vertexNormals[3].clone(),g.lerpSelf(e.vertexNormals[0],0.5), +u.vertexNormals[2].copy(f),u.vertexNormals[3].copy(g),s.vertexNormals[0].copy(g),s.vertexNormals[1].copy(f)),4===e.vertexColors.length&&(f=e.vertexColors[1].clone(),f.lerpSelf(e.vertexColors[2],0.5),g=e.vertexColors[3].clone(),g.lerpSelf(e.vertexColors[0],0.5),u.vertexColors[2].copy(f),u.vertexColors[3].copy(g),s.vertexColors[0].copy(g),s.vertexColors[1].copy(f)),e=1);z.push(u,s);a.vertices.push(p,l);f=0;for(g=a.faceVertexUvs.length;f>8&255,i>>16&255,i>>24&255)),d}d.mipmapCount=1;h[2]&131072&&!1!==b&&(d.mipmapCount=Math.max(1,h[7]));d.width=h[4];d.height=h[3];h=h[1]+4;f=d.width;g=d.height;for(i=0;im-1?0:m-1,p=m+1>e-1?e-1:m+1,o=0>l-1?0:l-1,q=l+1>d-1?d-1:l+1,r=[],t=[0,0,h[4*(m*d+l)]/255*b];r.push([-1,0,h[4*(m*d+o)]/255*b]);r.push([-1,-1,h[4*(n*d+o)]/255*b]);r.push([0,-1,h[4*(n*d+l)]/255*b]);r.push([1,-1,h[4*(n*d+q)]/255*b]);r.push([1,0,h[4*(m*d+q)]/255*b]);r.push([1,1,h[4*(p*d+q)]/255*b]);r.push([0,1,h[4*(p*d+l)]/255*b]);r.push([-1,1,h[4*(p*d+o)]/255*b]);n=[];o=r.length;for(p=0;p 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_HEMI_LIGHTS > 0\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\nuniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif\n#if MAX_SPOT_LIGHTS > 0\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\nuniform float spotLightAngle[ MAX_SPOT_LIGHTS ];\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n#endif\n#ifdef WRAP_AROUND\nuniform vec3 wrapRGB;\n#endif\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse ) {\n#ifdef GAMMA_INPUT\nvec4 texelColor = texture2D( tDiffuse, vUv );\ntexelColor.xyz *= texelColor.xyz;\ngl_FragColor = gl_FragColor * texelColor;\n#else\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\n#endif\n}\nif( enableAO ) {\n#ifdef GAMMA_INPUT\nvec4 aoColor = texture2D( tAO, vUv );\naoColor.xyz *= aoColor.xyz;\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\n#endif\n}\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\nvec3 finalNormal = tsb * normalTex;\n#ifdef FLIP_SIDED\nfinalNormal = -finalNormal;\n#endif\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\nfloat pointDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\npointVector = normalize( pointVector );\n#ifdef WRAP_AROUND\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n#else\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\n#endif\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\n#else\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_SPOT_LIGHTS > 0\nvec3 spotDiffuse = vec3( 0.0 );\nvec3 spotSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\nfloat spotDistance = 1.0;\nif ( spotLightDistance[ i ] > 0.0 )\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\nspotVector = normalize( spotVector );\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\nif ( spotEffect > spotLightAngle[ i ] ) {\nspotEffect = pow( spotEffect, spotLightExponent[ i ] );\n#ifdef WRAP_AROUND\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n#else\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\n#endif\nspotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\n#else\nspotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;\n#endif\n}\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\n#ifdef WRAP_AROUND\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\n#else\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\n#endif\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n#else\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;\n#endif\n}\n#endif\n#if MAX_HEMI_LIGHTS > 0\nvec3 hemiDiffuse = vec3( 0.0 );\nvec3 hemiSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );\nvec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );\nfloat dotProduct = dot( normal, lVector );\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\nhemiDiffuse += uDiffuseColor * hemiColor;\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\nfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );\nvec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\nfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );\n#ifdef PHYSICALLY_BASED_SHADING\nfloat dotProductGround = dot( normal, lVectorGround );\nfloat specularNormalization = ( uShininess + 2.0001 ) / 8.0;\nvec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\nvec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n#else\nhemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;\n#endif\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_HEMI_LIGHTS > 0\ntotalDiffuse += hemiDiffuse;\ntotalSpecular += hemiSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#if MAX_SPOT_LIGHTS > 0\ntotalDiffuse += spotDiffuse;\ntotalSpecular += spotSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;\n#endif\nif ( enableReflection ) {\nvec3 vReflect;\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\nif ( useRefract ) {\nvReflect = refract( cameraToVertex, normal, uRefractionRatio );\n} else {\nvReflect = reflect( cameraToVertex, normal );\n}\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\n#ifdef GAMMA_INPUT\ncubeColor.xyz *= cubeColor.xyz;\n#endif\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );\n}", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\nuniform vec2 uOffset;\nuniform vec2 uRepeat;\nuniform bool enableDisplacement;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,"#ifdef USE_SKINNING\nvNormal = normalMatrix * skinnedNormal.xyz;\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\nvTangent = normalMatrix * skinnedTangent.xyz;\n#else\nvNormal = normalMatrix * normal;\nvTangent = normalMatrix * tangent.xyz;\n#endif\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvUv = uv * uRepeat + uOffset;\nvec3 displacedPosition;\n#ifdef VERTEX_TEXTURES\nif ( enableDisplacement ) {\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\ndisplacedPosition = position + normalize( normal ) * df;\n} else {\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n}\n#else\n#ifdef USE_SKINNING\nvec4 skinVertex = vec4( position, 1.0 );\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\nskinned \t += boneMatY * skinVertex * skinWeight.y;\ndisplacedPosition = skinned.xyz;\n#else\ndisplacedPosition = position;\n#endif\n#endif\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\nvec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\nvWorldPosition = mPosition.xyz;\nvViewPosition = -mvPosition.xyz;\n#ifdef USE_SHADOWMAP\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\nvShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;\n}\n#endif\n}"].join("\n")}, +cube:{uniforms:{tCube:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = modelMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );\n}"}}}); +THREE.FontUtils={faces:{},face:"helvetiker",weight:"normal",style:"normal",size:150,divisions:10,getFace:function(){return this.faces[this.face][this.weight][this.style]},loadFace:function(a){var b=a.familyName.toLowerCase();this.faces[b]=this.faces[b]||{};this.faces[b][a.cssFontWeight]=this.faces[b][a.cssFontWeight]||{};this.faces[b][a.cssFontWeight][a.cssFontStyle]=a;return this.faces[b][a.cssFontWeight][a.cssFontStyle]=a},drawText:function(a){for(var b=this.getFace(),c=this.size/b.resolution,d= +0,e=String(a).split(""),f=e.length,g=[],a=0;a0)for(j=0;j2;){if(m--<=0){console.log("Warning, unable to triangulate polygon!");break}i=j;e<=i&&(i=0);j=i+1;e<=j&&(j=0);l=j+1;e<=l&&(l=0);var n;a:{n=a;var p=i,o=j,q=l,r=e,t=g,B=void 0,u=void 0,s=void 0,z=void 0,A=void 0, +v=void 0,y=void 0,C=void 0,G=void 0,u=n[t[p]].x,s=n[t[p]].y,z=n[t[o]].x,A=n[t[o]].y,v=n[t[q]].x,y=n[t[q]].y;if(1E-10>(z-u)*(y-s)-(A-s)*(v-u))n=false;else{for(B=0;B=0&&E>=0&&K>=0){n=false;break a}}n=true}}if(n){f.push([a[g[i]], +a[g[j]],a[g[l]]]);h.push([g[i],g[j],g[l]]);i=j;for(l=j+1;l0)h=d-1;else{h=d;break}}d=h;if(c[d]==f)return d/(e-1);g=c[d];return c=(d+(f-g)/(c[d+1]-g))/(e-1)};THREE.Curve.prototype.getNormalVector=function(a){a=this.getTangent(a);return new THREE.Vector2(-a.y,a.x)}; +THREE.Curve.prototype.getTangent=function(a){var b=a-1E-4,a=a+1E-4;b<0&&(b=0);a>1&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().subSelf(b).normalize()};THREE.Curve.prototype.getTangentAt=function(a){a=this.getUtoTmapping(a);return this.getTangent(a)};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().subSelf(this.v1);b.multiplyScalar(a).addSelf(this.v1);return b}; +THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(){return this.v2.clone().subSelf(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)};THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b}; +THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)}; +THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=a==void 0?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e=e-a;c[0]=a==0?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b}; +THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;this.aClockwise||(a=1-a);b=this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)}; +THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype); +THREE.Curve.Utils={tangentQuadraticBezier:function(a,b,c,d){return 2*(1-a)*(c-b)+2*a*(d-c)},tangentCubicBezier:function(a,b,c,d,e){return-3*b*(1-a)*(1-a)+3*c*(1-a)*(1-a)-6*a*c*(1-a)+6*a*d*(1-a)-3*a*a*d+3*a*a*e},tangentSpline:function(a){return 6*a*a-6*a+(3*a*a-4*a+1)+(-6*a*a+6*a)+(3*a*a-2*a)},interpolate:function(a,b,c,d,e){var a=(c-a)*0.5,d=(d-b)*0.5,f=e*e;return(2*b-2*c+a+d)*e*f+(-3*b+3*c-2*a-d)*f+a*e+b}}; +THREE.Curve.create=function(a,b){a.prototype=Object.create(THREE.Curve.prototype);a.prototype.getPoint=b;return a};THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.sub(this.v2,this.v1);b.multiplyScalar(a);b.addSelf(this.v1);return b}); +THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)}); +THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e,a=(d.length-1)*a;e=Math.floor(a);a=a-e;c[0]=e==0?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b}); +THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=a==void 0?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e=e-a;a=a+(a>0?0:(Math.floor(Math.abs(a)/d.length)+1)*d.length);c[0]=(a-1)%d.length;c[1]=a%d.length;c[2]=(a+1)%d.length;c[3]=(a+2)%d.length;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);b.z=THREE.Curve.Utils.interpolate(d[c[0]].z, +d[c[1]].z,d[c[2]].z,d[c[3]].z,e);return b});THREE.CurvePath=function(){this.curves=[];this.bends=[];this.autoClose=false};THREE.CurvePath.prototype=Object.create(THREE.Curve.prototype);THREE.CurvePath.prototype.add=function(a){this.curves.push(a)};THREE.CurvePath.prototype.checkConnection=function(){};THREE.CurvePath.prototype.closePath=function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-1].getPoint(1);a.equals(b)||this.curves.push(new THREE.LineCurve(b,a))}; +THREE.CurvePath.prototype.getPoint=function(a){for(var b=a*this.getLength(),c=this.getCurveLengths(),a=0;a=b){b=c[a]-b;a=this.curves[a];b=1-b/a.getLength();return a.getPointAt(b)}a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb)b=h.x;else if(h.xc)c=h.y;else if(h.yd)d=h.z;else if(h.z0){g=c[c.length-1]; +p=g.x;o=g.y}else{g=this.actions[d-1].args;p=g[g.length-2];o=g[g.length-1]}for(f=1;f<=a;f++){q=f/a;g=THREE.Shape.Utils.b2(q,p,m,h);q=THREE.Shape.Utils.b2(q,o,n,i);c.push(new THREE.Vector2(g,q))}break;case THREE.PathActions.BEZIER_CURVE_TO:h=f[4];i=f[5];m=f[0];n=f[1];j=f[2];l=f[3];if(c.length>0){g=c[c.length-1];p=g.x;o=g.y}else{g=this.actions[d-1].args;p=g[g.length-2];o=g[g.length-1]}for(f=1;f<=a;f++){q=f/a;g=THREE.Shape.Utils.b3(q,p,m,j,h);q=THREE.Shape.Utils.b3(q,o,n,l,i);c.push(new THREE.Vector2(g, +q))}break;case THREE.PathActions.CSPLINE_THRU:g=this.actions[d-1].args;q=[new THREE.Vector2(g[g.length-2],g[g.length-1])];g=a*f[0].length;q=q.concat(f[0]);q=new THREE.SplineCurve(q);for(f=1;f<=g;f++)c.push(q.getPointAt(f/g));break;case THREE.PathActions.ARC:h=f[0];i=f[1];n=f[2];j=f[3];g=f[4];m=!!f[5];p=g-j;o=a*2;for(f=1;f<=o;f++){q=f/o;m||(q=1-q);q=j+q*p;g=h+n*Math.cos(q);q=i+n*Math.sin(q);c.push(new THREE.Vector2(g,q))}break;case THREE.PathActions.ELLIPSE:h=f[0];i=f[1];n=f[2];l=f[3];j=f[4];g=f[5]; +m=!!f[6];p=g-j;o=a*2;for(f=1;f<=o;f++){q=f/o;m||(q=1-q);q=j+q*p;g=h+n*Math.cos(q);q=i+l*Math.sin(q);c.push(new THREE.Vector2(g,q))}}}d=c[c.length-1];Math.abs(d.x-c[0].x)<1E-10&&Math.abs(d.y-c[0].y)<1E-10&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; +THREE.Path.prototype.toShapes=function(){var a,b,c,d,e=[],f=new THREE.Path;a=0;for(b=this.actions.length;a=0?h-1:c.length-1;f=g-1>=0?g-1:j.length-1;var q=[j[g],c[h],c[e]];m=THREE.FontUtils.Triangulate.area(q);var r=[j[g],j[f],c[h]];n=THREE.FontUtils.Triangulate.area(r);p=h;l=g;h=h+1;g=g+ +-1;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+j.length);g=g%j.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:j.length-1;q=[j[g],c[h],c[e]];q=THREE.FontUtils.Triangulate.area(q);r=[j[g],j[f],c[h]];r=THREE.FontUtils.Triangulate.area(r);if(m+n>q+r){h=p;g=l;h<0&&(h=h+c.length);h=h%c.length;g<0&&(g=g+j.length);g=g%j.length;e=h-1>=0?h-1:c.length-1;f=g-1>=0?g-1:j.length-1}m=c.slice(0,h);n=c.slice(h);p=j.slice(g);l=j.slice(0,g);f=[j[g],j[f],c[h]];o.push([j[g],c[h],c[e]]);o.push(f);c=m.concat(p).concat(l).concat(n)}return{shape:c, +isolatedPts:o,allpoints:d}},triangulateShape:function(a,b){var c=THREE.Shape.Utils.removeHoles(a,b),d=c.allpoints,e=c.isolatedPts,c=THREE.FontUtils.Triangulate(c.shape,false),f,g,h,i,j={};f=0;for(g=d.length;f1){console.log("THREE.Animation.update: Warning! Scale out of bounds:"+d+" on bone "+m);d=d<0?0:1}if(c==="pos"){c=a.position;if(this.interpolationType===THREE.AnimationHandler.LINEAR){c.x=e[0]+ +(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}else if(this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){this.points[0]=this.getPrevKeyWith("pos",m,g.index-1).pos;this.points[1]=e;this.points[2]=f;this.points[3]=this.getNextKeyWith("pos",m,h.index+1).pos;d=d*0.33+0.33;e=this.interpolateCatmullRom(this.points,d);c.x=e[0];c.y=e[1];c.z=e[2];if(this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD){d= +this.interpolateCatmullRom(this.points,d*1.01);this.target.set(d[0],d[1],d[2]);this.target.subSelf(c);this.target.y=0;this.target.normalize();d=Math.atan2(this.target.x,this.target.z);a.rotation.set(0,d,0)}}}else if(c==="rot")THREE.Quaternion.slerp(e,f,a.quaternion,d);else if(c==="scl"){c=a.scale;c.x=e[0]+(f[0]-e[0])*d;c.y=e[1]+(f[1]-e[1])*d;c.z=e[2]+(f[2]-e[2])*d}}}}}; +THREE.Animation.prototype.interpolateCatmullRom=function(a,b){var c=[],d=[],e,f,g,h,i,j;e=(a.length-1)*b;f=Math.floor(e);e=e-f;c[0]=f===0?f:f-1;c[1]=f;c[2]=f>a.length-2?f:f+1;c[3]=f>a.length-3?f:f+2;f=a[c[0]];h=a[c[1]];i=a[c[2]];j=a[c[3]];c=e*e;g=e*c;d[0]=this.interpolate(f[0],h[0],i[0],j[0],e,c,g);d[1]=this.interpolate(f[1],h[1],i[1],j[1],e,c,g);d[2]=this.interpolate(f[2],h[2],i[2],j[2],e,c,g);return d}; +THREE.Animation.prototype.interpolate=function(a,b,c,d,e,f,g){a=(c-a)*0.5;d=(d-b)*0.5;return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b};THREE.Animation.prototype.getNextKeyWith=function(a,b,c){for(var d=this.data.hierarchy[b].keys,c=this.interpolationType===THREE.AnimationHandler.CATMULLROM||this.interpolationType===THREE.AnimationHandler.CATMULLROM_FORWARD?c0?c:0:c>=0?c:c+d.length;c>=0;c--)if(d[c][a]!==void 0)return d[c];return this.data.hierarchy[b].keys[d.length-1]}; +THREE.KeyFrameAnimation=function(a,b,c){this.root=a;this.data=THREE.AnimationHandler.get(b);this.hierarchy=THREE.AnimationHandler.parse(a);this.currentTime=0;this.timeScale=0.001;this.isPlaying=false;this.loop=this.isPaused=true;this.JITCompile=c!==void 0?c:true;a=0;for(b=this.hierarchy.length;a=g?b.interpolate(c,g):b.interpolate(c,c.time)}this.data.hierarchy[a].node.updateMatrix();d.matrixWorldNeedsUpdate=true}}if(this.JITCompile&&f[0][e]===void 0){this.hierarchy[0].updateMatrixWorld(true); +for(a=0;a=0?c:c+b.length;c>=0;c--)if(b[c].hasTarget(a))return b[c];return b[b.length-1]}; +THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90, +1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var i=new THREE.PerspectiveCamera(90,1,a,b);i.up.set(0,-1,0);i.lookAt(new THREE.Vector3(0,0,-1));this.add(i);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,n=c.generateMipmaps;c.generateMipmaps=false;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace= +2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=n;c.activeCubeFace=5;a.render(b,i,c)}};THREE.CubeCamera.prototype=Object.create(THREE.Object3D.prototype);THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()}; +THREE.CombinedCamera.prototype=Object.create(THREE.Camera.prototype);THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPerspectiveMode=true;this.inOrthographicMode=false}; +THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPerspectiveMode=false;this.inOrthographicMode=true}; +THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){if(this.inPerspectiveMode)this.toPerspective();else{this.toPerspective();this.toOrthographic()}}; +THREE.CombinedCamera.prototype.setLens=function(a,b){b===void 0&&(b=24);var c=2*Math.atan(b/(a*2))*(180/Math.PI);this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=false}; +THREE.CircleGeometry=function(a,b,c,d){THREE.Geometry.call(this);var a=a||50,c=c!==void 0?c:0,d=d!==void 0?d:Math.PI*2,b=b!==void 0?Math.max(3,b):8,e,f=[];e=new THREE.Vector3;var g=new THREE.UV(0.5,0.5);this.vertices.push(e);f.push(g);for(e=0;e<=b;e++){var h=new THREE.Vector3;h.x=a*Math.cos(c+e/b*d);h.y=a*Math.sin(c+e/b*d);this.vertices.push(h);f.push(new THREE.UV((h.x/a+1)/2,-(h.y/a+1)/2+1))}c=new THREE.Vector3(0,0,-1);for(e=1;e<=b;e++){this.faces.push(new THREE.Face3(e,e+1,0,[c,c,c]));this.faceVertexUvs[0].push([f[e], +f[e+1],g])}this.computeCentroids();this.computeFaceNormals();this.boundingSphere={radius:a}};THREE.CircleGeometry.prototype=Object.create(THREE.Geometry.prototype); +THREE.CubeGeometry=function(a,b,c,d,e,f,g,h){function i(a,b,c,g,h,i,l,m){var n,o=d||1,p=e||1,q=h/2,r=i/2,t=j.vertices.length;if(a==="x"&&b==="y"||a==="y"&&b==="x")n="z";else if(a==="x"&&b==="z"||a==="z"&&b==="x"){n="y";p=f||1}else if(a==="z"&&b==="y"||a==="y"&&b==="z"){n="x";o=f||1}var u=o+1,B=p+1,$=h/o,Y=i/p,N=new THREE.Vector3;N[n]=l>0?1:-1;for(h=0;h +0){this.vertices.push(new THREE.Vector3(0,g,0));for(h=0;h0){this.vertices.push(new THREE.Vector3(0,-g,0));for(h=0;ha&&(a=a+Math.PI*2);c=(b+a)/2;a=-Math.cos(c);c=-Math.sin(c);return new THREE.Vector2(a,c)}return d.multiplyScalar(g).addSelf(h).subSelf(a).clone()}function e(c,d){var e,f;for(N=c.length;--N>=0;){e=N;f=N-1;f<0&&(f= +c.length-1);for(var g=0,h=n+l*2,g=0;g=0;K--){v=K/l;I=i*(1-v);F=j*Math.sin(v*Math.PI/2);N=0;for(ea=E.length;N1E-4){h.normalize();d=Math.acos(e[j-1].dot(e[j]));i.makeRotationAxis(h,d).multiplyVector3(f[j])}g[j].cross(e[j],f[j])}if(c){d=Math.acos(f[0].dot(f[b-1]));d=d/(b-1);e[0].dot(h.cross(f[0],f[b-1]))>0&&(d=-d);for(j=1;j=l){for(j=0;j<3;j++){l=[i[j],i[(j+1)%3]];m=true;for(n=0;n0;)this.smooth(a)};THREE.GeometryUtils.orderedKey=function(a,b){return Math.min(a,b)+"_"+Math.max(a,b)}; +THREE.GeometryUtils.computeEdgeFaces=function(a){function b(a,b){g[a]===void 0&&(g[a]=[]);g[a].push(b)}var c,d,e,f,g={},h=THREE.GeometryUtils.orderedKey;c=0;for(d=a.faces.length;c=q&&a0,"an edge without faces?!");if(G.length==1){v.addSelf(p[M]);v.addSelf(p[E]);v.multiplyScalar(0.5)}else{v.addSelf(r[y]);v.addSelf(r[J]);v.addSelf(p[M]);v.addSelf(p[E]);v.multiplyScalar(0.25)}t[s]= +q+o.length+z;h.push(v);z++;if(l.supportUVs){v=new THREE.UV;v.u=f(M,y).u+f(E,y).u;v.v=f(M,y).v+f(E,y).v;v.u=v.u/2;v.v=v.v/2;g(t[s],y,v);if(G.length>=2){b(G.length==2,"did we plan for more than 2 edges?");v=new THREE.UV;v.u=f(M,J).u+f(E,J).u;v.v=f(M,J).v+f(E,J).v;v.u=v.u/2;v.v=v.v/2;g(t[s],J,v)}}}c("-- Step 2 done");var I,L;v=["123","12","2","23"];J=["123","23","3","31"];var K=["123","31","1","12"],F=["1234","12","2","23"],R=["1234","23","3","34"],$=["1234","34","4","41"],Y=["1234","41","1","12"];s= +0;for(z=r.length;s1){var i=h[1];d[i]||(d[i]={start:Infinity,end:-Infinity});h=d[i];if(fh.end)h.end=f;c||(c=i)}}for(i in d){h=d[i];this.createAnimation(i,h.start,h.end,a)}this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a]){a.direction=1;a.directionBackwards=false}};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a]){a.direction=-1;a.directionBackwards=true}};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];if(c){c.fps=b;c.duration=(c.end-c.start)/c.fps}}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];if(c){c.duration=b;c.fps=(c.end-c.start)/c.duration}};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];if(c)c.weight=b};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];if(c)c.time=b};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];if(b){b.time=0;b.active=true}else console.warn("animation["+a+"] undefined")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=false}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||d.time<0){d.direction=d.direction*-1;if(d.time>d.duration){d.time=d.duration;d.directionBackwards=true}if(d.time<0){d.time=0;d.directionBackwards=false}}}else{d.time=d.time%d.duration;if(d.time<0)d.time=d.time+d.duration}var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/ +e),0,d.length-1),g=d.weight;if(f!==d.currentFrame){this.morphTargetInfluences[d.lastFrame]=0;this.morphTargetInfluences[d.currentFrame]=1*g;this.morphTargetInfluences[f]=0;d.lastFrame=d.currentFrame;d.currentFrame=f}e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}}; +THREE.LensFlarePlugin=function(){function a(a){var c=b.createProgram(),d=b.createShader(b.FRAGMENT_SHADER),e=b.createShader(b.VERTEX_SHADER);b.shaderSource(d,a.fragmentShader);b.shaderSource(e,a.vertexShader);b.compileShader(d);b.compileShader(e);b.attachShader(c,d);b.attachShader(c,e);b.linkProgram(c);return c}var b,c,d,e,f,g,h,i,j,l,m,n,p;this.init=function(o){b=o.context;c=o;d=new Float32Array(16);e=new Uint16Array(6);o=0;d[o++]=-1;d[o++]=-1;d[o++]=0;d[o++]=0;d[o++]=1;d[o++]=-1;d[o++]=1;d[o++]= +0;d[o++]=1;d[o++]=1;d[o++]=1;d[o++]=1;d[o++]=-1;d[o++]=1;d[o++]=0;d[o++]=1;o=0;e[o++]=0;e[o++]=1;e[o++]=2;e[o++]=0;e[o++]=2;e[o++]=3;f=b.createBuffer();g=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,f);b.bufferData(b.ARRAY_BUFFER,d,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.bufferData(b.ELEMENT_ARRAY_BUFFER,e,b.STATIC_DRAW);h=b.createTexture();i=b.createTexture();b.bindTexture(b.TEXTURE_2D,h);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16,0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D, +b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,i);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST); +b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);if(b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)<=0){j=false;l=a(THREE.ShaderFlares.lensFlare)}else{j=true;l=a(THREE.ShaderFlares.lensFlareVertexTexture)}m={};n={};m.vertex=b.getAttribLocation(l,"position");m.uv=b.getAttribLocation(l,"uv");n.renderType=b.getUniformLocation(l,"renderType");n.map=b.getUniformLocation(l,"map");n.occlusionMap=b.getUniformLocation(l,"occlusionMap");n.opacity=b.getUniformLocation(l,"opacity");n.color=b.getUniformLocation(l, +"color");n.scale=b.getUniformLocation(l,"scale");n.rotation=b.getUniformLocation(l,"rotation");n.screenPosition=b.getUniformLocation(l,"screenPosition");p=false};this.render=function(a,d,e,t){var a=a.__webglFlares,B=a.length;if(B){var u=new THREE.Vector3,s=t/e,z=e*0.5,A=t*0.5,v=16/t,y=new THREE.Vector2(v*s,v),C=new THREE.Vector3(1,1,0),G=new THREE.Vector2(1,1),H=n,v=m;b.useProgram(l);if(!p){b.enableVertexAttribArray(m.vertex);b.enableVertexAttribArray(m.uv);p=true}b.uniform1i(H.occlusionMap,0);b.uniform1i(H.map, +1);b.bindBuffer(b.ARRAY_BUFFER,f);b.vertexAttribPointer(v.vertex,2,b.FLOAT,false,16,0);b.vertexAttribPointer(v.uv,2,b.FLOAT,false,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g);b.disable(b.CULL_FACE);b.depthMask(false);var J,E,M,K,F;for(J=0;J0&&G.x0&& +G.y0.001&&F.scale>0.001){C.x=F.x;C.y=F.y;C.z=F.z;v=F.size*F.scale/t;y.x=v*s;y.y=v;b.uniform3f(H.screenPosition,C.x,C.y,C.z);b.uniform2f(H.scale,y.x,y.y);b.uniform1f(H.rotation,F.rotation);b.uniform1f(H.opacity,F.opacity); +b.uniform3f(H.color,F.color.r,F.color.g,F.color.b);c.setBlending(F.blending,F.blendEquation,F.blendSrc,F.blendDst);c.setTexture(F.texture,1);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0)}}}}b.enable(b.CULL_FACE);b.enable(b.DEPTH_TEST);b.depthMask(true)}}}; +THREE.ShadowMapPlugin=function(){var a,b,c,d,e,f,g=new THREE.Frustum,h=new THREE.Matrix4,i=new THREE.Vector3,j=new THREE.Vector3;this.init=function(g){a=g.context;b=g;var g=THREE.ShaderLib.depthRGBA,h=THREE.UniformsUtils.clone(g.uniforms);c=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h});d=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h,morphTargets:true});e=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader, +vertexShader:g.vertexShader,uniforms:h,skinning:true});f=new THREE.ShaderMaterial({fragmentShader:g.fragmentShader,vertexShader:g.vertexShader,uniforms:h,morphTargets:true,skinning:true});c._shadowPass=true;d._shadowPass=true;e._shadowPass=true;f._shadowPass=true};this.render=function(a,c){b.shadowMapEnabled&&b.shadowMapAutoUpdate&&this.update(a,c)};this.update=function(l,m){var n,p,o,q,r,t,B,u,s,z=[];q=0;a.clearColor(1,1,1,1);a.disable(a.BLEND);a.enable(a.CULL_FACE);a.frontFace(a.CCW);b.shadowMapCullFrontFaces? +a.cullFace(a.FRONT):a.cullFace(a.BACK);b.setDepthTest(true);n=0;for(p=l.__lights.length;nj.x)j.x=u.x;if(u.yj.y)j.y=u.y;if(u.z +j.z)j.z=u.z}q.left=i.x;q.right=j.x;q.top=j.y;q.bottom=i.y;q.updateProjectionMatrix()}q=o.shadowMap;t=o.shadowMatrix;r=o.shadowCamera;r.position.copy(o.matrixWorld.getPosition());r.lookAt(o.target.matrixWorld.getPosition());r.updateMatrixWorld();r.matrixWorldInverse.getInverse(r.matrixWorld);if(o.cameraHelper)o.cameraHelper.visible=o.shadowCameraVisible;o.shadowCameraVisible&&o.cameraHelper.update();t.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);t.multiplySelf(r.projectionMatrix);t.multiplySelf(r.matrixWorldInverse); +if(!r._viewMatrixArray)r._viewMatrixArray=new Float32Array(16);if(!r._projectionMatrixArray)r._projectionMatrixArray=new Float32Array(16);r.matrixWorldInverse.flattenToArray(r._viewMatrixArray);r.projectionMatrix.flattenToArray(r._projectionMatrixArray);h.multiply(r.projectionMatrix,r.matrixWorldInverse);g.setFromMatrix(h);b.setRenderTarget(q);b.clear();s=l.__webglObjects;o=0;for(q=s.length;o0&&v.morphTargets;v=t instanceof THREE.SkinnedMesh&&v.skinning;u=t.customDepthMaterial?t.customDepthMaterial:v?u?f:e:u?d:c;B instanceof THREE.BufferGeometry?b.renderBufferDirect(r,l.__lights,null,u,B,t):b.renderBuffer(r,l.__lights, +null,u,B,t)}}s=l.__webglObjectsImmediate;o=0;for(q=s.length;o
    + value = parseInt( elem.css( "zIndex" ), 10 ); + if ( !isNaN( value ) && value !== 0 ) { + return value; + } + } + elem = elem.parent(); + } + } + + return 0; + }, + + uniqueId: function() { + return this.each(function() { + if ( !this.id ) { + this.id = "ui-id-" + (++uuid); + } + }); + }, + + removeUniqueId: function() { + return this.each(function() { + if ( runiqueId.test( this.id ) ) { + $( this ).removeAttr( "id" ); + } + }); + } +}); + +// selectors +function focusable( element, isTabIndexNotNaN ) { + var map, mapName, img, + nodeName = element.nodeName.toLowerCase(); + if ( "area" === nodeName ) { + map = element.parentNode; + mapName = map.name; + if ( !element.href || !mapName || map.nodeName.toLowerCase() !== "map" ) { + return false; + } + img = $( "img[usemap=#" + mapName + "]" )[0]; + return !!img && visible( img ); + } + return ( /input|select|textarea|button|object/.test( nodeName ) ? + !element.disabled : + "a" === nodeName ? + element.href || isTabIndexNotNaN : + isTabIndexNotNaN) && + // the element and all of its ancestors must be visible + visible( element ); +} + +function visible( element ) { + return $.expr.filters.visible( element ) && + !$( element ).parents().andSelf().filter(function() { + return $.css( this, "visibility" ) === "hidden"; + }).length; +} + +$.extend( $.expr[ ":" ], { + data: $.expr.createPseudo ? + $.expr.createPseudo(function( dataName ) { + return function( elem ) { + return !!$.data( elem, dataName ); + }; + }) : + // support: jQuery <1.8 + function( elem, i, match ) { + return !!$.data( elem, match[ 3 ] ); + }, + + focusable: function( element ) { + return focusable( element, !isNaN( $.attr( element, "tabindex" ) ) ); + }, + + tabbable: function( element ) { + var tabIndex = $.attr( element, "tabindex" ), + isTabIndexNaN = isNaN( tabIndex ); + return ( isTabIndexNaN || tabIndex >= 0 ) && focusable( element, !isTabIndexNaN ); + } +}); + +// support +$(function() { + var body = document.body, + div = body.appendChild( div = document.createElement( "div" ) ); + + // access offsetHeight before setting the style to prevent a layout bug + // in IE 9 which causes the element to continue to take up space even + // after it is removed from the DOM (#8026) + div.offsetHeight; + + $.extend( div.style, { + minHeight: "100px", + height: "auto", + padding: 0, + borderWidth: 0 + }); + + $.support.minHeight = div.offsetHeight === 100; + $.support.selectstart = "onselectstart" in div; + + // set display to none to avoid a layout bug in IE + // http://dev.jquery.com/ticket/4014 + body.removeChild( div ).style.display = "none"; +}); + +// support: jQuery <1.8 +if ( !$( "" ).outerWidth( 1 ).jquery ) { + $.each( [ "Width", "Height" ], function( i, name ) { + var side = name === "Width" ? [ "Left", "Right" ] : [ "Top", "Bottom" ], + type = name.toLowerCase(), + orig = { + innerWidth: $.fn.innerWidth, + innerHeight: $.fn.innerHeight, + outerWidth: $.fn.outerWidth, + outerHeight: $.fn.outerHeight + }; + + function reduce( elem, size, border, margin ) { + $.each( side, function() { + size -= parseFloat( $.css( elem, "padding" + this ) ) || 0; + if ( border ) { + size -= parseFloat( $.css( elem, "border" + this + "Width" ) ) || 0; + } + if ( margin ) { + size -= parseFloat( $.css( elem, "margin" + this ) ) || 0; + } + }); + return size; + } + + $.fn[ "inner" + name ] = function( size ) { + if ( size === undefined ) { + return orig[ "inner" + name ].call( this ); + } + + return this.each(function() { + $( this ).css( type, reduce( this, size ) + "px" ); + }); + }; + + $.fn[ "outer" + name] = function( size, margin ) { + if ( typeof size !== "number" ) { + return orig[ "outer" + name ].call( this, size ); + } + + return this.each(function() { + $( this).css( type, reduce( this, size, true, margin ) + "px" ); + }); + }; + }); +} + +// support: jQuery 1.6.1, 1.6.2 (http://bugs.jquery.com/ticket/9413) +if ( $( "" ).data( "a-b", "a" ).removeData( "a-b" ).data( "a-b" ) ) { + $.fn.removeData = (function( removeData ) { + return function( key ) { + if ( arguments.length ) { + return removeData.call( this, $.camelCase( key ) ); + } else { + return removeData.call( this ); + } + }; + })( $.fn.removeData ); +} + + + + + +// deprecated + +(function() { + var uaMatch = /msie ([\w.]+)/.exec( navigator.userAgent.toLowerCase() ) || []; + $.ui.ie = uaMatch.length ? true : false; + $.ui.ie6 = parseFloat( uaMatch[ 1 ], 10 ) === 6; +})(); + +$.fn.extend({ + disableSelection: function() { + return this.bind( ( $.support.selectstart ? "selectstart" : "mousedown" ) + + ".ui-disableSelection", function( event ) { + event.preventDefault(); + }); + }, + + enableSelection: function() { + return this.unbind( ".ui-disableSelection" ); + } +}); + +$.extend( $.ui, { + // $.ui.plugin is deprecated. Use the proxy pattern instead. + plugin: { + add: function( module, option, set ) { + var i, + proto = $.ui[ module ].prototype; + for ( i in set ) { + proto.plugins[ i ] = proto.plugins[ i ] || []; + proto.plugins[ i ].push( [ option, set[ i ] ] ); + } + }, + call: function( instance, name, args ) { + var i, + set = instance.plugins[ name ]; + if ( !set || !instance.element[ 0 ].parentNode || instance.element[ 0 ].parentNode.nodeType === 11 ) { + return; + } + + for ( i = 0; i < set.length; i++ ) { + if ( instance.options[ set[ i ][ 0 ] ] ) { + set[ i ][ 1 ].apply( instance.element, args ); + } + } + } + }, + + contains: $.contains, + + // only used by resizable + hasScroll: function( el, a ) { + + //If overflow is hidden, the element might have extra content, but the user wants to hide it + if ( $( el ).css( "overflow" ) === "hidden") { + return false; + } + + var scroll = ( a && a === "left" ) ? "scrollLeft" : "scrollTop", + has = false; + + if ( el[ scroll ] > 0 ) { + return true; + } + + // TODO: determine which cases actually cause this to happen + // if the element doesn't have the scroll set, see if it's possible to + // set the scroll + el[ scroll ] = 1; + has = ( el[ scroll ] > 0 ); + el[ scroll ] = 0; + return has; + }, + + // these are odd functions, fix the API or move into individual plugins + isOverAxis: function( x, reference, size ) { + //Determines when x coordinate is over "b" element axis + return ( x > reference ) && ( x < ( reference + size ) ); + }, + isOver: function( y, x, top, left, height, width ) { + //Determines when x, y coordinates is over "b" element + return $.ui.isOverAxis( y, top, height ) && $.ui.isOverAxis( x, left, width ); + } +}); + +})( jQuery ); diff --git a/octoprint/static/js/jquery.ui.mouse.js b/octoprint/static/js/jquery.ui.mouse.js new file mode 100644 index 0000000..250365f --- /dev/null +++ b/octoprint/static/js/jquery.ui.mouse.js @@ -0,0 +1,169 @@ +/*! + * jQuery UI Mouse 1.9.2 + * http://jqueryui.com + * + * Copyright 2012 jQuery Foundation and other contributors + * Released under the MIT license. + * http://jquery.org/license + * + * http://api.jqueryui.com/mouse/ + * + * Depends: + * jquery.ui.widget.js + */ +(function( $, undefined ) { + +var mouseHandled = false; +$( document ).mouseup( function( e ) { + mouseHandled = false; +}); + +$.widget("ui.mouse", { + version: "1.9.2", + options: { + cancel: 'input,textarea,button,select,option', + distance: 1, + delay: 0 + }, + _mouseInit: function() { + var that = this; + + this.element + .bind('mousedown.'+this.widgetName, function(event) { + return that._mouseDown(event); + }) + .bind('click.'+this.widgetName, function(event) { + if (true === $.data(event.target, that.widgetName + '.preventClickEvent')) { + $.removeData(event.target, that.widgetName + '.preventClickEvent'); + event.stopImmediatePropagation(); + return false; + } + }); + + this.started = false; + }, + + // TODO: make sure destroying one instance of mouse doesn't mess with + // other instances of mouse + _mouseDestroy: function() { + this.element.unbind('.'+this.widgetName); + if ( this._mouseMoveDelegate ) { + $(document) + .unbind('mousemove.'+this.widgetName, this._mouseMoveDelegate) + .unbind('mouseup.'+this.widgetName, this._mouseUpDelegate); + } + }, + + _mouseDown: function(event) { + // don't let more than one widget handle mouseStart + if( mouseHandled ) { return; } + + // we may have missed mouseup (out of window) + (this._mouseStarted && this._mouseUp(event)); + + this._mouseDownEvent = event; + + var that = this, + btnIsLeft = (event.which === 1), + // event.target.nodeName works around a bug in IE 8 with + // disabled inputs (#7620) + elIsCancel = (typeof this.options.cancel === "string" && event.target.nodeName ? $(event.target).closest(this.options.cancel).length : false); + if (!btnIsLeft || elIsCancel || !this._mouseCapture(event)) { + return true; + } + + this.mouseDelayMet = !this.options.delay; + if (!this.mouseDelayMet) { + this._mouseDelayTimer = setTimeout(function() { + that.mouseDelayMet = true; + }, this.options.delay); + } + + if (this._mouseDistanceMet(event) && this._mouseDelayMet(event)) { + this._mouseStarted = (this._mouseStart(event) !== false); + if (!this._mouseStarted) { + event.preventDefault(); + return true; + } + } + + // Click event may never have fired (Gecko & Opera) + if (true === $.data(event.target, this.widgetName + '.preventClickEvent')) { + $.removeData(event.target, this.widgetName + '.preventClickEvent'); + } + + // these delegates are required to keep context + this._mouseMoveDelegate = function(event) { + return that._mouseMove(event); + }; + this._mouseUpDelegate = function(event) { + return that._mouseUp(event); + }; + $(document) + .bind('mousemove.'+this.widgetName, this._mouseMoveDelegate) + .bind('mouseup.'+this.widgetName, this._mouseUpDelegate); + + event.preventDefault(); + + mouseHandled = true; + return true; + }, + + _mouseMove: function(event) { + // IE mouseup check - mouseup happened when mouse was out of window + if ($.ui.ie && !(document.documentMode >= 9) && !event.button) { + return this._mouseUp(event); + } + + if (this._mouseStarted) { + this._mouseDrag(event); + return event.preventDefault(); + } + + if (this._mouseDistanceMet(event) && this._mouseDelayMet(event)) { + this._mouseStarted = + (this._mouseStart(this._mouseDownEvent, event) !== false); + (this._mouseStarted ? this._mouseDrag(event) : this._mouseUp(event)); + } + + return !this._mouseStarted; + }, + + _mouseUp: function(event) { + $(document) + .unbind('mousemove.'+this.widgetName, this._mouseMoveDelegate) + .unbind('mouseup.'+this.widgetName, this._mouseUpDelegate); + + if (this._mouseStarted) { + this._mouseStarted = false; + + if (event.target === this._mouseDownEvent.target) { + $.data(event.target, this.widgetName + '.preventClickEvent', true); + } + + this._mouseStop(event); + } + + return false; + }, + + _mouseDistanceMet: function(event) { + return (Math.max( + Math.abs(this._mouseDownEvent.pageX - event.pageX), + Math.abs(this._mouseDownEvent.pageY - event.pageY) + ) >= this.options.distance + ); + }, + + _mouseDelayMet: function(event) { + return this.mouseDelayMet; + }, + + // These are placeholder methods, to be overriden by extending plugin + _mouseStart: function(event) {}, + _mouseDrag: function(event) {}, + _mouseStop: function(event) {}, + _mouseCapture: function(event) { return true; } +}); + +})(jQuery); diff --git a/octoprint/static/js/jquery.ui.slider.js b/octoprint/static/js/jquery.ui.slider.js new file mode 100644 index 0000000..c3daa7a --- /dev/null +++ b/octoprint/static/js/jquery.ui.slider.js @@ -0,0 +1,644 @@ +/*! + * jQuery UI Slider 1.9.2 + * http://jqueryui.com + * + * Copyright 2012 jQuery Foundation and other contributors + * Released under the MIT license. + * http://jquery.org/license + * + * http://api.jqueryui.com/slider/ + * + * Depends: + * jquery.ui.core.js + * jquery.ui.mouse.js + * jquery.ui.widget.js + */ +(function( $, undefined ) { + +// number of pages in a slider +// (how many times can you page up/down to go through the whole range) +var numPages = 5; + +$.widget( "ui.slider", $.ui.mouse, { + version: "1.9.2", + widgetEventPrefix: "slide", + + options: { + animate: false, + distance: 0, + max: 100, + min: 0, + orientation: "horizontal", + range: false, + step: 1, + value: 0, + values: null + }, + + _create: function() { + var i, handleCount, + o = this.options, + existingHandles = this.element.find( ".ui-slider-handle" ).addClass( "ui-state-default ui-corner-all" ), + handle = "", + handles = []; + + this._keySliding = false; + this._mouseSliding = false; + this._animateOff = true; + this._handleIndex = null; + this._detectOrientation(); + this._mouseInit(); + + this.element + .addClass( "ui-slider" + + " ui-slider-" + this.orientation + + " ui-widget" + + " ui-widget-content" + + " ui-corner-all" + + ( o.disabled ? " ui-slider-disabled ui-disabled" : "" ) ); + + this.range = $([]); + + if ( o.range ) { + if ( o.range === true ) { + if ( !o.values ) { + o.values = [ this._valueMin(), this._valueMin() ]; + } + if ( o.values.length && o.values.length !== 2 ) { + o.values = [ o.values[0], o.values[0] ]; + } + } + + this.range = $( "
    " ) + .appendTo( this.element ) + .addClass( "ui-slider-range" + + // note: this isn't the most fittingly semantic framework class for this element, + // but worked best visually with a variety of themes + " ui-widget-header" + + ( ( o.range === "min" || o.range === "max" ) ? " ui-slider-range-" + o.range : "" ) ); + } + + handleCount = ( o.values && o.values.length ) || 1; + + for ( i = existingHandles.length; i < handleCount; i++ ) { + handles.push( handle ); + } + + this.handles = existingHandles.add( $( handles.join( "" ) ).appendTo( this.element ) ); + + this.handle = this.handles.eq( 0 ); + + this.handles.add( this.range ).filter( "a" ) + .click(function( event ) { + event.preventDefault(); + }) + .mouseenter(function() { + if ( !o.disabled ) { + $( this ).addClass( "ui-state-hover" ); + } + }) + .mouseleave(function() { + $( this ).removeClass( "ui-state-hover" ); + }) + .focus(function() { + if ( !o.disabled ) { + $( ".ui-slider .ui-state-focus" ).removeClass( "ui-state-focus" ); + $( this ).addClass( "ui-state-focus" ); + } else { + $( this ).blur(); + } + }) + .blur(function() { + $( this ).removeClass( "ui-state-focus" ); + }); + + this.handles.each(function( i ) { + $( this ).data( "ui-slider-handle-index", i ); + }); + + this._on( this.handles, { + keydown: function( event ) { + var allowed, curVal, newVal, step, + index = $( event.target ).data( "ui-slider-handle-index" ); + + switch ( event.keyCode ) { + case $.ui.keyCode.HOME: + case $.ui.keyCode.END: + case $.ui.keyCode.PAGE_UP: + case $.ui.keyCode.PAGE_DOWN: + case $.ui.keyCode.UP: + case $.ui.keyCode.RIGHT: + case $.ui.keyCode.DOWN: + case $.ui.keyCode.LEFT: + event.preventDefault(); + if ( !this._keySliding ) { + this._keySliding = true; + $( event.target ).addClass( "ui-state-active" ); + allowed = this._start( event, index ); + if ( allowed === false ) { + return; + } + } + break; + } + + step = this.options.step; + if ( this.options.values && this.options.values.length ) { + curVal = newVal = this.values( index ); + } else { + curVal = newVal = this.value(); + } + + switch ( event.keyCode ) { + case $.ui.keyCode.HOME: + newVal = this._valueMin(); + break; + case $.ui.keyCode.END: + newVal = this._valueMax(); + break; + case $.ui.keyCode.PAGE_UP: + newVal = this._trimAlignValue( curVal + ( (this._valueMax() - this._valueMin()) / numPages ) ); + break; + case $.ui.keyCode.PAGE_DOWN: + newVal = this._trimAlignValue( curVal - ( (this._valueMax() - this._valueMin()) / numPages ) ); + break; + case $.ui.keyCode.UP: + case $.ui.keyCode.RIGHT: + if ( curVal === this._valueMax() ) { + return; + } + newVal = this._trimAlignValue( curVal + step ); + break; + case $.ui.keyCode.DOWN: + case $.ui.keyCode.LEFT: + if ( curVal === this._valueMin() ) { + return; + } + newVal = this._trimAlignValue( curVal - step ); + break; + } + + this._slide( event, index, newVal ); + }, + keyup: function( event ) { + var index = $( event.target ).data( "ui-slider-handle-index" ); + + if ( this._keySliding ) { + this._keySliding = false; + this._stop( event, index ); + this._change( event, index ); + $( event.target ).removeClass( "ui-state-active" ); + } + } + }); + + this._refreshValue(); + + this._animateOff = false; + }, + + _destroy: function() { + this.handles.remove(); + this.range.remove(); + + this.element + .removeClass( "ui-slider" + + " ui-slider-horizontal" + + " ui-slider-vertical" + + " ui-slider-disabled" + + " ui-widget" + + " ui-widget-content" + + " ui-corner-all" ); + + this._mouseDestroy(); + }, + + _mouseCapture: function( event ) { + var position, normValue, distance, closestHandle, index, allowed, offset, mouseOverHandle, + that = this, + o = this.options; + + if ( o.disabled ) { + return false; + } + + this.elementSize = { + width: this.element.outerWidth(), + height: this.element.outerHeight() + }; + this.elementOffset = this.element.offset(); + + position = { x: event.pageX, y: event.pageY }; + normValue = this._normValueFromMouse( position ); + distance = this._valueMax() - this._valueMin() + 1; + this.handles.each(function( i ) { + var thisDistance = Math.abs( normValue - that.values(i) ); + if ( distance > thisDistance ) { + distance = thisDistance; + closestHandle = $( this ); + index = i; + } + }); + + // workaround for bug #3736 (if both handles of a range are at 0, + // the first is always used as the one with least distance, + // and moving it is obviously prevented by preventing negative ranges) + if( o.range === true && this.values(1) === o.min ) { + index += 1; + closestHandle = $( this.handles[index] ); + } + + allowed = this._start( event, index ); + if ( allowed === false ) { + return false; + } + this._mouseSliding = true; + + this._handleIndex = index; + + closestHandle + .addClass( "ui-state-active" ) + .focus(); + + offset = closestHandle.offset(); + mouseOverHandle = !$( event.target ).parents().andSelf().is( ".ui-slider-handle" ); + this._clickOffset = mouseOverHandle ? { left: 0, top: 0 } : { + left: event.pageX - offset.left - ( closestHandle.width() / 2 ), + top: event.pageY - offset.top - + ( closestHandle.height() / 2 ) - + ( parseInt( closestHandle.css("borderTopWidth"), 10 ) || 0 ) - + ( parseInt( closestHandle.css("borderBottomWidth"), 10 ) || 0) + + ( parseInt( closestHandle.css("marginTop"), 10 ) || 0) + }; + + if ( !this.handles.hasClass( "ui-state-hover" ) ) { + this._slide( event, index, normValue ); + } + this._animateOff = true; + return true; + }, + + _mouseStart: function() { + return true; + }, + + _mouseDrag: function( event ) { + var position = { x: event.pageX, y: event.pageY }, + normValue = this._normValueFromMouse( position ); + + this._slide( event, this._handleIndex, normValue ); + + return false; + }, + + _mouseStop: function( event ) { + this.handles.removeClass( "ui-state-active" ); + this._mouseSliding = false; + + this._stop( event, this._handleIndex ); + this._change( event, this._handleIndex ); + + this._handleIndex = null; + this._clickOffset = null; + this._animateOff = false; + + return false; + }, + + _detectOrientation: function() { + this.orientation = ( this.options.orientation === "vertical" ) ? "vertical" : "horizontal"; + }, + + _normValueFromMouse: function( position ) { + var pixelTotal, + pixelMouse, + percentMouse, + valueTotal, + valueMouse; + + if ( this.orientation === "horizontal" ) { + pixelTotal = this.elementSize.width; + pixelMouse = position.x - this.elementOffset.left - ( this._clickOffset ? this._clickOffset.left : 0 ); + } else { + pixelTotal = this.elementSize.height; + pixelMouse = position.y - this.elementOffset.top - ( this._clickOffset ? this._clickOffset.top : 0 ); + } + + percentMouse = ( pixelMouse / pixelTotal ); + if ( percentMouse > 1 ) { + percentMouse = 1; + } + if ( percentMouse < 0 ) { + percentMouse = 0; + } + if ( this.orientation === "vertical" ) { + percentMouse = 1 - percentMouse; + } + + valueTotal = this._valueMax() - this._valueMin(); + valueMouse = this._valueMin() + percentMouse * valueTotal; + + return this._trimAlignValue( valueMouse ); + }, + + _start: function( event, index ) { + var uiHash = { + handle: this.handles[ index ], + value: this.value() + }; + if ( this.options.values && this.options.values.length ) { + uiHash.value = this.values( index ); + uiHash.values = this.values(); + } + return this._trigger( "start", event, uiHash ); + }, + + _slide: function( event, index, newVal ) { + var otherVal, + newValues, + allowed; + + if ( this.options.values && this.options.values.length ) { + otherVal = this.values( index ? 0 : 1 ); + + if ( ( this.options.values.length === 2 && this.options.range === true ) && + ( ( index === 0 && newVal > otherVal) || ( index === 1 && newVal < otherVal ) ) + ) { + newVal = otherVal; + } + + if ( newVal !== this.values( index ) ) { + newValues = this.values(); + newValues[ index ] = newVal; + // A slide can be canceled by returning false from the slide callback + allowed = this._trigger( "slide", event, { + handle: this.handles[ index ], + value: newVal, + values: newValues + } ); + otherVal = this.values( index ? 0 : 1 ); + if ( allowed !== false ) { + this.values( index, newVal, true ); + } + } + } else { + if ( newVal !== this.value() ) { + // A slide can be canceled by returning false from the slide callback + allowed = this._trigger( "slide", event, { + handle: this.handles[ index ], + value: newVal + } ); + if ( allowed !== false ) { + this.value( newVal ); + } + } + } + }, + + _stop: function( event, index ) { + var uiHash = { + handle: this.handles[ index ], + value: this.value() + }; + if ( this.options.values && this.options.values.length ) { + uiHash.value = this.values( index ); + uiHash.values = this.values(); + } + + this._trigger( "stop", event, uiHash ); + }, + + _change: function( event, index ) { + if ( !this._keySliding && !this._mouseSliding ) { + var uiHash = { + handle: this.handles[ index ], + value: this.value() + }; + if ( this.options.values && this.options.values.length ) { + uiHash.value = this.values( index ); + uiHash.values = this.values(); + } + + this._trigger( "change", event, uiHash ); + } + }, + + value: function( newValue ) { + if ( arguments.length ) { + this.options.value = this._trimAlignValue( newValue ); + this._refreshValue(); + this._change( null, 0 ); + return; + } + + return this._value(); + }, + + values: function( index, newValue ) { + var vals, + newValues, + i; + + if ( arguments.length > 1 ) { + this.options.values[ index ] = this._trimAlignValue( newValue ); + this._refreshValue(); + this._change( null, index ); + return; + } + + if ( arguments.length ) { + if ( $.isArray( arguments[ 0 ] ) ) { + vals = this.options.values; + newValues = arguments[ 0 ]; + for ( i = 0; i < vals.length; i += 1 ) { + vals[ i ] = this._trimAlignValue( newValues[ i ] ); + this._change( null, i ); + } + this._refreshValue(); + } else { + if ( this.options.values && this.options.values.length ) { + return this._values( index ); + } else { + return this.value(); + } + } + } else { + return this._values(); + } + }, + + _setOption: function( key, value ) { + var i, + valsLength = 0; + + if ( $.isArray( this.options.values ) ) { + valsLength = this.options.values.length; + } + + $.Widget.prototype._setOption.apply( this, arguments ); + + switch ( key ) { + case "disabled": + if ( value ) { + this.handles.filter( ".ui-state-focus" ).blur(); + this.handles.removeClass( "ui-state-hover" ); + this.handles.prop( "disabled", true ); + this.element.addClass( "ui-disabled" ); + } else { + this.handles.prop( "disabled", false ); + this.element.removeClass( "ui-disabled" ); + } + break; + case "orientation": + this._detectOrientation(); + this.element + .removeClass( "ui-slider-horizontal ui-slider-vertical" ) + .addClass( "ui-slider-" + this.orientation ); + this._refreshValue(); + break; + case "value": + this._animateOff = true; + this._refreshValue(); + this._change( null, 0 ); + this._animateOff = false; + break; + case "values": + this._animateOff = true; + this._refreshValue(); + for ( i = 0; i < valsLength; i += 1 ) { + this._change( null, i ); + } + this._animateOff = false; + break; + case "min": + case "max": + this._animateOff = true; + this._refreshValue(); + this._animateOff = false; + break; + } + }, + + //internal value getter + // _value() returns value trimmed by min and max, aligned by step + _value: function() { + var val = this.options.value; + val = this._trimAlignValue( val ); + + return val; + }, + + //internal values getter + // _values() returns array of values trimmed by min and max, aligned by step + // _values( index ) returns single value trimmed by min and max, aligned by step + _values: function( index ) { + var val, + vals, + i; + + if ( arguments.length ) { + val = this.options.values[ index ]; + val = this._trimAlignValue( val ); + + return val; + } else { + // .slice() creates a copy of the array + // this copy gets trimmed by min and max and then returned + vals = this.options.values.slice(); + for ( i = 0; i < vals.length; i+= 1) { + vals[ i ] = this._trimAlignValue( vals[ i ] ); + } + + return vals; + } + }, + + // returns the step-aligned value that val is closest to, between (inclusive) min and max + _trimAlignValue: function( val ) { + if ( val <= this._valueMin() ) { + return this._valueMin(); + } + if ( val >= this._valueMax() ) { + return this._valueMax(); + } + var step = ( this.options.step > 0 ) ? this.options.step : 1, + valModStep = (val - this._valueMin()) % step, + alignValue = val - valModStep; + + if ( Math.abs(valModStep) * 2 >= step ) { + alignValue += ( valModStep > 0 ) ? step : ( -step ); + } + + // Since JavaScript has problems with large floats, round + // the final value to 5 digits after the decimal point (see #4124) + return parseFloat( alignValue.toFixed(5) ); + }, + + _valueMin: function() { + return this.options.min; + }, + + _valueMax: function() { + return this.options.max; + }, + + _refreshValue: function() { + var lastValPercent, valPercent, value, valueMin, valueMax, + oRange = this.options.range, + o = this.options, + that = this, + animate = ( !this._animateOff ) ? o.animate : false, + _set = {}; + + if ( this.options.values && this.options.values.length ) { + this.handles.each(function( i ) { + valPercent = ( that.values(i) - that._valueMin() ) / ( that._valueMax() - that._valueMin() ) * 100; + _set[ that.orientation === "horizontal" ? "left" : "bottom" ] = valPercent + "%"; + $( this ).stop( 1, 1 )[ animate ? "animate" : "css" ]( _set, o.animate ); + if ( that.options.range === true ) { + if ( that.orientation === "horizontal" ) { + if ( i === 0 ) { + that.range.stop( 1, 1 )[ animate ? "animate" : "css" ]( { left: valPercent + "%" }, o.animate ); + } + if ( i === 1 ) { + that.range[ animate ? "animate" : "css" ]( { width: ( valPercent - lastValPercent ) + "%" }, { queue: false, duration: o.animate } ); + } + } else { + if ( i === 0 ) { + that.range.stop( 1, 1 )[ animate ? "animate" : "css" ]( { bottom: ( valPercent ) + "%" }, o.animate ); + } + if ( i === 1 ) { + that.range[ animate ? "animate" : "css" ]( { height: ( valPercent - lastValPercent ) + "%" }, { queue: false, duration: o.animate } ); + } + } + } + lastValPercent = valPercent; + }); + } else { + value = this.value(); + valueMin = this._valueMin(); + valueMax = this._valueMax(); + valPercent = ( valueMax !== valueMin ) ? + ( value - valueMin ) / ( valueMax - valueMin ) * 100 : + 0; + _set[ this.orientation === "horizontal" ? "left" : "bottom" ] = valPercent + "%"; + this.handle.stop( 1, 1 )[ animate ? "animate" : "css" ]( _set, o.animate ); + + if ( oRange === "min" && this.orientation === "horizontal" ) { + this.range.stop( 1, 1 )[ animate ? "animate" : "css" ]( { width: valPercent + "%" }, o.animate ); + } + if ( oRange === "max" && this.orientation === "horizontal" ) { + this.range[ animate ? "animate" : "css" ]( { width: ( 100 - valPercent ) + "%" }, { queue: false, duration: o.animate } ); + } + if ( oRange === "min" && this.orientation === "vertical" ) { + this.range.stop( 1, 1 )[ animate ? "animate" : "css" ]( { height: valPercent + "%" }, o.animate ); + } + if ( oRange === "max" && this.orientation === "vertical" ) { + this.range[ animate ? "animate" : "css" ]( { height: ( 100 - valPercent ) + "%" }, { queue: false, duration: o.animate } ); + } + } + } + +}); + +}(jQuery)); diff --git a/octoprint/static/js/ui.js b/octoprint/static/js/ui.js index 5283ae6..1153f37 100644 --- a/octoprint/static/js/ui.js +++ b/octoprint/static/js/ui.js @@ -669,7 +669,8 @@ function GcodeFilesViewModel() { }) } - self.removeFile = function(filename) { + self.removeFile = function() { + var filename = this.name; $.ajax({ url: AJAX_BASEURL + "gcodefiles/delete", type: "POST", @@ -811,7 +812,70 @@ function WebcamViewModel() { } } -function DataUpdater(connectionViewModel, printerStateViewModel, temperatureViewModel, controlsViewModel, speedViewModel, terminalViewModel, gcodeFilesViewModel, webcamViewModel) { +function GcodeViewModel() { + var self = this; + + self.loadedFilename = undefined; + self.status = 'idle'; + self.enabled = false; + + self.initialize = function(){ + self.enabled = true; + GCODE.ui.initHandlers(); + } + + self.loadFile = function(filename){ + if(self.status == 'idle'){ + self.status = 'request'; + $.ajax({ + url: "gcodefile/"+filename, + type: "GET", + success: function(response, rstatus) { + if(rstatus === 'success'){ + self.showGCodeViewer(response, rstatus); + self.loadedFilename=filename; + self.status = 'idle'; + } + }, + error: function() { + self.status = 'idle'; + } + }) + } + } + + self.showGCodeViewer = function(response, rstatus){ + var par = {}; + par.target = {}; + par.target.result = response; + GCODE.gCodeReader.loadFile(par); + } + + self.fromHistoryData = function(data) { + self._processData(data); + } + + self.fromCurrentData = function(data) { + self._processData(data); + } + + self._processData = function(data) { + if(!self.enabled)return; + + if(self.loadedFilename == data.job.filename){ + var cmdIndex = GCODE.gCodeReader.getLinesCmdIndex(data.progress.progress); + if(cmdIndex){ + GCODE.renderer.render(cmdIndex.layer, 0, cmdIndex.cmd); + GCODE.ui.updateLayerInfo(cmdIndex.layer); + } + }else{ + self.loadFile(data.job.filename); + } + } + +} + +function DataUpdater(connectionViewModel, printerStateViewModel, temperatureViewModel, controlsViewModel, speedViewModel, terminalViewModel, gcodeFilesViewModel, webcamViewModel, gcodeViewModel) { var self = this; self.connectionViewModel = connectionViewModel; @@ -822,6 +886,7 @@ function DataUpdater(connectionViewModel, printerStateViewModel, temperatureView self.speedViewModel = speedViewModel; self.gcodeFilesViewModel = gcodeFilesViewModel; self.webcamViewModel = webcamViewModel; + self.gcodeViewModel = gcodeViewModel; self._socket = io.connect(); self._socket.on("connect", function() { @@ -852,6 +917,7 @@ function DataUpdater(connectionViewModel, printerStateViewModel, temperatureView self.controlsViewModel.fromHistoryData(data); self.terminalViewModel.fromHistoryData(data); self.webcamViewModel.fromHistoryData(data); + self.gcodeViewModel.fromHistoryData(data); }) self._socket.on("current", function(data) { self.connectionViewModel.fromCurrentData(data); @@ -860,6 +926,7 @@ function DataUpdater(connectionViewModel, printerStateViewModel, temperatureView self.controlsViewModel.fromCurrentData(data); self.terminalViewModel.fromCurrentData(data); self.webcamViewModel.fromCurrentData(data); + self.gcodeViewModel.fromCurrentData(data); }) self._socket.on("updateTrigger", function(type) { if (type == "gcodeFiles") { @@ -883,6 +950,18 @@ $(function() { var terminalViewModel = new TerminalViewModel(); var gcodeFilesViewModel = new GcodeFilesViewModel(); var webcamViewModel = new WebcamViewModel(); + var gcodeViewModel = new GcodeViewModel(); + var dataUpdater = new DataUpdater( + connectionViewModel, + printerStateViewModel, + temperatureViewModel, + controlsViewModel, + speedViewModel, + terminalViewModel, + gcodeFilesViewModel, + webcamViewModel, + gcodeViewModel + ); var dataUpdater = new DataUpdater( connectionViewModel, @@ -1046,7 +1125,10 @@ $(function() { if (webcamElement) { ko.applyBindings(webcamViewModel, document.getElementById("webcam")); } - + var gCodeVisualizerElement = document.getElementById("tab2d"); + if(gCodeVisualizerElement){ + gcodeViewModel.initialize(); + } //~~ startup commands connectionViewModel.requestData(); diff --git a/octoprint/templates/index.html b/octoprint/templates/index.html index 4f93c6d..cf00a37 100644 --- a/octoprint/templates/index.html +++ b/octoprint/templates/index.html @@ -8,6 +8,8 @@ + + + + + + + + + + + \ No newline at end of file