diff --git a/creatortemplates/qtcanvas3d/deployment.pri b/creatortemplates/qtcanvas3d/deployment.pri new file mode 100644 index 0000000000000000000000000000000000000000..5441b63dc855592018a104ca9f08a76f996f4b69 --- /dev/null +++ b/creatortemplates/qtcanvas3d/deployment.pri @@ -0,0 +1,27 @@ +android-no-sdk { + target.path = /data/user/qt + export(target.path) + INSTALLS += target +} else:android { + x86 { + target.path = /libs/x86 + } else: armeabi-v7a { + target.path = /libs/armeabi-v7a + } else { + target.path = /libs/armeabi + } + export(target.path) + INSTALLS += target +} else:unix { + isEmpty(target.path) { + qnx { + target.path = /tmp/$${TARGET}/bin + } else { + target.path = /opt/$${TARGET}/bin + } + export(target.path) + } + INSTALLS += target +} + +export(INSTALLS) diff --git a/creatortemplates/qtcanvas3d/cube.js b/creatortemplates/qtcanvas3d/glcode.js similarity index 50% rename from creatortemplates/qtcanvas3d/cube.js rename to creatortemplates/qtcanvas3d/glcode.js index 1dadbc95ac866ea0a7b480e5f875abdf5f4daf48..d76fd0b017a1433650ce726bb29f26abad42c964 100644 --- a/creatortemplates/qtcanvas3d/cube.js +++ b/creatortemplates/qtcanvas3d/glcode.js @@ -1,3 +1,39 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + // // Draws a cube that has different colors assigned to the vertices. // Each face of the cube has the linear interpolation of the corner colors. @@ -17,16 +53,12 @@ var mvMatrixUniformLoc; var canvas3d; -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} function initializeGL(canvas) { canvas3d = canvas try { // Get the context object that represents the 3D API - gl = canvas.getContext("canvas3d", {depth:true}); + gl = canvas.getContext("experimental-webgl", {depth:true}); // Setup the OpenGL state gl.enable(gl.DEPTH_TEST); @@ -37,7 +69,6 @@ function initializeGL(canvas) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set viewport - log("canvas width:"+canvas.width+" height:"+canvas.height+" devicePixelRatio:"+canvas.devicePixelRatio); gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, canvas.height * canvas.devicePixelRatio); // Initialize vertex and color buffers @@ -52,22 +83,32 @@ function initializeGL(canvas) { } } +function resizeGL(canvas) { + var pixelRatio = canvas.devicePixelRatio; + canvas.pixelSize = Qt.size(canvas.width * pixelRatio, + canvas.height * pixelRatio); + if (gl) { + gl.viewport(0, 0, + canvas.width * canvas.devicePixelRatio, + canvas.height * canvas.devicePixelRatio); + } +} + function paintGL(canvas) { - log("Render Enter *******") gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(shaderProgram); - gl.uniformMatrix4fva(pMatrixUniformLoc, false, - [1.4082912447176388, 0, 0, 0, - 0, 2.414213562373095, 0, 0, - 0, 0, -1.002002002002002, -1, - 0, 0, -0.20020020020020018, 0]); - gl.uniformMatrix4fva(mvMatrixUniformLoc, false, - [0.4062233546734186, -0.7219893376569733, -0.5601017607788061, 0, - 0.5868604797442467, 0.6759683901051262, -0.4457146092434445, 0, - 0.7004122810404072, -0.14764190424242357, 0.6983011561492968, 0, - 0, 0, -20, 1]); + gl.uniformMatrix4fv(pMatrixUniformLoc, false, + [1.4082912447176388, 0, 0, 0, + 0, 2.414213562373095, 0, 0, + 0, 0, -1.002002002002002, -1, + 0, 0, -0.20020020020020018, 0]); + gl.uniformMatrix4fv(mvMatrixUniformLoc, false, + [0.4062233546734186, -0.7219893376569733, -0.5601017607788061, 0, + 0.5868604797442467, 0.6759683901051262, -0.4457146092434445, 0, + 0.7004122810404072, -0.14764190424242357, 0.6983011561492968, 0, + 0, 0, -20, 1]); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.enableVertexAttribArray(vertexPositionAttrLoc); @@ -79,7 +120,6 @@ function paintGL(canvas) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - log("Render Exit *******") } function initBuffers() { @@ -90,63 +130,61 @@ function initBuffers() { gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.bufferData( gl.ARRAY_BUFFER, - Arrays.newFloat32Array([ // front - -1.0, -1.0, 1.0, - 1.0, -1.0, 1.0, - 1.0, 1.0, 1.0, - -1.0, 1.0, 1.0, - // back - -1.0, -1.0, -1.0, - 1.0, -1.0, -1.0, - 1.0, 1.0, -1.0, - -1.0, 1.0, -1.0 - ]), + new Float32Array([ // front + -1.0, -1.0, 1.0, + 1.0, -1.0, 1.0, + 1.0, 1.0, 1.0, + -1.0, 1.0, 1.0, + // back + -1.0, -1.0, -1.0, + 1.0, -1.0, -1.0, + 1.0, 1.0, -1.0, + -1.0, 1.0, -1.0 + ]), gl.STATIC_DRAW); cubeVertexIndexBuffer = gl.createBuffer(); cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer"; gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, - Arrays.newUint16Array([// front - 0, 1, 2, - 2, 3, 0, - // top - 3, 2, 6, - 6, 7, 3, - // back - 7, 6, 5, - 5, 4, 7, - // bottom - 4, 5, 1, - 1, 0, 4, - // left - 4, 0, 3, - 3, 7, 4, - // right - 1, 5, 6, - 6, 2, 1 - ]), + new Uint16Array([// front + 0, 1, 2, + 2, 3, 0, + // top + 3, 2, 6, + 6, 7, 3, + // back + 7, 6, 5, + 5, 4, 7, + // bottom + 4, 5, 1, + 1, 0, 4, + // left + 4, 0, 3, + 3, 7, 4, + // right + 1, 5, 6, + 6, 2, 1 + ]), gl.STATIC_DRAW); cubeVertexColorBuffer = gl.createBuffer(); cubeVertexColorBuffer.name = "cubeVertexColorBuffer"; gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); - gl.bufferData(gl.ARRAY_BUFFER, Arrays.newFloat32Array([// front - 0.000, 1.000, 0.000, - 1.000, 0.000, 1.000, - 1.000, 1.000, 0.000, - 1.000, 0.000, 0.000, - // back - 0.435, 0.602, 0.223, - 0.310, 0.747, 0.185, - 1.000, 1.000, 1.000, - 0.000, 0.000, 1.000 - ]), gl.STATIC_DRAW); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([// front + 0.000, 1.000, 0.000, + 1.000, 0.000, 1.000, + 1.000, 1.000, 0.000, + 1.000, 0.000, 0.000, + // back + 0.435, 0.602, 0.223, + 0.310, 0.747, 0.185, + 1.000, 1.000, 1.000, + 0.000, 0.000, 1.000 + ]), gl.STATIC_DRAW); } function initShaders() { - log(" Initializing shaders..."); - vertexShader = getShader(gl, "attribute highp vec3 aVertexPosition; \ attribute highp vec4 aVertexColor; \ uniform highp mat4 uMVMatrix; \ @@ -184,7 +222,6 @@ function initShaders() { pMatrixUniformLoc.name = "pMatrixUniformLoc"; mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix"); mvMatrixUniformLoc.name = "mvMatrixUniformLoc"; - log(" ...done") } function getShader(gl, str, type) { diff --git a/creatortemplates/qtcanvas3d/main.cpp b/creatortemplates/qtcanvas3d/main.cpp index 897270bbea045df276702b4c34ad00adb25228f6..5d72d105028fa13c3eab6ff9527f26d43ad9ef97 100644 --- a/creatortemplates/qtcanvas3d/main.cpp +++ b/creatortemplates/qtcanvas3d/main.cpp @@ -34,33 +34,15 @@ ** ****************************************************************************/ -#include <QtGui/QGuiApplication> -#include <QtCore/QDir> -#include <QtQuick/QQuickView> -#include <QtQml/QQmlEngine> +#include <QApplication> +#include <QQmlApplicationEngine> int main(int argc, char *argv[]) { - QGuiApplication app(argc, argv); + QApplication app(argc, argv); - QQuickView viewer; - - // The following are needed to make examples run without having to install the module - // in desktop environments. -#ifdef Q_OS_WIN - QString extraImportPath(QStringLiteral("%1/../../../../%2")); -#else - QString extraImportPath(QStringLiteral("%1/../../../%2")); -#endif - viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(), - QString::fromLatin1("qml"))); - - QObject::connect(viewer.engine(), &QQmlEngine::quit, &viewer, &QWindow::close); - viewer.setSource(QUrl("qrc:/qml/%ProjectName%/%ProjectName%.qml")); - - viewer.setTitle(QStringLiteral("%ProjectName%")); - viewer.setResizeMode(QQuickView::SizeRootObjectToView); - viewer.show(); + QQmlApplicationEngine engine; + engine.load(QUrl(QStringLiteral("qrc:/qml/%ProjectName%/%ProjectName%.qml"))); return app.exec(); } diff --git a/creatortemplates/qtcanvas3d/main.qml b/creatortemplates/qtcanvas3d/main.qml index 2cfa5762c1d29ba257e7035cfd5b095f95e5afe4..6d635394f8a9c7b091fff353345b23f5bbe88ecb 100644 --- a/creatortemplates/qtcanvas3d/main.qml +++ b/creatortemplates/qtcanvas3d/main.qml @@ -34,13 +34,15 @@ ** ****************************************************************************/ -import QtQuick 2.0 +import QtQuick 2.4 import QtCanvas3D 1.0 +import QtQuick.Controls 1.3 -import "cube.js" as GLCode +import "glcode.js" as GLCode -Item { +ApplicationWindow { id: mainview + title: qsTr("%ProjectName%") width: 1280 height: 768 visible: true @@ -50,13 +52,18 @@ Item { anchors.fill: parent focus: true - onInitGL: { - GLCode.initGL(canvas3d); + onInitializeGL: { + GLCode.initializeGL(canvas3d); } - onRenderGL: { - GLCode.renderGL(canvas3d); + onPaintGL: { + GLCode.paintGL(canvas3d); } + + onResizeGL: { + GLCode.resizeGL(canvas3d); + } + } } diff --git a/creatortemplates/qtcanvas3d/project.pro b/creatortemplates/qtcanvas3d/project.pro index 93a1e6c12998ac02379e400603097fd67097d56e..c9dac5593ad1c69ae93d9ba772d2dfcb493c9d14 100644 --- a/creatortemplates/qtcanvas3d/project.pro +++ b/creatortemplates/qtcanvas3d/project.pro @@ -1,8 +1,15 @@ -QT += qml quick - TEMPLATE = app + +QT += qml quick widgets + SOURCES += main.cpp OTHER_FILES += qml/%ProjectName:l%/* RESOURCES += %ProjectName:l%.qrc + +# Additional import path used to resolve QML modules in Qt Creator's code model +QML_IMPORT_PATH = + +# Default rules for deployment. +include(deployment.pri) diff --git a/creatortemplates/qtcanvas3d/qtcanvas3d.qrc b/creatortemplates/qtcanvas3d/qtcanvas3d.qrc index c612a8f240267a07a87deb7b693c0a3497024f93..2614d5715fb22e79da43c679dfd502e4c04cfa18 100644 --- a/creatortemplates/qtcanvas3d/qtcanvas3d.qrc +++ b/creatortemplates/qtcanvas3d/qtcanvas3d.qrc @@ -1,6 +1,6 @@ <RCC> <qresource prefix="/"> <file>qml/%ProjectName%/%ProjectName%.qml</file> - <file>qml/%ProjectName%/cube.js</file> + <file>qml/%ProjectName%/glcode.js</file> </qresource> </RCC> diff --git a/creatortemplates/qtcanvas3d/wizard.xml b/creatortemplates/qtcanvas3d/wizard.xml index 2e52e456cb31c5390346a90ade927472cfa1a0e2..3f1bcfbacfd25bcbda2db58aaa7491f2725217f2 100644 --- a/creatortemplates/qtcanvas3d/wizard.xml +++ b/creatortemplates/qtcanvas3d/wizard.xml @@ -48,7 +48,8 @@ <file source="main.cpp" openeditor="true"/> <file source="main.qml" target="/qml/%ProjectName%/%ProjectName%.qml" openeditor="true"/> <file source="qtcanvas3d.qrc" target="%ProjectName%.qrc"/>" - <file source="cube.js" target="/qml/%ProjectName%/cube.js"/> + <file source="glcode.js" target="/qml/%ProjectName%/glcode.js"/> <file source="project.pro" target="%ProjectName%.pro" openproject="true"/> + <file source="deployment.pri" target="deployment.pri"/> </files> </wizard> diff --git a/examples/canvas3d/3rdparty/three.js b/creatortemplates/qtcanvas3dthreejs/3rdparty/three.js similarity index 99% rename from examples/canvas3d/3rdparty/three.js rename to creatortemplates/qtcanvas3dthreejs/3rdparty/three.js index ede910410476f95bef4cb370ef5b0f0d40c8ff95..04823db120c2bce663d60b46218e2867b2860043 100644 --- a/examples/canvas3d/3rdparty/three.js +++ b/creatortemplates/qtcanvas3dthreejs/3rdparty/three.js @@ -1,7 +1,32 @@ // File:src/qml/ThreeQML.js +/* +The MIT License + +Copyright © 2010-2015 three.js authors + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + /** - * three.js QML port by + * QtQuick port of three.js library https://github.com/mrdoob/three.js + * Port source code is available at https://github.com/tronlec/three.js * @author Pasi keränen / pasi.keranen@theqtcompany.com */ @@ -18128,10 +18153,17 @@ THREE.XHRLoader.prototype = { var request = new XMLHttpRequest(); request.onreadystatechange = function() { if (request.readyState === XMLHttpRequest.DONE) { -// TODO: Re-visit when issue with 'status' is solved in Qt +// TODO: Re-visit https://bugreports.qt.io/browse/QTBUG-45581 is solved in Qt if (request.status == 200 || request.status == 0) { - THREE.Cache.add( url, request.response ); - if ( onLoad ) onLoad( request.response ); + var response; +// TODO: Remove once https://bugreports.qt.io/browse/QTBUG-45862 is fixed in Qt + if ( scope.responseType == 'arraybuffer' ) + response = request.response; + else + response = request.responseText; + + THREE.Cache.add( url, response ); + if ( onLoad ) onLoad( response ); scope.manager.itemEnd( url ); } else { if ( onError !== undefined ) { @@ -18874,7 +18906,7 @@ THREE.BufferGeometryLoader.prototype = { loader.setCrossOrigin( this.crossOrigin ); loader.load( url, function ( text ) { - onLoad( scope.parse( JSON.parse( text ) ) ); + onLoad( scope.parse( JSON.parse( text ) ) ); }, onProgress, onError ); @@ -19248,7 +19280,7 @@ THREE.ObjectLoader.prototype = { if ( data.name !== undefined ) material.name = data.name; - if ( data.map !== undefined ) { + if ( data.map !== undefined && data.map !== null ) { material.map = getTexture( data.map ); @@ -19763,11 +19795,11 @@ THREE.CompressedTextureLoader.prototype = { loader.load( url, function ( buffer ) { - var texDatas = scope._parser( buffer, true ); + var texDatas = scope._parser( buffer, true ); if ( texDatas.isCubemap ) { - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; for ( var f = 0; f < faces; f ++ ) { @@ -19785,16 +19817,14 @@ THREE.CompressedTextureLoader.prototype = { } } else { - console.log("texture: mipmap"); - console.log("texture: mipmaps "+texDatas.mipmaps.length); - texture.image.width = texDatas.width; + + texture.image.width = texDatas.width; texture.image.height = texDatas.height; texture.mipmaps = texDatas.mipmaps; } - console.log("texture: mipmapcount "+texDatas.mipmapCount); - if ( texDatas.mipmapCount === 1 ) { + if ( texDatas.mipmapCount === 1 ) { texture.minFilter = THREE.LinearFilter; @@ -24612,12 +24642,12 @@ THREE.WebGLProgram = ( function () { prefix_fragment = [ - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', + ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', - ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', - customDefines, + customDefines, '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights, '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights, diff --git a/creatortemplates/qtcanvas3dthreejs/deployment.pri b/creatortemplates/qtcanvas3dthreejs/deployment.pri new file mode 100644 index 0000000000000000000000000000000000000000..5441b63dc855592018a104ca9f08a76f996f4b69 --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/deployment.pri @@ -0,0 +1,27 @@ +android-no-sdk { + target.path = /data/user/qt + export(target.path) + INSTALLS += target +} else:android { + x86 { + target.path = /libs/x86 + } else: armeabi-v7a { + target.path = /libs/armeabi-v7a + } else { + target.path = /libs/armeabi + } + export(target.path) + INSTALLS += target +} else:unix { + isEmpty(target.path) { + qnx { + target.path = /tmp/$${TARGET}/bin + } else { + target.path = /opt/$${TARGET}/bin + } + export(target.path) + } + INSTALLS += target +} + +export(INSTALLS) diff --git a/creatortemplates/qtcanvas3dthreejs/glcode.js b/creatortemplates/qtcanvas3dthreejs/glcode.js new file mode 100644 index 0000000000000000000000000000000000000000..dab6d7e853f12a4621a67bab50106cf97dd1c2af --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/glcode.js @@ -0,0 +1,72 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +Qt.include("three.js") + +var camera, scene, renderer; +var cube; + +function initializeGL(canvas) { + scene = new THREE.Scene(); + camera = new THREE.PerspectiveCamera(75, canvas.width / canvas.height, 0.1, 1000); + camera.position.z = 5; + + var material = new THREE.MeshBasicMaterial({ color: 0x80c342, + ambient: 0x000000, + shading: THREE.SmoothShading }); + var cubeGeometry = new THREE.BoxGeometry(1, 1, 1); + cube = new THREE.Mesh(cubeGeometry, material); + scene.add(cube); + + renderer = new THREE.Canvas3DRenderer( + { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio }); + renderer.setSize(canvas.width, canvas.height); +} + +function resizeGL(canvas) { + camera.aspect = canvas.width / canvas.height; + camera.updateProjectionMatrix(); + + renderer.setPixelRatio(canvas.devicePixelRatio); + renderer.setSize(canvas.width, canvas.height); +} + +function paintGL(canvas) { + cube.rotation.x += 0.01; + cube.rotation.y += 0.01; + + renderer.render(scene, camera); +} diff --git a/creatortemplates/qtcanvas3dthreejs/main.cpp b/creatortemplates/qtcanvas3dthreejs/main.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5d72d105028fa13c3eab6ff9527f26d43ad9ef97 --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/main.cpp @@ -0,0 +1,48 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QApplication> +#include <QQmlApplicationEngine> + +int main(int argc, char *argv[]) +{ + QApplication app(argc, argv); + + QQmlApplicationEngine engine; + engine.load(QUrl(QStringLiteral("qrc:/qml/%ProjectName%/%ProjectName%.qml"))); + + return app.exec(); +} diff --git a/creatortemplates/qtcanvas3dthreejs/main.qml b/creatortemplates/qtcanvas3dthreejs/main.qml new file mode 100644 index 0000000000000000000000000000000000000000..6d635394f8a9c7b091fff353345b23f5bbe88ecb --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/main.qml @@ -0,0 +1,69 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.4 +import QtCanvas3D 1.0 +import QtQuick.Controls 1.3 + +import "glcode.js" as GLCode + +ApplicationWindow { + id: mainview + title: qsTr("%ProjectName%") + width: 1280 + height: 768 + visible: true + + Canvas3D { + id: canvas3d + anchors.fill: parent + focus: true + + onInitializeGL: { + GLCode.initializeGL(canvas3d); + } + + onPaintGL: { + GLCode.paintGL(canvas3d); + } + + onResizeGL: { + GLCode.resizeGL(canvas3d); + } + + } +} + diff --git a/creatortemplates/qtcanvas3dthreejs/project.pro b/creatortemplates/qtcanvas3dthreejs/project.pro new file mode 100644 index 0000000000000000000000000000000000000000..c9dac5593ad1c69ae93d9ba772d2dfcb493c9d14 --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/project.pro @@ -0,0 +1,15 @@ +TEMPLATE = app + +QT += qml quick widgets + +SOURCES += main.cpp + +OTHER_FILES += qml/%ProjectName:l%/* + +RESOURCES += %ProjectName:l%.qrc + +# Additional import path used to resolve QML modules in Qt Creator's code model +QML_IMPORT_PATH = + +# Default rules for deployment. +include(deployment.pri) diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png b/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png new file mode 100644 index 0000000000000000000000000000000000000000..a41f5d2ed70dd33c8f6040182e9fdd6901e27c10 Binary files /dev/null and b/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png differ diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc b/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc new file mode 100644 index 0000000000000000000000000000000000000000..3d95fcf10f35cf5e5a7a5967bea8a32e53dcf9dd --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc @@ -0,0 +1,7 @@ +<RCC> + <qresource prefix="/"> + <file>qml/%ProjectName%/%ProjectName%.qml</file> + <file>qml/%ProjectName%/glcode.js</file> + <file>qml/%ProjectName%/three.js</file> + </qresource> +</RCC> diff --git a/creatortemplates/qtcanvas3dthreejs/wizard.xml b/creatortemplates/qtcanvas3dthreejs/wizard.xml new file mode 100644 index 0000000000000000000000000000000000000000..acf63c40bb10f82dccb8096553025d557bee0331 --- /dev/null +++ b/creatortemplates/qtcanvas3dthreejs/wizard.xml @@ -0,0 +1,57 @@ +<?xml version="1.0" encoding="UTF-8"?> +<!-- +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + + +--> +<wizard version="1" kind="project" + class="qmakeproject" firstpage="10" + id="A.QtCanvas3D Three.js" category="F.Application"> + <icon>qtcanvas3d.png</icon> + <description>Creates a QtCanvas3D qml project with Three.js.</description> + <displayname>QtCanvas3D Application with Three.js</displayname>; + <displaycategory>Applications</displaycategory> + <files> + <file source="main.cpp" openeditor="true"/> + <file source="main.qml" target="/qml/%ProjectName%/%ProjectName%.qml" openeditor="true"/> + <file source="qtcanvas3dthreejs.qrc" target="%ProjectName%.qrc"/>" + <file source="glcode.js" target="/qml/%ProjectName%/glcode.js"/> + <file source="3rdparty/three.js" target="/qml/%ProjectName%/three.js"/> + <file source="project.pro" target="%ProjectName%.pro" openproject="true"/> + <file source="deployment.pri" target="deployment.pri"/> + </files> +</wizard> diff --git a/examples/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d.pro index dab4815c01517a38f127efa889ebb84e4aa2f24e..1b5dfcf48b931734ac7c782a687665b7ed43ea74 100644 --- a/examples/canvas3d/canvas3d.pro +++ b/examples/canvas3d/canvas3d.pro @@ -1,3 +1,2 @@ TEMPLATE = subdirs -SUBDIRS += canvas3d \ - threejs +SUBDIRS += canvas3d diff --git a/examples/canvas3d/3rdparty/ThreeJSLoader.js b/examples/canvas3d/canvas3d/3rdparty/ThreeJSLoader.js similarity index 100% rename from examples/canvas3d/3rdparty/ThreeJSLoader.js rename to examples/canvas3d/canvas3d/3rdparty/ThreeJSLoader.js diff --git a/examples/canvas3d/3rdparty/gl-matrix.js b/examples/canvas3d/canvas3d/3rdparty/gl-matrix.js similarity index 100% rename from examples/canvas3d/3rdparty/gl-matrix.js rename to examples/canvas3d/canvas3d/3rdparty/gl-matrix.js diff --git a/examples/canvas3d/canvas3d/3rdparty/three.js b/examples/canvas3d/canvas3d/3rdparty/three.js new file mode 100644 index 0000000000000000000000000000000000000000..04823db120c2bce663d60b46218e2867b2860043 --- /dev/null +++ b/examples/canvas3d/canvas3d/3rdparty/three.js @@ -0,0 +1,35302 @@ +// File:src/qml/ThreeQML.js + +/* +The MIT License + +Copyright © 2010-2015 three.js authors + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +/** + * QtQuick port of three.js library https://github.com/mrdoob/three.js + * Port source code is available at https://github.com/tronlec/three.js + * @author Pasi keränen / pasi.keranen@theqtcompany.com + */ + +// File:src/qml/QmlImageElement.js + +var __texImageToImageMap = {}; + +function Image () { + this.crossOrigin = undefined; + this._src = undefined; + this._onSuccessCallback = undefined; + this._onProgressCallback = undefined; + this._onErrorCallback = undefined; + this._width = 0; + this._height = 0; + this._texImage = TextureImageFactory.newTexImage(); + __texImageToImageMap[""+this._texImage.id()] = this; + + // Setup mapping between the native QObject image and this image + var _this = this; + + this._texImage.imageLoaded.connect(function() { _this.notifySuccess(_this) }); + this._texImage.imageLoadingFailed.connect(function() { _this.notifyError(_this) }); + + this.__defineGetter__("src", function(){ + return _this._src; + }); + + this.__defineSetter__("src", function(url){ + if (url && url !== '' && url !== _this._src) { + _this._texImage.src = ""+url; + _this._texImage.name = ""+url; + } + _this._src = url; + }); + + this.__defineGetter__("width", function(){ + return (_this._texImage !== undefined)?_this._texImage.width:0; + }); + + this.__defineSetter__("width", function(url){ + console.log("TODO: Implement image resize"); + }); + + this.__defineGetter__("height", function(){ + return (_this._texImage !== undefined)?_this._texImage.height:0; + }); + + this.__defineSetter__("height", function(url){ + console.log("TODO: Implement image resize"); + }); +}; + +Image.prototype = { + constructor: Image, + + addEventListener: function( eventName, callback, flag ) { + if (eventName === 'load') { + this._onSuccessCallback = callback; + } else if (eventName === 'progress') { + this._onProgressCallback = callback; + } else if (eventName === 'error') { + this._onErrorCallback = callback; + } + }, + + notifySuccess: function(image) { + if (this._onSuccessCallback !== undefined) { + this._onSuccessCallback(new Event()); + } + }, + + notifyProgress: function(image) { + if (this._onProgressCallback !== undefined) { + this._onProgressCallback(new Event()); + } + }, + + notifyError: function(image) { + if (this._onErrorCallback !== undefined) { + this._onErrorCallback(new Event()); + } + }, + + texImage: function() { + return this._texImage; + }, + + data: function() { + console.error("Image.data not implemented!"); + } +}; + +// TODO: Support for resizing: +//where.image.width = width; +//where.image.height = height; +//where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height ); + +// File:src/qml/QmlHtmlElements.js + +// HTML document and Element wrappers/stubs + +function document() { +} + +document.createElement = function(type) { + if (type === "img") { + return new Image(); + } else if (type === 'div') { + return new HtmlDiv(); + } + + return new HtmlElement(); +} + +document.createTextNode = function(value) { + return new HtmlElement(); +} + +function Event() { +} + +Event.prototype = { + constructor: Event +} + +function HtmlStyle() { + this.position = undefined; + this.right = undefined; + this.top = undefined; + this.fontSize = undefined; + this.textAlign = undefined; + this.background = undefined; + this.color = undefined; + this.width = undefined; + this.width = undefined; + this.padding = undefined; + this.zIndex = undefined; +} + +function HtmlElement() { + this.style = new HtmlStyle(); +} + +HtmlElement.prototype = { + constructor: HtmlElement, + + appendChild: function(child) { + } +} + +function HtmlDiv() { + this.innerHTML = ""; + this.style = new HtmlStyle(); +} + + + +// File:src/qml/Canvas3DRenderer.js + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author pasikeranen / pasi.keranen@theqtcompany.com + */ + +THREE.Canvas3DRenderer = function ( parameters ) { + + console.log( 'THREE.Canvas3DRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + if (parameters.canvas === undefined) { + console.error("parameter.canvas must be set when using THREE.Canvas3DRenderer"); + return; + } + + var _canvas = parameters.canvas, + _context = parameters.context !== undefined ? parameters.context : null, + + pixelRatio = 1, + + _precision = parameters.precision !== undefined ? parameters.precision : 'highp', + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false, + + _clearColor = new THREE.Color( 0x000000 ), + _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0; + + var lights = []; + + var _webglObjects = {}; + var _webglObjectsImmediate = []; + + var opaqueObjects = []; + var transparentObjects = []; + + var sprites = []; + var lensFlares = []; + + // public properties + + this.domElement = _canvas; + this.context = null; + pixelRatio = parameters.devicePixelRatio !== undefined + ? parameters.devicePixelRatio + : self.pixelRatio !== undefined + ? self.pixelRatio + : 1; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; + + // shadow map + + this.shadowMapEnabled = false; + this.shadowMapType = THREE.PCFShadowMap; + this.shadowMapCullFace = THREE.CullFaceFront; + this.shadowMapDebug = false; + this.shadowMapCascade = false; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // 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 = [], + + // internal state cache + + _currentProgram = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + _currentCamera = null, + + _usedTextureUnits = 0, + + _viewportX = 0, + _viewportY = 0, + _viewportWidth = _canvas.width, + _viewportHeight = _canvas.height, + _currentWidth = 0, + _currentHeight = 0, + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + + _vector3 = new THREE.Vector3(), + + // light arrays cache + + _direction = new THREE.Vector3(), + + _lightsNeedUpdate = true, + + _lights = { + + ambient: [ 0, 0, 0 ], + directional: { length: 0, colors:[], positions: [] }, + point: { length: 0, colors: [], positions: [], distances: [], decays: [] }, + spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] }, + hemi: { length: 0, skyColors: [], groundColors: [], positions: [] } + + }; + + // initialize + + var _gl; + + try { + + var attributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer + }; + + _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl') !== null ) { + + throw 'Error creating WebGL context with your selected attributes.'; + + } else { + + throw 'Error creating WebGL context.'; + + } + + } + +// _canvas.addEventListener( 'webglcontextlost', function ( event ) { +// +// event.preventDefault(); +// +// resetGLState(); +// setDefaultGLState(); +// +// _webglObjects = {}; +// +// }, false); +// + } catch ( error ) { + + THREE.error( 'THREE.Canvas3DRenderer: ' + error ); + + } + + var state = new THREE.WebGLState( _gl, paramThreeToGL ); + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { + 'rangeMin': 1, + 'rangeMax': 1, + 'precision': 1 + }; + + } + + } + + var extensions = new THREE.WebGLExtensions( _gl ); + + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_float_linear' ); + extensions.get( 'OES_texture_half_float' ); + extensions.get( 'OES_texture_half_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + + if ( _logarithmicDepthBuffer ) { + + extensions.get( 'EXT_frag_depth' ); + + } + + // + + var glClearColor = function ( r, g, b, a ) { + + if ( _premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + _gl.clearColor( r, g, b, a ); + + }; + + var setDefaultGLState = function () { + + _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.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + var resetGLState = function () { + + _currentProgram = null; + _currentCamera = null; + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + + _lightsNeedUpdate = true; + + state.reset(); + + }; + + setDefaultGLState(); + + this.context = _gl; + this.state = state; + + // 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 _supportsVertexTextures = _maxVertexTextures > 0; + var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' ); + + // + + var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT ); + var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT ); + + var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT ); + var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT ); + + var getCompressedTextureFormats = ( function () { + + var array; + + return function () { + + if ( array !== undefined ) { + + return array; + + } + + array = []; + + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) { + + var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + array.push( formats[ i ] ); + + } + + } + + return array; + + }; + + } )(); + + // clamp precision to maximum available + + var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0; + var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0; + + if ( _precision === 'highp' && ! highpAvailable ) { + + if ( mediumpAvailable ) { + + _precision = 'mediump'; + THREE.warn( 'THREE.Canvas3DRenderer: highp not supported, using mediump.' ); + + } else { + + _precision = 'lowp'; + THREE.warn( 'THREE.Canvas3DRenderer: highp and mediump not supported, using lowp.' ); + + } + + } + + if ( _precision === 'mediump' && ! mediumpAvailable ) { + + _precision = 'lowp'; + THREE.warn( 'THREE.Canvas3DRenderer: mediump not supported, using lowp.' ); + + } + + // Plugins + + var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate ); + + var spritePlugin = new THREE.SpritePlugin( this, sprites ); + var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.forceContextLoss = function () { + + //extensions.get( 'WEBGL_lose_context' ).loseContext(); + + }; + + this.supportsVertexTextures = function () { + + return _supportsVertexTextures; + + }; + + this.supportsFloatTextures = function () { + + return extensions.get( 'OES_texture_float' ); + + }; + + this.supportsHalfFloatTextures = function () { + + return extensions.get( 'OES_texture_half_float' ); + + }; + + this.supportsStandardDerivatives = function () { + + return extensions.get( 'OES_standard_derivatives' ); + + }; + + this.supportsCompressedTextureS3TC = function () { + + return extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + }; + + this.supportsCompressedTexturePVRTC = function () { + + return extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + }; + + this.supportsBlendMinMax = function () { + + return extensions.get( 'EXT_blend_minmax' ); + + }; + + this.getMaxAnisotropy = ( function () { + + var value; + + return function () { + + if ( value !== undefined ) { + + return value; + + } + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0; + + return value; + + } + + } )(); + + this.getPrecision = function () { + + return _precision; + + }; + + this.getPixelRatio = function () { + + return pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + pixelRatio = value; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + _canvas.pixelSize = Qt.size(width * pixelRatio, height * pixelRatio) + + if ( updateStyle !== false ) { + +// Update styles is ignored in Canvas3D +// _canvas.style.width = width + 'px'; +// _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + _viewportX = x * pixelRatio; + _viewportY = y * pixelRatio; + + _viewportWidth = width * pixelRatio; + _viewportHeight = height * pixelRatio; + + _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + _gl.scissor( + x * pixelRatio, + y * pixelRatio, + width * pixelRatio, + height * pixelRatio + ); + + }; + + this.enableScissorTest = function ( enable ) { + + if (enable) + _gl.enable( _gl.SCISSOR_TEST ) + else + _gl.disable( _gl.SCISSOR_TEST ); + + }; + + // Clearing + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.setClearColor = function ( color, alpha ) { + + _clearColor.set( color ); + + _clearAlpha = alpha !== undefined ? alpha : 1; + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.setClearAlpha = function ( alpha ) { + + _clearAlpha = alpha; + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _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.clearColor = function () { + + _gl.clear( _gl.COLOR_BUFFER_BIT ); + + }; + + this.clearDepth = function () { + + _gl.clear( _gl.DEPTH_BUFFER_BIT ); + + }; + + this.clearStencil = function () { + + _gl.clear( _gl.STENCIL_BUFFER_BIT ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Reset + + this.resetGLState = resetGLState; + + // Buffer allocation + + function createParticleBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglVertexBuffer.name = "Particle__webglVertexBuffer"; + geometry.__webglColorBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer.name = "Particle__webglColorBuffer"; + + _this.info.memory.geometries ++; + + }; + + function createLineBuffers ( geometry ) { + + geometry.__webglVertexBuffer = _gl.createBuffer(); + geometry.__webglColorBuffer = _gl.createBuffer(); + geometry.__webglLineDistanceBuffer = _gl.createBuffer(); + geometry.__webglVertexBuffer.name = "Line__webglVertexBuffer"; + geometry.__webglColorBuffer.name = "Line__webglColorBuffer"; + geometry.__webglLineDistanceBuffer.name = "Line__webglLineDistanceBuffer"; + + _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.__webglVertexBuffer.name = "Mesh__webglVertexBuffer"; + geometryGroup.__webglNormalBuffer.name = "Mesh__webglNormalBuffer"; + geometryGroup.__webglTangentBuffer.name = "Mesh__webglTangentBuffer"; + geometryGroup.__webglColorBuffer.name = "Mesh__webglColorBuffer"; + geometryGroup.__webglUVBuffer.name = "Mesh__webglUVBuffer"; + geometryGroup.__webglUV2Buffer.name = "Mesh__webglUV2Buffer"; + + geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer(); + geometryGroup.__webglSkinIndicesBuffer.name = "Mesh__webglSkinIndicesBuffer"; + geometryGroup.__webglSkinWeightsBuffer.name = "Mesh__webglSkinWeightsBuffer"; + + geometryGroup.__webglFaceBuffer = _gl.createBuffer(); + geometryGroup.__webglLineBuffer = _gl.createBuffer(); + geometryGroup.__webglFaceBuffer.name = "Mesh__webglFaceBuffer"; + geometryGroup.__webglLineBuffer.name = "Mesh__webglLineBuffer"; + + var m, ml; + var numMorphTargets = geometryGroup.numMorphTargets; + + if ( numMorphTargets ) { + + geometryGroup.__webglMorphTargetsBuffers = []; + + for ( m = 0, ml = numMorphTargets; m < ml; m ++ ) { + var buf = _gl.createBuffer(); + buf.name = "Mesh__MorphTarget_"+m; + geometryGroup.__webglMorphTargetsBuffers.push(buf); + + } + + } + + var numMorphNormals = geometryGroup.numMorphNormals; + + if ( numMorphNormals ) { + + geometryGroup.__webglMorphNormalsBuffers = []; + + for ( m = 0, ml = numMorphNormals; m < ml; m ++ ) { + var nbuf = _gl.createBuffer(); + nbuf.name = "Mesh__MorphNormal_"+m; + geometryGroup.__webglMorphNormalsBuffers.push( nbuf ); + + } + + } + + _this.info.memory.geometries ++; + + }; + + // Events + + var onObjectRemoved = function ( event ) { + + var object = event.target; + + object.traverse( function ( child ) { + + child.removeEventListener( 'remove', onObjectRemoved ); + + removeObject( child ); + + } ); + + }; + + var onGeometryDispose = function ( event ) { + + var geometry = event.target; + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + deallocateGeometry( geometry ); + + }; + + var onTextureDispose = function ( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + _this.info.memory.textures --; + + + }; + + var onRenderTargetDispose = function ( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + _this.info.memory.textures --; + + }; + + var onMaterialDispose = function ( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + }; + + // Buffer deallocation + + var deleteBuffers = function ( geometry ) { + + var buffers = [ + '__webglVertexBuffer', + '__webglNormalBuffer', + '__webglTangentBuffer', + '__webglColorBuffer', + '__webglUVBuffer', + '__webglUV2Buffer', + + '__webglSkinIndicesBuffer', + '__webglSkinWeightsBuffer', + + '__webglFaceBuffer', + '__webglLineBuffer', + + '__webglLineDistanceBuffer' + ]; + + for ( var i = 0, l = buffers.length; i < l; i ++ ) { + + var name = buffers[ i ]; + + if ( geometry[ name ] !== undefined ) { + + _gl.deleteBuffer( geometry[ name ] ); + + delete geometry[ name ]; + + } + + } + + // custom attributes + + if ( geometry.__webglCustomAttributesList !== undefined ) { + + for ( var name in geometry.__webglCustomAttributesList ) { + + _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer ); + + } + + delete geometry.__webglCustomAttributesList; + + } + + _this.info.memory.geometries --; + + }; + + var deallocateGeometry = function ( geometry ) { + + delete geometry.__webglInit; + + if ( geometry instanceof THREE.BufferGeometry ) { + + for ( var name in geometry.attributes ) { + + var attribute = geometry.attributes[ name ]; + + if ( attribute.buffer !== undefined ) { + + _gl.deleteBuffer( attribute.buffer ); + + delete attribute.buffer; + + } + + } + + _this.info.memory.geometries --; + + } else { + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + if ( geometryGroupsList !== undefined ) { + + for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) { + + var geometryGroup = geometryGroupsList[ i ]; + + if ( geometryGroup.numMorphTargets !== undefined ) { + + for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] ); + + } + + delete geometryGroup.__webglMorphTargetsBuffers; + + } + + if ( geometryGroup.numMorphNormals !== undefined ) { + + for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) { + + _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] ); + + } + + delete geometryGroup.__webglMorphNormalsBuffers; + + } + + deleteBuffers( geometryGroup ); + + } + + delete geometryGroups[ geometry.id ]; + + } else { + + deleteBuffers( geometry ); + + } + + } + + // TOFIX: Workaround for deleted geometry being currently bound + + _currentGeometryProgram = ''; + + }; + + var deallocateTexture = function ( texture ) { + + if ( texture.image && texture.image.__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( texture.image.__webglTextureCube ); + + delete texture.image.__webglTextureCube; + + } else { + + // 2D texture + + if ( texture.__webglInit === undefined ) return; + + _gl.deleteTexture( texture.__webglTexture ); + + delete texture.__webglTexture; + delete texture.__webglInit; + + } + + }; + + var deallocateRenderTarget = function ( renderTarget ) { + + if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return; + + _gl.deleteTexture( renderTarget.__webglTexture ); + + delete 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 ); + + } + + delete renderTarget.__webglFramebuffer; + delete renderTarget.__webglRenderbuffer; + + }; + + var deallocateMaterial = function ( material ) { + + var program = material.program.program; + + if ( program === undefined ) 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 === true ) { + + // 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 --; + + } + + }; + + // Buffer initialization + + function initCustomAttributes ( object ) { + + var geometry = object.geometry; + var material = object.material; + + var nvertices = geometry.vertices.length; + + if ( material.attributes ) { + + if ( geometry.__webglCustomAttributesList === undefined ) { + + geometry.__webglCustomAttributesList = []; + + } + + for ( var name in material.attributes ) { + + var attribute = material.attributes[ name ]; + + 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.array.name = ""+attribute+"attribute.array"; + + attribute.buffer = _gl.createBuffer(); + attribute.buffer.belongsToAttribute = name; + + 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.__vertexArray.name = "geometry.__vertexArray"; + geometry.__colorArray.name = "geometry.__colorArray"; + + geometry.__webglParticleCount = nvertices; + + initCustomAttributes( object ); + + }; + + function initLineBuffers ( geometry, object ) { + + var nvertices = geometry.vertices.length; + + geometry.__vertexArray = new Float32Array( nvertices * 3 ); + geometry.__colorArray = new Float32Array( nvertices * 3 ); + geometry.__lineDistanceArray = new Float32Array( nvertices * 1 ); + geometry.__vertexArray.name = "geometry.__vertexArray"; + geometry.__colorArray.name = "geometry.__colorArray"; + geometry.__lineDistanceArray.name = "geometry.__lineDistanceArray"; + + geometry.__webglLineCount = nvertices; + + initCustomAttributes( object ); + + }; + + function initMeshBuffers ( geometryGroup, object ) { + + var geometry = object.geometry, + faces3 = geometryGroup.faces3, + + nvertices = faces3.length * 3, + ntris = faces3.length * 1, + nlines = faces3.length * 3, + + material = getBufferMaterial( object, geometryGroup ); + + geometryGroup.__vertexArray = new Float32Array( nvertices * 3 ); + geometryGroup.__normalArray = new Float32Array( nvertices * 3 ); + geometryGroup.__colorArray = new Float32Array( nvertices * 3 ); + geometryGroup.__uvArray = new Float32Array( nvertices * 2 ); + geometryGroup.__vertexArray.name = "geometryGroup.__vertexArray"; + geometryGroup.__normalArray.name = "geometryGroup.__normalArray"; + geometryGroup.__colorArray.name = "geometryGroup.__colorArray"; + geometryGroup.__uvArray.name = "geometryGroup.__uvArray"; + + if ( geometry.faceVertexUvs.length > 1 ) { + + geometryGroup.__uv2Array = new Float32Array( nvertices * 2 ); + geometryGroup.__uv2Array.name = "geometryGroup.__uv2Array"; + + } + + if ( geometry.hasTangents ) { + + geometryGroup.__tangentArray = new Float32Array( nvertices * 4 ); + geometryGroup.__tangentArray.name = "geometryGroup.__tangentArray"; + + } + + if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) { + + geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 ); + geometryGroup.__skinIndexArray.name = "geometryGroup.__skinIndexArray"; + geometryGroup.__skinWeightArray.name = "geometryGroup.__skinWeightArray"; + } + + var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3 + + geometryGroup.__typeArray = UintArray; + geometryGroup.__faceArray = new UintArray( ntris * 3 ); + geometryGroup.__lineArray = new UintArray( nlines * 2 ); + geometryGroup.__faceArray.name = "geometryGroup.__faceArray"; + geometryGroup.__lineArray.name = "geometryGroup.__lineArray"; + + var m, ml; + var numMorphTargets = geometryGroup.numMorphTargets; + + if ( numMorphTargets ) { + + geometryGroup.__morphTargetsArrays = []; + + for ( m = 0, ml = numMorphTargets; m < ml; m ++ ) { + var mta = new Float32Array( nvertices * 3 ); + mta.name = "morphTargetArray_"+m; + geometryGroup.__morphTargetsArrays.push(mta); + } + + } + + var numMorphNormals = geometryGroup.numMorphNormals; + + if ( numMorphNormals ) { + + geometryGroup.__morphNormalsArrays = []; + + for ( m = 0, ml = numMorphNormals; m < ml; m ++ ) { + var mna = new Float32Array( nvertices * 3 ); + mna.name = "morphNormalsArray_"+m; + geometryGroup.__morphNormalsArrays.push( mna ); + } + + } + + geometryGroup.__webglFaceCount = ntris * 3; + geometryGroup.__webglLineCount = nlines * 2; + + + // custom attributes + + if ( material.attributes ) { + + if ( geometryGroup.__webglCustomAttributesList === undefined ) { + + geometryGroup.__webglCustomAttributesList = []; + + } + + for ( var name 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[ name ]; + + 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 = name; + + originalAttribute.needsUpdate = true; + attribute.__original = originalAttribute; + + } + + geometryGroup.__webglCustomAttributesList.push( attribute ); + + } + + } + + geometryGroup.__inittedArrays = true; + + }; + + function getBufferMaterial( object, geometryGroup ) { + + return object.material instanceof THREE.MeshFaceMaterial + ? object.material.materials[ geometryGroup.materialIndex ] + : object.material; + + } + + function materialNeedsFaceNormals ( material ) { + + return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading; + + } + + // Buffer setting + + function setParticleBuffers ( geometry, hint, object ) { + + var v, c, vertex, offset, color, + + vertices = geometry.vertices, + vl = vertices.length, + + colors = geometry.colors, + cl = colors.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + i, il, + 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' ) ) { + + 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; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint ); + + customAttribute.needsUpdate = false; + + } + + } + + } + + function setLineBuffers ( geometry, hint ) { + + var v, c, d, vertex, offset, color, + + vertices = geometry.vertices, + colors = geometry.colors, + lineDistances = geometry.lineDistances, + + vl = vertices.length, + cl = colors.length, + dl = lineDistances.length, + + vertexArray = geometry.__vertexArray, + colorArray = geometry.__colorArray, + lineDistanceArray = geometry.__lineDistanceArray, + + dirtyVertices = geometry.verticesNeedUpdate, + dirtyColors = geometry.colorsNeedUpdate, + dirtyLineDistances = geometry.lineDistancesNeedUpdate, + + customAttributes = geometry.__webglCustomAttributesList, + + i, il, + 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 ( dirtyLineDistances ) { + + for ( d = 0; d < dl; d ++ ) { + + lineDistanceArray[ d ] = lineDistances[ d ]; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, 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 ); + + customAttribute.needsUpdate = false; + + } + + } + + } + + } + + function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { + + if ( ! geometryGroup.__inittedArrays ) { + + return; + + } + + var needsFaceNormals = materialNeedsFaceNormals( material ); + + var f, fl, fi, face, + vertexNormals, faceNormal, + vertexColors, faceColor, + vertexTangents, + uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3, + c1, c2, c3, + sw1, sw2, sw3, + si1, si2, si3, + i, il, + vn, uvi, uv2i, + vk, vkl, vka, + nka, chf, faceVertexNormals, + + 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, + + 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, + obj_faces = geometry.faces, + + obj_uvs = geometry.faceVertexUvs[ 0 ], + obj_uvs2 = geometry.faceVertexUvs[ 1 ], + + 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; + + } + + _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 ( needsFaceNormals ) { + + n1 = morphNormals[ vk ].faceNormals[ chf ]; + n2 = n1; + n3 = n1; + + } else { + + faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; + + n1 = faceVertexNormals.a; + n2 = faceVertexNormals.b; + n3 = faceVertexNormals.c; + + } + + 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; + + } + + _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; + + } + + 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 ) { + + 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 && material.vertexColors === 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; + + } + + 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; + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint ); + + } + + if ( dirtyNormals ) { + + 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 && needsFaceNormals === false ) { + + 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; + + } + + } + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint ); + + } + + if ( dirtyUvs && obj_uvs ) { + + 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.x; + uvArray[ offset_uv + 1 ] = uvi.y; + + 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 ) { + + 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.x; + uv2Array[ offset_uv2 + 1 ] = uv2i.y; + + 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; + + } + + _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; + + 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; + + } + + } 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; + + } + + } + + } 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; + + } + + } 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; + + } + + } + + } 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; + + } + + } 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; + + } + + } 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; + + } + + } + + } 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; + + } + + } 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; + + } + + } 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; + + } + + } + + } + + _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; + + } + + }; + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, material ) { + + state.initAttributes(); + + 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 ); + + state.enableAttribute( 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 instanceof THREE.MeshPhongMaterial === false && + 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 ); + + state.enableAttribute( 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 ); + + state.enableAttribute( 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 ); + + state.enableAttribute( program.attributes.color ); + + _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.attributes; + var programAttributesKeys = program.attributesKeys; + + for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) { + + var key = programAttributesKeys[ i ]; + var programAttribute = programAttributes[ key ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ key ]; + + if ( geometryAttribute !== undefined ) { + + var size = geometryAttribute.itemSize; + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer ); + + state.enableAttribute( programAttribute ); + + _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32 + + } else if ( material.defaultAttributeValues !== undefined ) { + + if ( material.defaultAttributeValues[ key ].length === 2 ) { + + _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] ); + + } else if ( material.defaultAttributeValues[ key ].length === 3 ) { + + _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] ); + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { + + if ( material.visible === false ) return; + + updateObject( object ); + + var program = setProgram( camera, lights, fog, material, object ); + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit; + + if ( geometryProgram !== _currentGeometryProgram ) { + + _currentGeometryProgram = geometryProgram; + updateBuffers = true; + + } + + if ( updateBuffers ) { + + state.initAttributes(); + + } + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES; + + var index = geometry.attributes.index; + + if ( index ) { + + // indexed triangles + + var type, size; + + if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { + + type = _gl.UNSIGNED_INT; + size = 4; + + } else { + + type = _gl.UNSIGNED_SHORT; + size = 2; + + } + + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + _gl.drawElements( mode, index.array.length, type, 0 ); + + _this.info.render.calls ++; + _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared + _this.info.render.faces += index.array.length / 3; + + } else { + + // 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 + + updateBuffers = true; + + for ( var i = 0, il = offsets.length; i < il; i ++ ) { + + var startIndex = offsets[ i ].index; + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, startIndex ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed triangles + + _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); + + _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; + + } + + } + + } else { + + // non-indexed triangles + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + + } + + var position = geometry.attributes[ 'position' ]; + + // render non-indexed triangles + + _gl.drawArrays( mode, 0, position.array.length / position.itemSize ); + + _this.info.render.calls ++; + _this.info.render.vertices += position.array.length / position.itemSize; + _this.info.render.faces += position.array.length / ( 3 * position.itemSize ); + + } + + } else if ( object instanceof THREE.PointCloud ) { + + // render particles + + var mode = _gl.POINTS; + + var index = geometry.attributes.index; + + if ( index ) { + + // indexed points + + var type, size; + + if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { + + type = _gl.UNSIGNED_INT; + size = 4; + + } else { + + type = _gl.UNSIGNED_SHORT; + size = 2; + + } + + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + _gl.drawElements( mode, index.array.length, type, 0); + + _this.info.render.calls ++; + _this.info.render.points += index.array.length; + + } else { + + // 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 ) { + + setupVertexAttributes( material, program, geometry, startIndex ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed points + + _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); + + _this.info.render.calls ++; + _this.info.render.points += offsets[ i ].count; + + } + + } + + } else { + + // non-indexed points + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + + } + + var position = geometry.attributes.position; + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + _gl.drawArrays( mode, 0, position.array.length / 3 ); + + _this.info.render.calls ++; + _this.info.render.points += position.array.length / 3; + + } else { + + for ( var i = 0, il = offsets.length; i < il; i ++ ) { + + _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count ); + + _this.info.render.calls ++; + _this.info.render.points += offsets[ i ].count; + + } + + } + + } + + } else if ( object instanceof THREE.Line ) { + + var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + state.setLineWidth( material.linewidth * pixelRatio ); + + var index = geometry.attributes.index; + + if ( index ) { + + // indexed lines + + var type, size; + + if ( index.array instanceof Uint32Array ) { + + type = _gl.UNSIGNED_INT; + size = 4; + + } else { + + type = _gl.UNSIGNED_SHORT; + size = 2; + + } + + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array + + _this.info.render.calls ++; + _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared + + } else { + + // 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 ) { + + setupVertexAttributes( material, program, geometry, startIndex ); + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer ); + + } + + // render indexed lines + + _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared + + } + + } + + } else { + + // non-indexed lines + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry, 0 ); + + } + + var position = geometry.attributes.position; + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + _gl.drawArrays( mode, 0, position.array.length / 3 ); + + _this.info.render.calls ++; + _this.info.render.vertices += position.array.length / 3; + + } else { + + for ( var i = 0, il = offsets.length; i < il; i ++ ) { + + _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count ); + + _this.info.render.calls ++; + _this.info.render.vertices += offsets[ i ].count; + + } + + } + + } + + } + + }; + + this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { + + if ( material.visible === false ) return; + + updateObject( object ); + + var program = setProgram( camera, lights, fog, material, object ); + + var attributes = program.attributes; + + var updateBuffers = false, + wireframeBit = material.wireframe ? 1 : 0, + geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit; + + if ( geometryProgram !== _currentGeometryProgram ) { + + _currentGeometryProgram = geometryProgram; + updateBuffers = true; + + } + + if ( updateBuffers ) { + + state.initAttributes(); + + } + + // vertices + + if ( ! material.morphTargets && attributes.position >= 0 ) { + + if ( updateBuffers ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + + state.enableAttribute( attributes.position ); + + _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 ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) { + + var attribute = geometryGroup.__webglCustomAttributesList[ i ]; + + if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); + + state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] ); + + _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 ); + + } + + } + + } + + + // colors + + if ( attributes.color >= 0 ) { + + if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer ); + + state.enableAttribute( attributes.color ); + + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( material.defaultAttributeValues !== undefined ) { + + + _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color ); + + } + + } + + // normals + + if ( attributes.normal >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); + + state.enableAttribute( attributes.normal ); + + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + // tangents + + if ( attributes.tangent >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer ); + + state.enableAttribute( attributes.tangent ); + + _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // uvs + + if ( attributes.uv >= 0 ) { + + if ( object.geometry.faceVertexUvs[ 0 ] ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer ); + + state.enableAttribute( attributes.uv ); + + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } else if ( material.defaultAttributeValues !== undefined ) { + + + _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv ); + + } + + } + + if ( attributes.uv2 >= 0 ) { + + if ( object.geometry.faceVertexUvs[ 1 ] ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer ); + + state.enableAttribute( attributes.uv2 ); + + _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 ); + + } else if ( material.defaultAttributeValues !== undefined ) { + + + _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 ); + + } + + } + + if ( material.skinning && + attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer ); + + state.enableAttribute( attributes.skinIndex ); + + _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); + + state.enableAttribute( attributes.skinWeight ); + + _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 ); + + } + + // line distances + + if ( attributes.lineDistance >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer ); + + state.enableAttribute( attributes.lineDistance ); + + _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 ); + + } + + } + + state.disableUnusedAttributes(); + + // render mesh + + if ( object instanceof THREE.Mesh ) { + + var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT; + + // wireframe + + if ( material.wireframe ) { + + state.setLineWidth( material.wireframeLinewidth * pixelRatio ); + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); + _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 ); + + // triangles + + } else { + + if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer ); + _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 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 ) { + + var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; + + state.setLineWidth( material.linewidth * pixelRatio ); + + _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount ); + + _this.info.render.calls ++; + + // render particles + + } else if ( object instanceof THREE.PointCloud ) { + + _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount ); + + _this.info.render.calls ++; + _this.info.render.points += geometryGroup.__webglParticleCount; + + } + + }; + + function setupMorphTargets ( material, geometryGroup, object ) { + + // set base + + var attributes = material.program.attributes; + + if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] ); + + state.enableAttribute( attributes.position ); + + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } else if ( attributes.position >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); + + state.enableAttribute( attributes.position ); + + _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; + + var attribute; + + while ( m < material.numSupportedMorphTargets && m < order.length ) { + + attribute = attributes[ 'morphTarget' + m ]; + + if ( attribute >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); + + state.enableAttribute( attribute ); + + _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 ); + + } + + attribute = attributes[ 'morphNormal' + m ]; + + if ( attribute >= 0 && material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); + + state.enableAttribute( attribute ); + + _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 ); + + } + + object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; + + m ++; + + } + + } else { + + // find the most influencing + + var activeInfluenceIndices = []; + var influences = object.morphTargetInfluences; + var morphTargets = object.geometry.morphTargets; + + if ( influences.length > morphTargets.length ) { + + console.warn( 'THREE.Canvas3DRenderer: Influences array is bigger than morphTargets array.' ); + influences.length = morphTargets.length; + + } + + for ( var i = 0, il = influences.length; i < il; i ++ ) { + + var influence = influences[ i ]; + + activeInfluenceIndices.push( [ influence, i ] ); + + } + + 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 attribute; + + for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) { + + if ( activeInfluenceIndices[ m ] ) { + + var influenceIndex = activeInfluenceIndices[ m ][ 1 ]; + + attribute = attributes[ 'morphTarget' + m ]; + + if ( attribute >= 0 ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); + + state.enableAttribute( attribute ); + + _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 ); + + } + + attribute = attributes[ 'morphNormal' + m ]; + + if ( attribute >= 0 && material.morphNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); + + state.enableAttribute( attribute ); + + _gl.vertexAttribPointer( attribute, 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; + + } + + } + + } + + // load updated influences uniform + + if ( material.program.uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); + + } + + } + + // Sorting + + function painterSortStable ( a, b ) { + + if ( a.object.renderOrder !== b.object.renderOrder ) { + + return a.object.renderOrder - b.object.renderOrder; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + + } + + function reversePainterSortStable ( a, b ) { + + if ( a.object.renderOrder !== b.object.renderOrder ) { + + return a.object.renderOrder - b.object.renderOrder; + + } if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + + } + + function numericalSort ( a, b ) { + + return b[ 0 ] - a[ 0 ]; + + } + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( camera instanceof THREE.Camera === false ) { + + THREE.error( 'THREE.Canvas3DRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var fog = scene.fog; + + // reset caching for this frame + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + _currentCamera = null; + _lightsNeedUpdate = true; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === undefined ) camera.updateMatrixWorld(); + + // update Skeleton objects + + scene.traverse( function ( object ) { + + if ( object instanceof THREE.SkinnedMesh ) { + + object.skeleton.update(); + + } + + } ); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + lights.length = 0; + opaqueObjects.length = 0; + transparentObjects.length = 0; + + sprites.length = 0; + lensFlares.length = 0; + + projectObject( scene ); + + if ( _this.sortObjects === true ) { + + opaqueObjects.sort( painterSortStable ); + transparentObjects.sort( reversePainterSortStable ); + + } + + // custom render plugins (pre pass) + + shadowMapPlugin.render( 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 immediate objects + + for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) { + + var webglObject = _webglObjectsImmediate[ i ]; + var object = webglObject.object; + + if ( object.visible ) { + + setupMatrices( object, camera ); + + unrollImmediateBufferMaterial( webglObject ); + + } + + } + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + setMaterial( overrideMaterial ); + + renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial ); + renderObjects( transparentObjects, camera, lights, fog, overrideMaterial ); + renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + state.setBlending( THREE.NoBlending ); + + renderObjects( opaqueObjects, camera, lights, fog, null ); + renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null ); + + // transparent pass (back-to-front order) + + renderObjects( transparentObjects, camera, lights, fog, null ); + renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null ); + + } + + // custom render plugins (post pass) + + spritePlugin.render( scene, camera ); + lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight ); + + // 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 + + state.setDepthTest( true ); + state.setDepthWrite( true ); + state.setColorWrite( true ); + + // _gl.finish(); + + }; + + function projectObject( object ) { + + if ( object.visible === false ) return; + + if ( object instanceof THREE.Scene || object instanceof THREE.Group ) { + + // skip + + } else { + + initObject( object ); + + if ( object instanceof THREE.Light ) { + + lights.push( object ); + + } else if ( object instanceof THREE.Sprite ) { + + sprites.push( object ); + + } else if ( object instanceof THREE.LensFlare ) { + + lensFlares.push( object ); + + } else { + + var webglObjects = _webglObjects[ object.id ]; + + if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { + + for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { + + var webglObject = webglObjects[ i ]; + + unrollBufferMaterial( webglObject ); + + webglObject.render = true; + + if ( _this.sortObjects === true ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + webglObject.z = _vector3.z; + + } + + } + + } + + } + + } + + for ( var i = 0, l = object.children.length; i < l; i ++ ) { + + projectObject( object.children[ i ] ); + + } + + } + + function renderObjects( renderList, camera, lights, fog, overrideMaterial ) { + + var material; + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var webglObject = renderList[ i ]; + + var object = webglObject.object; + var buffer = webglObject.buffer; + + setupMatrices( object, camera ); + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject.material; + + if ( ! material ) continue; + + setMaterial( material ); + + } + + _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, overrideMaterial ) { + + var material; + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var webglObject = renderList[ i ]; + var object = webglObject.object; + + if ( object.visible ) { + + if ( overrideMaterial ) { + + material = overrideMaterial; + + } else { + + material = webglObject[ materialType ]; + + if ( ! material ) continue; + + setMaterial( material ); + + } + + _this.renderImmediateObject( camera, lights, fog, material, object ); + + } + + } + + } + + this.renderImmediateObject = function ( camera, lights, fog, material, object ) { + + var program = setProgram( camera, lights, fog, material, object ); + + _currentGeometryProgram = ''; + + _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; + var buffer = globject.buffer; + + var geometry = object.geometry; + var material = object.material; + + if ( material instanceof THREE.MeshFaceMaterial ) { + + var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex; + + material = material.materials[ materialIndex ]; + + globject.material = material; + + if ( material.transparent ) { + + transparentObjects.push( globject ); + + } else { + + opaqueObjects.push( globject ); + + } + + } else if ( material ) { + + globject.material = material; + + if ( material.transparent ) { + + transparentObjects.push( globject ); + + } else { + + opaqueObjects.push( globject ); + + } + + } + + } + + function initObject( object ) { + + if ( object.__webglInit === undefined ) { + + object.__webglInit = true; + object._modelViewMatrix = new THREE.Matrix4(); + object._normalMatrix = new THREE.Matrix3(); + + object.addEventListener( 'removed', onObjectRemoved ); + + } + + var geometry = object.geometry; + + if ( geometry === undefined ) { + + // ImmediateRenderObject + + } else if ( geometry.__webglInit === undefined ) { + + geometry.__webglInit = true; + geometry.addEventListener( 'dispose', onGeometryDispose ); + + if ( geometry instanceof THREE.BufferGeometry ) { + + _this.info.memory.geometries ++; + + } else if ( object instanceof THREE.Mesh ) { + + initGeometryGroups( object, geometry ); + + } else if ( object instanceof THREE.Line ) { + + if ( geometry.__webglVertexBuffer === undefined ) { + + createLineBuffers( geometry ); + initLineBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + geometry.lineDistancesNeedUpdate = true; + + } + + } else if ( object instanceof THREE.PointCloud ) { + + if ( geometry.__webglVertexBuffer === undefined ) { + + createParticleBuffers( geometry ); + initParticleBuffers( geometry, object ); + + geometry.verticesNeedUpdate = true; + geometry.colorsNeedUpdate = true; + + } + + } + + } + + if ( object.__webglActive === undefined) { + + object.__webglActive = true; + + if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + addBuffer( _webglObjects, geometry, object ); + + } else if ( geometry instanceof THREE.Geometry ) { + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) { + + addBuffer( _webglObjects, geometryGroupsList[ i ], object ); + + } + + } + + } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) { + + addBuffer( _webglObjects, geometry, object ); + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + addBufferImmediate( _webglObjectsImmediate, object ); + + } + + } + + } + + // Geometry splitting + + var geometryGroups = {}; + var geometryGroupCounter = 0; + + function makeGroups( geometry, usesFaceMaterial ) { + + var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535; + + var groupHash, hash_map = {}; + + var numMorphTargets = geometry.morphTargets.length; + var numMorphNormals = geometry.morphNormals.length; + + var group; + var groups = {}; + var groupsList = []; + + for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + var face = geometry.faces[ f ]; + var materialIndex = usesFaceMaterial ? face.materialIndex : 0; + + if ( ! ( materialIndex in hash_map ) ) { + + hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 }; + + } + + groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter; + + if ( ! ( groupHash in groups ) ) { + + group = { + id: geometryGroupCounter ++, + faces3: [], + materialIndex: materialIndex, + vertices: 0, + numMorphTargets: numMorphTargets, + numMorphNormals: numMorphNormals + }; + + groups[ groupHash ] = group; + groupsList.push( group ); + + } + + if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) { + + hash_map[ materialIndex ].counter += 1; + groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter; + + if ( ! ( groupHash in groups ) ) { + + group = { + id: geometryGroupCounter ++, + faces3: [], + materialIndex: materialIndex, + vertices: 0, + numMorphTargets: numMorphTargets, + numMorphNormals: numMorphNormals + }; + + groups[ groupHash ] = group; + groupsList.push( group ); + + } + + } + + groups[ groupHash ].faces3.push( f ); + groups[ groupHash ].vertices += 3; + + } + + return groupsList; + + } + + function initGeometryGroups( object, geometry ) { + + var material = object.material, addBuffers = false; + + if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) { + + delete _webglObjects[ object.id ]; + + geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial ); + + geometry.groupsNeedUpdate = false; + + } + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + // create separate VBOs per geometry chunk + + for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { + + var geometryGroup = geometryGroupsList[ i ]; + + // initialise VBO on the first access + + if ( geometryGroup.__webglVertexBuffer === undefined ) { + + 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; + + addBuffers = true; + + } else { + + addBuffers = false; + + } + + if ( addBuffers || object.__webglActive === undefined ) { + + addBuffer( _webglObjects, geometryGroup, object ); + + } + + } + + object.__webglActive = true; + + } + + function addBuffer( objlist, buffer, object ) { + + var id = object.id; + objlist[id] = objlist[id] || []; + objlist[id].push( + { + id: id, + buffer: buffer, + object: object, + material: null, + z: 0 + } + ); + + }; + + function addBufferImmediate( objlist, object ) { + + objlist.push( + { + id: null, + object: object, + opaque: null, + transparent: null, + z: 0 + } + ); + + }; + + // Objects updates + + function updateObject( object ) { + + var geometry = object.geometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var attributes = geometry.attributes; + var attributesKeys = geometry.attributesKeys; + + for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) { + + var key = attributesKeys[ i ]; + var attribute = attributes[ key ]; + var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER; + + if ( attribute.buffer === undefined ) { + + attribute.buffer = _gl.createBuffer(); + _gl.bindBuffer( bufferType, attribute.buffer ); + _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW ); + + attribute.needsUpdate = false; + + } else if ( attribute.needsUpdate === true ) { + + _gl.bindBuffer( bufferType, attribute.buffer ); + + if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges + + _gl.bufferSubData( bufferType, 0, attribute.array ); + + } else if ( attribute.updateRange.count === 0 ) { + + console.error( 'THREE.Canvas3DRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' ); + + } else { + + _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT, + attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) ); + + attribute.updateRange.count = 0; // reset range + + } + + attribute.needsUpdate = false; + + } + + } + + } else if ( object instanceof THREE.Mesh ) { + + // check all geometry groups + + if ( geometry.groupsNeedUpdate === true ) { + + initGeometryGroups( object, geometry ); + + } + + var geometryGroupsList = geometryGroups[ geometry.id ]; + + for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { + + var geometryGroup = geometryGroupsList[ i ]; + var material = getBufferMaterial( object, geometryGroup ); + + var 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; + + if (material.attributes) clearCustomAttributes( material ); + + } else if ( object instanceof THREE.Line ) { + + var material = getBufferMaterial( object, geometry ); + var customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) { + + setLineBuffers( geometry, _gl.DYNAMIC_DRAW ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.lineDistancesNeedUpdate = false; + + if (material.attributes) clearCustomAttributes( material ); + + } else if ( object instanceof THREE.PointCloud ) { + + var material = getBufferMaterial( object, geometry ); + var customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); + + if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) { + + setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); + + } + + geometry.verticesNeedUpdate = false; + geometry.colorsNeedUpdate = false; + + if(material.attributes) clearCustomAttributes( material ); + + } + + } + + // Objects updates - custom attributes check + + function areCustomAttributesDirty( material ) { + + for ( var name in material.attributes ) { + + if ( material.attributes[ name ].needsUpdate ) return true; + + } + + return false; + + } + + function clearCustomAttributes( material ) { + + for ( var name in material.attributes ) { + + material.attributes[ name ].needsUpdate = false; + + } + + } + + // Objects removal + + function removeObject( object ) { + + if ( object instanceof THREE.Mesh || + object instanceof THREE.PointCloud || + object instanceof THREE.Line ) { + + delete _webglObjects[ object.id ]; + + } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) { + + removeInstances( _webglObjectsImmediate, object ); + + } + + delete object.__webglInit; + delete object._modelViewMatrix; + delete object._normalMatrix; + + delete object.__webglActive; + + } + + function removeInstances( objlist, object ) { + + for ( var o = objlist.length - 1; o >= 0; o -- ) { + + if ( objlist[ o ].object === object ) { + + objlist.splice( o, 1 ); + + } + + } + + } + + // Materials + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointCloudMaterial: 'particle_basic' + }; + + function initMaterial( material, lights, fog, object ) { + + material.addEventListener( 'dispose', onMaterialDispose ); + + var shaderID = shaderIDs[ material.type ]; + + if ( shaderID ) { + + var shader = THREE.ShaderLib[ shaderID ]; + + material.__webglShader = { + uniforms: THREE.UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + } + + } else { + + material.__webglShader = { + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + } + + } + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxLightCount = allocateLights( lights ); + var maxShadows = allocateShadows( lights ); + var maxBones = allocateBones( object ); + + var parameters = { + + precision: _precision, + supportsVertexTextures: _supportsVertexTextures, + + map: !! material.map, + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + lightMap: !! material.lightMap, + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + combine: material.combine, + + vertexColors: material.vertexColors, + + fog: fog, + useFog: material.fog, + fogExp: fog instanceof THREE.FogExp2, + + flatShading: material.shading === THREE.FlatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: _logarithmicDepthBuffer, + + skinning: material.skinning, + maxBones: maxBones, + useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture, + + 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 && maxShadows > 0, + shadowMapType: _this.shadowMapType, + shadowMapDebug: _this.shadowMapDebug, + shadowMapCascade: _this.shadowMapCascade, + + alphaTest: material.alphaTest, + metal: material.metal, + wrapAround: material.wrapAround, + doubleSided: material.side === THREE.DoubleSide, + flipSided: material.side === THREE.BackSide + + }; + + // Generate code + + var chunks = []; + + if ( shaderID ) { + + chunks.push( shaderID ); + + } else { + + chunks.push( material.fragmentShader ); + chunks.push( material.vertexShader ); + + } + + if ( material.defines !== undefined ) { + + for ( var name in material.defines ) { + + chunks.push( name ); + chunks.push( material.defines[ name ] ); + + } + + } + + for ( var name in parameters ) { + + chunks.push( name ); + chunks.push( parameters[ name ] ); + + } + + var code = chunks.join(); + + var program; + + // Check if code has been already compiled + + for ( var p = 0, pl = _programs.length; p < pl; p ++ ) { + + var programInfo = _programs[ p ]; + + if ( programInfo.code === code ) { + + program = programInfo; + program.usedTimes ++; + + break; + + } + + } + + if ( program === undefined ) { + + program = new THREE.WebGLProgram( _this, code, material, parameters ); + _programs.push( program ); + + _this.info.memory.programs = _programs.length; + + } + + material.program = program; + + var attributes = program.attributes; + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + var id, base = 'morphTarget'; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + id = base + i; + + if ( attributes[ id ] >= 0 ) { + + 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 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + material.uniformsList = []; + + for ( var u in material.__webglShader.uniforms ) { + + var location = material.program.uniforms[ u ]; + + if ( location ) { + material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] ); + } + + } + + } + + function setMaterial( material ) { + + if ( material.transparent === true ) { + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha ); + + } else { + + state.setBlending( THREE.NoBlending ); + + } + + state.setDepthTest( material.depthTest ); + state.setDepthWrite( material.depthWrite ); + state.setColorWrite( material.colorWrite ); + state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + function setProgram( camera, lights, fog, material, object ) { + + _usedTextureUnits = 0; + + if ( material.needsUpdate ) { + + if ( material.program ) deallocateMaterial( material ); + + initMaterial( material, lights, fog, object ); + material.needsUpdate = false; + + } + + if ( material.morphTargets ) { + + if ( ! object.__webglMorphTargetInfluences ) { + + object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets ); + + } + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = material.program, + p_uniforms = program.uniforms, + m_uniforms = material.__webglShader.uniforms; + + if ( program.id !== _currentProgram ) { + + _gl.useProgram( program.program ); + _currentProgram = program.id; + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + if ( _currentMaterialId === -1 ) refreshLights = true; + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || camera !== _currentCamera ) { + + _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + + if ( _logarithmicDepthBuffer ) { + + _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + + if ( camera !== _currentCamera ) _currentCamera = camera; + + // 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 ) { + + _vector3.setFromMatrixPosition( camera.matrixWorld ); + _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements ); + + } + + } + + } + + // 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 ( object.bindMatrix && p_uniforms.bindMatrix !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements ); + + } + + if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements ); + + } + + if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) { + + if ( p_uniforms.boneTexture !== null ) { + + var textureUnit = getTextureUnit(); + + _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); + _this.setTexture( object.skeleton.boneTexture, textureUnit ); + + } + + if ( p_uniforms.boneTextureWidth !== null ) { + + _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth ); + + } + + if ( p_uniforms.boneTextureHeight !== null ) { + + _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight ); + + } + + } else if ( object.skeleton && object.skeleton.boneMatrices ) { + + if ( p_uniforms.boneGlobalMatrices !== null ) { + + _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.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 ) { + + refreshLights = true; + setupLights( lights ); + _lightsNeedUpdate = false; + } + + if ( refreshLights ) { + refreshUniformsLights( m_uniforms, _lights ); + markUniformsLightsNeedsUpdate( m_uniforms, true ); + } else { + markUniformsLightsNeedsUpdate( m_uniforms, false ); + } + + } + + 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.LineDashedMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + refreshUniformsDash( m_uniforms, material ); + + } else if ( material instanceof THREE.PointCloudMaterial ) { + + 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( material.uniformsList ); + + } + + 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; + + uniforms.diffuse.value = material.color; + + uniforms.map.value = material.map; + uniforms.lightMap.value = material.lightMap; + uniforms.specularMap.value = material.specularMap; + uniforms.alphaMap.value = material.alphaMap; + + 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 + // 5. alpha 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; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } + + 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; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + } + + function refreshUniformsDash ( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function 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; + + if ( material.map !== null ) { + + var offset = material.map.offset; + var repeat = material.map.repeat; + + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + + } + + } + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog 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; + + uniforms.emissive.value = material.emissive; + uniforms.specular.value = material.specular; + + if ( material.wrapAround ) { + + uniforms.wrapRGB.value.copy( material.wrapRGB ); + + } + + } + + function refreshUniformsLambert ( uniforms, material ) { + + 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.pointLightDecay.value = lights.point.decays; + + 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.spotLightAngleCos.value = lights.spot.anglesCos; + uniforms.spotLightExponent.value = lights.spot.exponents; + uniforms.spotLightDecay.value = lights.spot.decays; + + uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors; + uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors; + uniforms.hemisphereLightDirection.value = lights.hemi.positions; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate ( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + + uniforms.directionalLightColor.needsUpdate = value; + uniforms.directionalLightDirection.needsUpdate = value; + + uniforms.pointLightColor.needsUpdate = value; + uniforms.pointLightPosition.needsUpdate = value; + uniforms.pointLightDistance.needsUpdate = value; + uniforms.pointLightDecay.needsUpdate = value; + + uniforms.spotLightColor.needsUpdate = value; + uniforms.spotLightPosition.needsUpdate = value; + uniforms.spotLightDistance.needsUpdate = value; + uniforms.spotLightDirection.needsUpdate = value; + uniforms.spotLightAngleCos.needsUpdate = value; + uniforms.spotLightExponent.needsUpdate = value; + uniforms.spotLightDecay.needsUpdate = value; + + uniforms.hemisphereLightSkyColor.needsUpdate = value; + uniforms.hemisphereLightGroundColor.needsUpdate = value; + uniforms.hemisphereLightDirection.needsUpdate = value; + + } + + 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 ) { + + THREE.warn( 'Canvas3DRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + } + + function loadUniformsGeneric ( uniforms ) { + + var texture, textureUnit, offset; + + for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) { + + var uniform = uniforms[ j ][ 0 ]; + + // needsUpdate property is not added to all uniforms. + if ( uniform.needsUpdate === false ) continue; + + var type = uniform.type; + var value = uniform.value; + var location = uniforms[ j ][ 1 ]; + + switch ( type ) { + + case '1i': + _gl.uniform1i( location, value ); + break; + + case '1f': + _gl.uniform1f( location, value ); + break; + + case '2f': + _gl.uniform2f( location, value[ 0 ], value[ 1 ] ); + break; + + case '3f': + _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] ); + break; + + case '4f': + _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] ); + break; + + case '1iv': + _gl.uniform1iv( location, value ); + break; + + case '3iv': + _gl.uniform3iv( location, value ); + break; + + case '1fv': + _gl.uniform1fv( location, value ); + break; + + case '2fv': + _gl.uniform2fv( location, value ); + break; + + case '3fv': + _gl.uniform3fv( location, value ); + break; + + case '4fv': + _gl.uniform4fv( location, value ); + break; + + case 'Matrix3fv': + _gl.uniformMatrix3fv( location, false, value ); + break; + + case 'Matrix4fv': + _gl.uniformMatrix4fv( location, false, value ); + break; + + // + + case 'i': + + // single integer + _gl.uniform1i( location, value ); + + break; + + case 'f': + + // single float + _gl.uniform1f( location, value ); + + break; + + case 'v2': + + // single THREE.Vector2 + _gl.uniform2f( location, value.x, value.y ); + + break; + + case 'v3': + + // single THREE.Vector3 + _gl.uniform3f( location, value.x, value.y, value.z ); + + break; + + case 'v4': + + // single THREE.Vector4 + _gl.uniform4f( location, value.x, value.y, value.z, value.w ); + + break; + + case 'c': + + // single THREE.Color + _gl.uniform3f( location, value.r, value.g, value.b ); + + break; + + case 'iv1': + + // flat array of integers (JS or typed array) + _gl.uniform1iv( location, value ); + + break; + + case 'iv': + + // flat array of integers with 3 x N size (JS or typed array) + _gl.uniform3iv( location, value ); + + break; + + case 'fv1': + + // flat array of floats (JS or typed array) + _gl.uniform1fv( location, value ); + + break; + + case 'fv': + + // flat array of floats with 3 x N size (JS or typed array) + _gl.uniform3fv( location, value ); + + break; + + case 'v2v': + + // array of THREE.Vector2 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 2 * value.length ); + + } + + for ( var 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 ); + + break; + + case 'v3v': + + // array of THREE.Vector3 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 3 * value.length ); + + } + + for ( var 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 ); + + break; + + case 'v4v': + + // array of THREE.Vector4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 4 * value.length ); + + } + + for ( var 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 ); + + break; + + case 'm3': + + // single THREE.Matrix3 + _gl.uniformMatrix3fv( location, false, value.elements ); + + break; + + case 'm3v': + + // array of THREE.Matrix3 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 9 * value.length ); + + } + + for ( var i = 0, il = value.length; i < il; i ++ ) { + + value[ i ].flattenToArrayOffset( uniform._array, i * 9 ); + + } + + _gl.uniformMatrix3fv( location, false, uniform._array ); + + break; + + case 'm4': + + // single THREE.Matrix4 + _gl.uniformMatrix4fv( location, false, value.elements ); + + break; + + case 'm4v': + + // array of THREE.Matrix4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 16 * value.length ); + + } + + for ( var i = 0, il = value.length; i < il; i ++ ) { + + value[ i ].flattenToArrayOffset( uniform._array, i * 16 ); + + } + + _gl.uniformMatrix4fv( location, false, uniform._array ); + + break; + + case 't': + + // single THREE.Texture (2d or cube) + + texture = value; + textureUnit = getTextureUnit(); + + _gl.uniform1i( location, textureUnit ); + + if ( ! texture ) continue; + + if ( texture instanceof THREE.CubeTexture || + ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/ + + setCubeTexture( texture, textureUnit ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture, textureUnit ); + + } else { + + _this.setTexture( texture, textureUnit ); + + } + + break; + + case 'tv': + + // array of THREE.Texture (2d) + + if ( uniform._array === undefined ) { + + uniform._array = []; + + } + + for ( var i = 0, il = uniform.value.length; i < il; i ++ ) { + + uniform._array[ i ] = getTextureUnit(); + + } + + _gl.uniform1iv( location, uniform._array ); + + for ( var i = 0, il = uniform.value.length; i < il; i ++ ) { + + texture = uniform.value[ i ]; + textureUnit = uniform._array[ i ]; + + if ( ! texture ) continue; + + _this.setTexture( texture, textureUnit ); + + } + + break; + + default: + + THREE.warn( 'THREE.Canvas3DRenderer: Unknown uniform type: ' + type ); + + } + + } + + } + + function setupMatrices ( object, camera ) { + + object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object._normalMatrix.getNormalMatrix( object._modelViewMatrix ); + + } + + 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 ( lights ) { + + var l, ll, light, + r = 0, g = 0, b = 0, + color, skyColor, groundColor, + intensity, + distance, + + zlights = _lights, + + dirColors = zlights.directional.colors, + dirPositions = zlights.directional.positions, + + pointColors = zlights.point.colors, + pointPositions = zlights.point.positions, + pointDistances = zlights.point.distances, + pointDecays = zlights.point.decays, + + spotColors = zlights.spot.colors, + spotPositions = zlights.spot.positions, + spotDistances = zlights.spot.distances, + spotDirections = zlights.spot.directions, + spotAnglesCos = zlights.spot.anglesCos, + spotExponents = zlights.spot.exponents, + spotDecays = zlights.spot.decays, + + hemiSkyColors = zlights.hemi.skyColors, + hemiGroundColors = zlights.hemi.groundColors, + hemiPositions = zlights.hemi.positions, + + dirLength = 0, + pointLength = 0, + spotLength = 0, + hemiLength = 0, + + dirCount = 0, + pointCount = 0, + spotCount = 0, + hemiCount = 0, + + dirOffset = 0, + pointOffset = 0, + spotOffset = 0, + hemiOffset = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + if ( light.onlyShadow ) continue; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + if ( light instanceof THREE.AmbientLight ) { + + if ( ! light.visible ) continue; + + r += color.r; + g += color.g; + b += color.b; + + } else if ( light instanceof THREE.DirectionalLight ) { + + dirCount += 1; + + if ( ! light.visible ) continue; + + _direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + _direction.sub( _vector3 ); + _direction.normalize(); + + dirOffset = dirLength * 3; + + dirPositions[ dirOffset ] = _direction.x; + dirPositions[ dirOffset + 1 ] = _direction.y; + dirPositions[ dirOffset + 2 ] = _direction.z; + + setColorLinear( dirColors, dirOffset, color, intensity ); + + dirLength += 1; + + } else if ( light instanceof THREE.PointLight ) { + + pointCount += 1; + + if ( ! light.visible ) continue; + + pointOffset = pointLength * 3; + + setColorLinear( pointColors, pointOffset, color, intensity ); + + _vector3.setFromMatrixPosition( light.matrixWorld ); + + pointPositions[ pointOffset ] = _vector3.x; + pointPositions[ pointOffset + 1 ] = _vector3.y; + pointPositions[ pointOffset + 2 ] = _vector3.z; + + // distance is 0 if decay is 0, because there is no attenuation at all. + pointDistances[ pointLength ] = distance; + pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay; + + pointLength += 1; + + } else if ( light instanceof THREE.SpotLight ) { + + spotCount += 1; + + if ( ! light.visible ) continue; + + spotOffset = spotLength * 3; + + setColorLinear( spotColors, spotOffset, color, intensity ); + + _direction.setFromMatrixPosition( light.matrixWorld ); + + spotPositions[ spotOffset ] = _direction.x; + spotPositions[ spotOffset + 1 ] = _direction.y; + spotPositions[ spotOffset + 2 ] = _direction.z; + + spotDistances[ spotLength ] = distance; + + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + _direction.sub( _vector3 ); + _direction.normalize(); + + spotDirections[ spotOffset ] = _direction.x; + spotDirections[ spotOffset + 1 ] = _direction.y; + spotDirections[ spotOffset + 2 ] = _direction.z; + + spotAnglesCos[ spotLength ] = Math.cos( light.angle ); + spotExponents[ spotLength ] = light.exponent; + spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay; + + spotLength += 1; + + } else if ( light instanceof THREE.HemisphereLight ) { + + hemiCount += 1; + + if ( ! light.visible ) continue; + + _direction.setFromMatrixPosition( light.matrixWorld ); + _direction.normalize(); + + hemiOffset = hemiLength * 3; + + hemiPositions[ hemiOffset ] = _direction.x; + hemiPositions[ hemiOffset + 1 ] = _direction.y; + hemiPositions[ hemiOffset + 2 ] = _direction.z; + + skyColor = light.color; + groundColor = light.groundColor; + + setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity ); + setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity ); + + hemiLength += 1; + + } + + } + + // null eventual remains from removed lights + // (this is to avoid if in shader) + + for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0; + for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0; + for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0; + for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0; + for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); 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, frontFaceDirection ) { + + if ( cullFace === THREE.CullFaceNone ) { + + _gl.disable( _gl.CULL_FACE ); + + } else { + + if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) { + + _gl.frontFace( _gl.CW ); + + } else { + + _gl.frontFace( _gl.CCW ); + + } + + if ( cullFace === THREE.CullFaceBack ) { + + _gl.cullFace( _gl.BACK ); + + } else if ( cullFace === THREE.CullFaceFront ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.FRONT_AND_BACK ); + + } + + _gl.enable( _gl.CULL_FACE ); + + } + + }; + + this.setMaterialFaces = function ( material ) { + + state.setDoubleSided( material.side === THREE.DoubleSide ); + state.setFlipSided( material.side === THREE.BackSide ); + + }; + + // Textures + + function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) { + + var extension; + + 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 ); + + if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) { + + THREE.warn( 'THREE.Canvas3DRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) { + + THREE.warn( 'THREE.Canvas3DRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' ); + + } + + } + + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) { + + if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); + texture.__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + this.uploadTexture = function ( texture ) { + + if ( texture.__webglInit === undefined ) { + + texture.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + texture.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _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 ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + texture.image = clampToMaxSize( texture.image, _maxTextureSize ); + + var image = texture.image, + isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo ); + + var mipmap, mipmaps = texture.mipmaps; + + if ( texture instanceof THREE.DataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && isImagePowerOfTwo ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } else if ( texture instanceof THREE.CompressedTexture ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) { + + if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) { + + _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + THREE.warn( "THREE.Canvas3DRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); + + } + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } else { // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && isImagePowerOfTwo ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + + } else { + + _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image.texImage() ); + + } + + } + + if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + texture.needsUpdate = false; + + if ( texture.onUpdate ) texture.onUpdate(); + + }; + + this.setTexture = function ( texture, slot ) { + + _gl.activeTexture( _gl.TEXTURE0 + slot ); + + if ( texture.needsUpdate ) { + + _this.uploadTexture( texture ); + + } else { + + _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture ); + + } + + }; + + function clampToMaxSize ( image, maxSize ) { + + if ( image.width > maxSize || image.height > maxSize ) { + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var scale = maxSize / Math.max( image.width, image.height ); + + var canvasWidth = Math.floor( image.width * scale ); + var canvasHeight = Math.floor( image.height * scale ); + var canvas = image.resize( canvasWidth, canvasHeight ); + + + THREE.warn( 'THREE.Canvas3DRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvasWidth + 'x' + canvasHeight, image ); + + return canvas; + + } + + return image; + + } + + function setCubeTexture ( texture, slot ) { + + if ( texture.image.length === 6 ) { + + if ( texture.needsUpdate ) { + + if ( ! texture.image.__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + texture.image.__webglTextureCube = _gl.createTexture(); + + _this.info.memory.textures ++; + + } + + _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 isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture; + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.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 ) { + + if ( isDataTexture ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ].texImage() ); + + } + + } else { + + var mipmap, mipmaps = cubeImage[ i ].mipmaps; + + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + + mipmap = mipmaps[ j ]; + + if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) { + + if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) { + + _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + THREE.warn( "THREE.Canvas3DRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" ); + + } + + } else { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + 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 === undefined ) { + + if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true; + if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true; + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + renderTarget.__webglTexture = _gl.createTexture(); + + _this.info.memory.textures ++; + + // Setup texture, create render and frame buffers + + var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.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(); + + if ( renderTarget.shareDepthFrom ) { + + renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer; + + } else { + + 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 ); + + if ( renderTarget.shareDepthFrom ) { + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer ); + + } + + } else { + + 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; + + }; + + this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) { + + if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) { + + console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + if ( renderTarget.__webglFramebuffer ) { + + if ( renderTarget.format !== THREE.RGBAFormat ) { + + console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' ); + return; + + } + + var restore = false; + + if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer ); + + restore = true; + + } + + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + + _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer ); + + } else { + + console.error( 'THREE.Canvas3DRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + }; + + 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 ) { + + var extension; + + 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; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES; + + } + + 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; + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } + + extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + if ( p === THREE.MinEquation ) return extension.MIN_EXT; + if ( p === THREE.MaxEquation ) return extension.MAX_EXT; + + } + + return 0; + + } + + // Allocations + + function allocateBones ( object ) { + + if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.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.skeleton.bones.length, maxBones ); + + if ( maxBones < object.skeleton.bones.length ) { + + THREE.warn( 'Canvas3DRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); + + } + + } + + return maxBones; + + } + + } + + function allocateLights( lights ) { + + var dirLights = 0; + var pointLights = 0; + var spotLights = 0; + var hemiLights = 0; + + for ( var l = 0, ll = lights.length; l < ll; l ++ ) { + + var light = lights[ l ]; + + if ( light.onlyShadow || light.visible === false ) 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 ++; + + } + + return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights }; + + } + + function allocateShadows( lights ) { + + var maxShadows = 0; + + for ( var l = 0, ll = lights.length; l < ll; l ++ ) { + + var light = lights[ l ]; + + if ( ! light.castShadow ) continue; + + if ( light instanceof THREE.SpotLight ) maxShadows ++; + if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++; + + } + + return maxShadows; + + } + + // DEPRECATED + + this.initMaterial = function () { + + THREE.warn( 'THREE.Canvas3DRenderer: .initMaterial() has been removed.' ); + + }; + + this.addPrePlugin = function () { + + THREE.warn( 'THREE.Canvas3DRenderer: .addPrePlugin() has been removed.' ); + + }; + + this.addPostPlugin = function () { + + THREE.warn( 'THREE.Canvas3DRenderer: .addPostPlugin() has been removed.' ); + + }; + + this.updateShadowMap = function () { + + THREE.warn( 'THREE.Canvas3DRenderer: .updateShadowMap() has been removed.' ); + + }; + +}; + +// File:src/Three.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ +function THREE() {}; + +THREE.REVISION = '71' + +// browserify support + +//if ( typeof module === 'object' ) { + +// module.exports = THREE; + +//} + +// polyfills + +if ( Math.sign === undefined ) { + + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + + Math.sign = function ( x ) { + + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : +x; + + }; + +} + + +// set the default log handlers +THREE.log = function() { console.log.apply( console, arguments ); } +THREE.warn = function() { console.warn.apply( console, arguments ); } +THREE.error = function() { console.error.apply( console, arguments ); } + + +// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button + +THREE.MOUSE = { LEFT: Qt.LeftButton, MIDDLE: Qt.MiddleButton, RIGHT: Qt.RightButton }; + +// GL STATE CONSTANTS + +THREE.CullFaceNone = 0; +THREE.CullFaceBack = 1; +THREE.CullFaceFront = 2; +THREE.CullFaceFrontBack = 3; + +THREE.FrontFaceDirectionCW = 0; +THREE.FrontFaceDirectionCCW = 1; + +// SHADOWING TYPES + +THREE.BasicShadowMap = 0; +THREE.PCFShadowMap = 1; +THREE.PCFSoftShadowMap = 2; + +// MATERIAL CONSTANTS + +// side + +THREE.FrontSide = 0; +THREE.BackSide = 1; +THREE.DoubleSide = 2; + +// shading + +THREE.NoShading = 0; +THREE.FlatShading = 1; +THREE.SmoothShading = 2; + +// colors + +THREE.NoColors = 0; +THREE.FaceColors = 1; +THREE.VertexColors = 2; + +// blending modes + +THREE.NoBlending = 0; +THREE.NormalBlending = 1; +THREE.AdditiveBlending = 2; +THREE.SubtractiveBlending = 3; +THREE.MultiplyBlending = 4; +THREE.CustomBlending = 5; + +// custom blending equations +// (numbers start from 100 not to clash with other +// mappings to OpenGL constants defined in Texture.js) + +THREE.AddEquation = 100; +THREE.SubtractEquation = 101; +THREE.ReverseSubtractEquation = 102; +THREE.MinEquation = 103; +THREE.MaxEquation = 104; + +// custom blending destination factors + +THREE.ZeroFactor = 200; +THREE.OneFactor = 201; +THREE.SrcColorFactor = 202; +THREE.OneMinusSrcColorFactor = 203; +THREE.SrcAlphaFactor = 204; +THREE.OneMinusSrcAlphaFactor = 205; +THREE.DstAlphaFactor = 206; +THREE.OneMinusDstAlphaFactor = 207; + +// custom blending source factors + +//THREE.ZeroFactor = 200; +//THREE.OneFactor = 201; +//THREE.SrcAlphaFactor = 204; +//THREE.OneMinusSrcAlphaFactor = 205; +//THREE.DstAlphaFactor = 206; +//THREE.OneMinusDstAlphaFactor = 207; +THREE.DstColorFactor = 208; +THREE.OneMinusDstColorFactor = 209; +THREE.SrcAlphaSaturateFactor = 210; + + +// TEXTURE CONSTANTS + +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; +THREE.AddOperation = 2; + +// Mapping modes + +THREE.UVMapping = 300; + +THREE.CubeReflectionMapping = 301; +THREE.CubeRefractionMapping = 302; + +THREE.EquirectangularReflectionMapping = 303; +THREE.EquirectangularRefractionMapping = 304; + +THREE.SphericalReflectionMapping = 305; + +// Wrapping modes + +THREE.RepeatWrapping = 1000; +THREE.ClampToEdgeWrapping = 1001; +THREE.MirroredRepeatWrapping = 1002; + +// Filters + +THREE.NearestFilter = 1003; +THREE.NearestMipMapNearestFilter = 1004; +THREE.NearestMipMapLinearFilter = 1005; +THREE.LinearFilter = 1006; +THREE.LinearMipMapNearestFilter = 1007; +THREE.LinearMipMapLinearFilter = 1008; + +// Data types + +THREE.UnsignedByteType = 1009; +THREE.ByteType = 1010; +THREE.ShortType = 1011; +THREE.UnsignedShortType = 1012; +THREE.IntType = 1013; +THREE.UnsignedIntType = 1014; +THREE.FloatType = 1015; +THREE.HalfFloatType = 1025; + +// Pixel types + +//THREE.UnsignedByteType = 1009; +THREE.UnsignedShort4444Type = 1016; +THREE.UnsignedShort5551Type = 1017; +THREE.UnsignedShort565Type = 1018; + +// Pixel formats + +THREE.AlphaFormat = 1019; +THREE.RGBFormat = 1020; +THREE.RGBAFormat = 1021; +THREE.LuminanceFormat = 1022; +THREE.LuminanceAlphaFormat = 1023; +// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders +THREE.RGBEFormat = THREE.RGBAFormat; //1024; + +// DDS / ST3C Compressed texture formats + +THREE.RGB_S3TC_DXT1_Format = 2001; +THREE.RGBA_S3TC_DXT1_Format = 2002; +THREE.RGBA_S3TC_DXT3_Format = 2003; +THREE.RGBA_S3TC_DXT5_Format = 2004; + + +// PVRTC compressed texture formats + +THREE.RGB_PVRTC_4BPPV1_Format = 2100; +THREE.RGB_PVRTC_2BPPV1_Format = 2101; +THREE.RGBA_PVRTC_4BPPV1_Format = 2102; +THREE.RGBA_PVRTC_2BPPV1_Format = 2103; + + +// DEPRECATED + +THREE.Projector = function () { + + THREE.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + THREE.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + THREE.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function ( vector, camera ) { + + THREE.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + +}; + +THREE.CanvasRenderer = function () { + + THREE.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElement( 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + +}; + +// File:src/math/Color.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Color = function ( color ) { + + if ( arguments.length === 3 ) { + + return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] ); + + } + + return this.set( color ) + +}; + +THREE.Color.prototype = { + + constructor: THREE.Color, + + r: 1, g: 1, b: 1, + + set: function ( value ) { + + if ( value instanceof THREE.Color ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + return this; + + }, + + setHex: function ( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + }, + + setRGB: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSL: function ( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var hue2rgb = function ( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + + }; + + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + return this; + + }, + + setStyle: function ( style ) { + + // rgb(255,0,0) + + if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) { + + var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style ); + + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + return this; + + } + + // rgb(100%,0%,0%) + + if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) { + + var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style ); + + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + return this; + + } + + // #ff0000 + + if ( /^\#([0-9a-f]{6})$/i.test( style ) ) { + + var color = /^\#([0-9a-f]{6})$/i.exec( style ); + + this.setHex( parseInt( color[ 1 ], 16 ) ); + + return this; + + } + + // #f00 + + if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) { + + var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style ); + + this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) ); + + return this; + + } + + // red + + if ( /^(\w+)$/i.test( style ) ) { + + this.setHex( THREE.ColorKeywords[ style ] ); + + return this; + + } + + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + }, + + copyLinearToGamma: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getHexString: function () { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + }, + + getHSL: function ( optionalTarget ) { + + // h,s,l ranges are in 0.0 - 1.0 + + var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; + + var r = this.r, g = this.g, b = this.b; + + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); + + var hue, saturation; + var lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + hsl.h = hue; + hsl.s = saturation; + hsl.l = lightness; + + return hsl; + + }, + + getStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + offsetHSL: function ( h, s, l ) { + + var hsl = this.getHSL(); + + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); + + return this; + + }, + + add: function ( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + }, + + addColors: function ( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + }, + + addScalar: function ( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + }, + + multiply: function ( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + }, + + lerp: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + equals: function ( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + }, + + fromArray: function ( array ) { + + this.r = array[ 0 ]; + this.g = array[ 1 ]; + this.b = array[ 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + }, + + clone: function () { + + return new THREE.Color().setRGB( this.r, this.g, this.b ); + + } + +}; + +THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, +'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, +'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, +'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, +'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, +'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, +'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, +'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, +'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, +'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, +'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, +'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, +'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, +'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, +'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, +'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, +'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, +'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, +'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, +'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, +'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, +'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, +'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, +'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +// File:src/math/Quaternion.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://exocortex.com + */ + +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; + + this.__defineGetter__("x", function(){ + return this._x; + }); + this.__defineSetter__("x", function(value){ + this._x = value; + this.onChangeCallback(); + }); + this.__defineGetter__("y", function(){ + return this._y; + }); + this.__defineSetter__("y", function(value){ + this._y = value; + this.onChangeCallback(); + }); + this.__defineGetter__("z", function(){ + return this._z; + }); + this.__defineSetter__("z", function(value){ + this._z = value; + this.onChangeCallback(); + }); + this.__defineGetter__("w", function(){ + return this._w; + }); + this.__defineSetter__("w", function(value){ + this._w = value; + this.onChangeCallback(); + }); +}; + +THREE.Quaternion.prototype = { + + constructor: THREE.Quaternion, + + _x: 0,_y: 0, _z: 0, _w: 0, + + set: function ( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this.onChangeCallback(); + + return this; + + }, + + copy: function ( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this.onChangeCallback(); + + return this; + + }, + + setFromEuler: function ( euler, update ) { + + if ( euler instanceof THREE.Euler === false ) { + + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and 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( euler._x / 2 ); + var c2 = Math.cos( euler._y / 2 ); + var c3 = Math.cos( euler._z / 2 ); + var s1 = Math.sin( euler._x / 2 ); + var s2 = Math.sin( euler._y / 2 ); + var s3 = Math.sin( euler._z / 2 ); + + if ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.order === 'XZY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33, + s; + + if ( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this.onChangeCallback(); + + return this; + + }, + + setFromUnitVectors: function () { + + // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final + + // assumes direction vectors vFrom and vTo are normalized + + var v1, r; + + var EPS = 0.000001; + + return function ( vFrom, vTo ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + v1.set( - vFrom.y, vFrom.x, 0 ); + + } else { + + v1.set( 0, - vFrom.z, vFrom.y ); + + } + + } else { + + v1.crossVectors( vFrom, vTo ); + + } + + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; + + this.normalize(); + + return this; + + } + + }(), + + inverse: function () { + + this.conjugate().normalize(); + + return this; + + }, + + conjugate: function () { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this.onChangeCallback(); + + return this; + + }, + + dot: function ( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + }, + + lengthSq: function () { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + }, + + length: function () { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + }, + + normalize: function () { + + var l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this.onChangeCallback(); + + return this; + + }, + + multiply: function ( q, p ) { + + if ( p !== undefined ) { + + THREE.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); + + } + + return this.multiplyQuaternions( this, q ); + + }, + + multiplyQuaternions: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this.onChangeCallback(); + + return this; + + }, + + multiplyVector3: function ( vector ) { + + THREE.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + + }, + + slerp: function ( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + var 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 ); + + this.onChangeCallback(); + + return this; + + }, + + equals: function ( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {}, + + clone: function () { + + return new THREE.Quaternion( this._x, this._y, this._z, this._w ); + + } + +}; + +THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + +} + +// File:src/math/Vector2.js + +/** + * @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; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + multiply: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.x *= s; + this.y *= s; + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + }, + + divideScalar: function ( scalar ) { + + if ( scalar !== 0 ) { + + var invScalar = 1 / scalar; + + this.x *= invScalar; + this.y *= invScalar; + + } else { + + this.x = 0; + this.y = 0; + + } + + return this; + + }, + + min: function ( v ) { + + if ( this.x > v.x ) { + + this.x = v.x; + + } + + if ( this.y > v.y ) { + + this.y = v.y; + + } + + return this; + + }, + + max: function ( v ) { + + if ( this.x < v.x ) { + + this.x = v.x; + + } + + if ( this.y < v.y ) { + + this.y = v.y; + + } + + return this; + + }, + + clamp: function ( min, max ) { + + // This function assumes min < max, if this assumption isn't true it will not operate correctly + + if ( this.x < min.x ) { + + this.x = min.x; + + } else if ( this.x > max.x ) { + + this.x = max.x; + + } + + if ( this.y < min.y ) { + + this.y = min.y; + + } else if ( this.y > max.y ) { + + this.y = max.y; + + } + + return this; + }, + + clampScalar: ( function () { + + var min, max; + + return function ( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new THREE.Vector2(); + max = new THREE.Vector2(); + + } + + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + } )(), + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + }, + + 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 ) { + + var oldLength = this.length(); + + if ( oldLength !== 0 && l !== oldLength ) { + + this.multiplyScalar( l / oldLength ); + } + + return this; + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + return this; + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + }, + + fromAttribute: function ( attribute, index, offset ) { + + if ( offset === undefined ) offset = 0; + + index = index * attribute.itemSize + offset; + + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + + return this; + + }, + + clone: function () { + + return new THREE.Vector2( this.x, this.y ); + + } + +}; + +// File:src/math/Vector3.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author *kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +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; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + multiply: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); + + } + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + }, + + multiplyVectors: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + applyEuler: function () { + + var quaternion; + + return function ( euler ) { + + if ( euler instanceof THREE.Euler === false ) { + + THREE.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + if ( quaternion === undefined ) quaternion = new THREE.Quaternion(); + + this.applyQuaternion( quaternion.setFromEuler( euler ) ); + + return this; + + }; + + }(), + + applyAxisAngle: function () { + + var quaternion; + + return function ( axis, angle ) { + + if ( quaternion === undefined ) quaternion = new THREE.Quaternion(); + + this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + + return this; + + }; + + }(), + + applyMatrix3: function ( m ) { + + var x = this.x; + var y = this.y; + var z = this.z; + + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + }, + + applyMatrix4: function ( m ) { + + // input: THREE.Matrix4 affine matrix + + var x = this.x, y = this.y, z = this.z; + + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; + + return this; + + }, + + applyProjection: function ( m ) { + + // input: THREE.Matrix4 projection matrix + + var x = this.x, y = this.y, z = this.z; + + var e = m.elements; + var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d; + + return this; + + }, + + applyQuaternion: function ( q ) { + + var x = this.x; + var y = this.y; + var z = this.z; + + var qx = q.x; + var qy = q.y; + var qz = q.z; + var qw = q.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + }, + + project: function () { + + var matrix; + + return function ( camera ) { + + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyProjection( matrix ); + + }; + + }(), + + unproject: function () { + + var matrix; + + return function ( camera ) { + + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyProjection( matrix ); + + }; + + }(), + + transformDirection: function ( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + var x = this.x, y = this.y, z = this.z; + + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + this.normalize(); + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( scalar ) { + + if ( scalar !== 0 ) { + + var invScalar = 1 / scalar; + + this.x *= invScalar; + this.y *= invScalar; + this.z *= invScalar; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + + } + + return this; + + }, + + min: function ( v ) { + + if ( this.x > v.x ) { + + this.x = v.x; + + } + + if ( this.y > v.y ) { + + this.y = v.y; + + } + + if ( this.z > v.z ) { + + this.z = v.z; + + } + + return this; + + }, + + max: function ( v ) { + + if ( this.x < v.x ) { + + this.x = v.x; + + } + + if ( this.y < v.y ) { + + this.y = v.y; + + } + + if ( this.z < v.z ) { + + this.z = v.z; + + } + + return this; + + }, + + clamp: function ( min, max ) { + + // This function assumes min < max, if this assumption isn't true it will not operate correctly + + if ( this.x < min.x ) { + + this.x = min.x; + + } else if ( this.x > max.x ) { + + this.x = max.x; + + } + + if ( this.y < min.y ) { + + this.y = min.y; + + } else if ( this.y > max.y ) { + + this.y = max.y; + + } + + if ( this.z < min.z ) { + + this.z = min.z; + + } else if ( this.z > max.z ) { + + this.z = max.z; + + } + + return this; + + }, + + clampScalar: ( function () { + + var min, max; + + return function ( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new THREE.Vector3(); + max = new THREE.Vector3(); + + } + + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + } )(), + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + var oldLength = this.length(); + + if ( oldLength !== 0 && l !== oldLength ) { + + this.multiplyScalar( l / oldLength ); + } + + return this; + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + return this; + + }, + + cross: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); + + } + + var x = this.x, y = this.y, z = this.z; + + this.x = y * v.z - z * v.y; + this.y = z * v.x - x * v.z; + this.z = x * v.y - y * v.x; + + return this; + + }, + + crossVectors: function ( a, b ) { + + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + }, + + projectOnVector: function () { + + var v1, dot; + + return function ( vector ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + v1.copy( vector ).normalize(); + + dot = this.dot( v1 ); + + return this.copy( v1 ).multiplyScalar( dot ); + + }; + + }(), + + projectOnPlane: function () { + + var v1; + + return function ( planeNormal ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + v1.copy( this ).projectOnVector( planeNormal ); + + return this.sub( v1 ); + + } + + }(), + + reflect: function () { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + var v1; + + return function ( normal ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + + }(), + + angleTo: function ( v ) { + + var theta = this.dot( v ) / ( this.length() * v.length() ); + + // clamp, to handle numerical problems + + return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x; + var dy = this.y - v.y; + var dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + setEulerFromRotationMatrix: function ( m, order ) { + + THREE.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + + }, + + setEulerFromQuaternion: function ( q, order ) { + + THREE.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + + }, + + getPositionFromMatrix: function ( m ) { + + THREE.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + + return this.setFromMatrixPosition( m ); + + }, + + getScaleFromMatrix: function ( m ) { + + THREE.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + + return this.setFromMatrixScale( m ); + }, + + getColumnFromMatrix: function ( index, matrix ) { + + THREE.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + + return this.setFromMatrixColumn( index, matrix ); + + }, + + setFromMatrixPosition: function ( m ) { + + this.x = m.elements[ 12 ]; + this.y = m.elements[ 13 ]; + this.z = m.elements[ 14 ]; + + return this; + + }, + + setFromMatrixScale: 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; + }, + + setFromMatrixColumn: function ( index, matrix ) { + + var offset = index * 4; + + var me = matrix.elements; + + this.x = me[ offset ]; + this.y = me[ offset + 1 ]; + this.z = me[ offset + 2 ]; + + return this; + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + }, + + fromAttribute: function ( attribute, index, offset ) { + + if ( offset === undefined ) offset = 0; + + index = index * attribute.itemSize + offset; + + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + this.z = attribute.array[ index + 2 ]; + + return this; + + }, + + clone: function () { + + return new THREE.Vector3( this.x, this.y, this.z ); + + } + +}; + +// File:src/math/Vector4.js + +/** + * @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; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setW: function ( w ) { + + this.w = w; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + THREE.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x; + var y = this.y; + var z = this.z; + var w = this.w; + + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + }, + + divideScalar: function ( scalar ) { + + if ( scalar !== 0 ) { + + var invScalar = 1 / scalar; + + this.x *= invScalar; + this.y *= invScalar; + this.z *= invScalar; + this.w *= invScalar; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 1; + + } + + return this; + + }, + + setAxisAngleFromQuaternion: function ( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + var s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + }, + + setAxisAngleFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) + && ( Math.abs( m13 - m31 ) < epsilon ) + && ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) + && ( Math.abs( m13 + m31 ) < epsilon2 ) + && ( Math.abs( m23 + m32 ) < epsilon2 ) + && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + }, + + min: function ( v ) { + + if ( this.x > v.x ) { + + this.x = v.x; + + } + + if ( this.y > v.y ) { + + this.y = v.y; + + } + + if ( this.z > v.z ) { + + this.z = v.z; + + } + + if ( this.w > v.w ) { + + this.w = v.w; + + } + + return this; + + }, + + max: function ( v ) { + + if ( this.x < v.x ) { + + this.x = v.x; + + } + + if ( this.y < v.y ) { + + this.y = v.y; + + } + + if ( this.z < v.z ) { + + this.z = v.z; + + } + + if ( this.w < v.w ) { + + this.w = v.w; + + } + + return this; + + }, + + clamp: function ( min, max ) { + + // This function assumes min < max, if this assumption isn't true it will not operate correctly + + if ( this.x < min.x ) { + + this.x = min.x; + + } else if ( this.x > max.x ) { + + this.x = max.x; + + } + + if ( this.y < min.y ) { + + this.y = min.y; + + } else if ( this.y > max.y ) { + + this.y = max.y; + + } + + if ( this.z < min.z ) { + + this.z = min.z; + + } else if ( this.z > max.z ) { + + this.z = max.z; + + } + + if ( this.w < min.w ) { + + this.w = min.w; + + } else if ( this.w > max.w ) { + + this.w = max.w; + + } + + return this; + + }, + + clampScalar: ( function () { + + var min, max; + + return function ( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new THREE.Vector4(); + max = new THREE.Vector4(); + + } + + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + } )(), + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( l ) { + + var oldLength = this.length(); + + if ( oldLength !== 0 && l !== oldLength ) { + + this.multiplyScalar( l / oldLength ); + + } + + return this; + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + return this; + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + }, + + fromAttribute: function ( attribute, index, offset ) { + + if ( offset === undefined ) offset = 0; + + index = index * attribute.itemSize + offset; + + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + this.z = attribute.array[ index + 2 ]; + this.w = attribute.array[ index + 3 ]; + + return this; + + }, + + clone: function () { + + return new THREE.Vector4( this.x, this.y, this.z, this.w ); + + } + +}; + +// File:src/math/Euler.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://exocortex.com + */ + +THREE.Euler = function ( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || THREE.Euler.DefaultOrder; + + this.__defineGetter__("x", function(){ + return this._x; + }); + this.__defineSetter__("x", function(value){ + this._x = value; + this.onChangeCallback(); + }); + + this.__defineGetter__("y", function(){ + return this._y; + }); + this.__defineSetter__("y", function(value){ + this._y = value; + this.onChangeCallback(); + }); + + this.__defineGetter__("z", function(){ + return this._z; + }); + this.__defineSetter__("z", function(value){ + this._z = value; + this.onChangeCallback(); + }); + + this.__defineGetter__("order", function(){ + return this._order; + }); + this.__defineSetter__("order", function(value){ + this._order = value; + this.onChangeCallback(); + }); +}; + +THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + +THREE.Euler.DefaultOrder = 'XYZ'; + +THREE.Euler.prototype = { + + constructor: THREE.Euler, + + _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder, + + set: function ( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; + + this.onChangeCallback(); + + return this; + + }, + + copy: function ( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m, order, update ) { + + var clamp = THREE.Math.clamp; + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.99999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.99999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + } else { + + THREE.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ) + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function () { + + var matrix; + + return function ( q, order, update ) { + + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + matrix.makeRotationFromQuaternion( q ); + this.setFromRotationMatrix( matrix, order, update ); + + return this; + + }; + + }(), + + setFromVector3: function ( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + }, + + reorder: function () { + + // WARNING: this discards revolution information -bhouston + + var q = new THREE.Quaternion(); + + return function ( newOrder ) { + + q.setFromEuler( this ); + this.setFromQuaternion( q, newOrder ); + + }; + + }(), + + equals: function ( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + }, + + fromArray: function ( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + }, + + toVector3: function ( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new THREE.Vector3( this._x, this._y, this._z ); + + } + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {}, + + clone: function () { + + return new THREE.Euler( this._x, this._y, this._z, this._order ); + + } + +}; + +// File:src/math/Line3.js + +/** + * @author bhouston / http://exocortex.com + */ + +THREE.Line3 = function ( start, end ) { + + this.start = ( start !== undefined ) ? start : new THREE.Vector3(); + this.end = ( end !== undefined ) ? end : new THREE.Vector3(); + +}; + +THREE.Line3.prototype = { + + constructor: THREE.Line3, + + set: function ( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + }, + + copy: function ( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + }, + + center: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + }, + + delta: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.subVectors( this.end, this.start ); + + }, + + distanceSq: function () { + + return this.start.distanceToSquared( this.end ); + + }, + + distance: function () { + + return this.start.distanceTo( this.end ); + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + closestPointToPointParameter: function () { + + var startP = new THREE.Vector3(); + var startEnd = new THREE.Vector3(); + + return function ( point, clampToLine ) { + + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); + + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); + + var t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = THREE.Math.clamp( t, 0, 1 ); + + } + + return t; + + }; + + }(), + + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + + var t = this.closestPointToPointParameter( point, clampToLine ); + + var result = optionalTarget || new THREE.Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + applyMatrix4: function ( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + }, + + equals: function ( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + }, + + clone: function () { + + return new THREE.Line3().copy( this ); + + } + +}; + +// File:src/math/Box2.js + +/** + * @author bhouston / http://exocortex.com + */ + +THREE.Box2 = function ( min, max ) { + + this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity ); + this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity ); + +}; + +THREE.Box2.prototype = { + + constructor: THREE.Box2, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ) + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new THREE.Vector2(); + + return function ( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + }, + + empty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + }, + + center: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector2(); + return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + size: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector2(); + return result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + }, + + containsPoint: function ( point ) { + + if ( point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ) { + + return false; + + } + + return true; + + }, + + containsBox: function ( box ) { + + if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && + ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) { + + return true; + + } + + return false; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new THREE.Vector2(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + }, + + isIntersectionBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + + if ( box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ) { + + return false; + + } + + return true; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector2(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new THREE.Vector2(); + + return function ( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + }, + + clone: function () { + + return new THREE.Box2().copy( this ); + + } + +}; + +// File:src/math/Box3.js + +/** + * @author bhouston / http://exocortex.com + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Box3 = function ( min, max ) { + + this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity ); + this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity ); + +}; + +THREE.Box3.prototype = { + + constructor: THREE.Box3, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ) + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new THREE.Vector3(); + + return function ( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + setFromObject: function () { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and childrens', world transforms + + var v1 = new THREE.Vector3(); + + return function ( object ) { + + var scope = this; + + object.updateMatrixWorld( true ); + + this.makeEmpty(); + + object.traverse( function ( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + v1.copy( vertices[ i ] ); + + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) { + + var positions = geometry.attributes[ 'position' ].array; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } + + } + + } ); + + return this; + + }; + + }(), + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = this.min.z = Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + }, + + empty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + }, + + center: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + size: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + if ( point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ) { + + return false; + + } + + return true; + + }, + + containsBox: function ( box ) { + + if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && + ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) && + ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) { + + return true; + + } + + return false; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new THREE.Vector3(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + }, + + isIntersectionBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + + if ( box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ) { + + return false; + + } + + return true; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new THREE.Vector3(); + + return function ( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + getBoundingSphere: function () { + + var v1 = new THREE.Vector3(); + + return function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Sphere(); + + result.center = this.center(); + result.radius = this.size( v1 ).length() * 0.5; + + return result; + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function () { + + var points = [ + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3() + ]; + + return function ( matrix ) { + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.makeEmpty(); + this.setFromPoints( points ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + }, + + clone: function () { + + return new THREE.Box3().copy( this ); + + } + +}; + +// File:src/math/Matrix3.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://exocortex.com + */ + +THREE.Matrix3 = function () { + + this.elements = new Float32Array( [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ] ); + + if ( arguments.length > 0 ) { + + THREE.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + + } + +}; + +THREE.Matrix3.prototype = { + + constructor: THREE.Matrix3, + + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13; + te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23; + te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + }, + + copy: function ( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], + me[ 1 ], me[ 4 ], me[ 7 ], + me[ 2 ], me[ 5 ], me[ 8 ] + + ); + + return this; + + }, + + multiplyVector3: function ( vector ) { + + THREE.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + + }, + + multiplyVector3Array: function ( a ) { + + THREE.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + + }, + + applyToVector3Array: function () { + + var v1 = new THREE.Vector3(); + + return function ( array, offset, length ) { + + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + + v1.x = array[ j ]; + v1.y = array[ j + 1 ]; + v1.z = array[ j + 2 ]; + + v1.applyMatrix3( this ); + + array[ j ] = v1.x; + array[ j + 1 ] = v1.y; + array[ j + 2 ] = v1.z; + + } + + return array; + + }; + + }(), + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + }, + + determinant: function () { + + var te = this.elements; + + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + }, + + getInverse: function ( matrix, throwOnInvertible ) { + + // input: THREE.Matrix4 + // ( based on http://code.google.com/p/webgl-mjs/ ) + + var me = matrix.elements; + var te = this.elements; + + te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ]; + te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ]; + te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ]; + te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ]; + te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ]; + te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ]; + te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ]; + te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ]; + te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ]; + + var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ]; + + // no inverse + + if ( det === 0 ) { + + var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnInvertible || false ) { + + throw new Error( msg ); + + } else { + + THREE.warn( msg ); + + } + + this.identity(); + + return this; + + } + + this.multiplyScalar( 1.0 / det ); + + 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; + + }, + + flattenToArrayOffset: function ( array, offset ) { + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + }, + + getNormalMatrix: function ( m ) { + + // input: THREE.Matrix4 + + this.getInverse( m ).transpose(); + + return this; + + }, + + transposeIntoArray: function ( r ) { + + var m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + }, + + fromArray: function ( array ) { + + this.elements.set( array ); + + return this; + + }, + + toArray: function () { + + var te = this.elements; + + return [ + te[ 0 ], te[ 1 ], te[ 2 ], + te[ 3 ], te[ 4 ], te[ 5 ], + te[ 6 ], te[ 7 ], te[ 8 ] + ]; + + }, + + clone: function () { + + return new THREE.Matrix3().fromArray( this.elements ); + + } + +}; + +// File:src/math/Matrix4.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://exocortex.com + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Matrix4 = function () { + + this.elements = new Float32Array( [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ] ); + + if ( arguments.length > 0 ) { + + THREE.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + + } + +}; + +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 ) { + + this.elements.set( m.elements ); + + return this; + + }, + + extractPosition: function ( m ) { + + THREE.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + + }, + + copyPosition: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + }, + + extractBasis: function ( xAxis, yAxis, zAxis ) { + + var te = this.elements; + + xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] ); + yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] ); + zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] ); + + return this; + + }, + + makeBasis: function ( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + }, + + extractRotation: function () { + + var v1 = new THREE.Vector3(); + + return function ( m ) { + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length(); + var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length(); + var scaleZ = 1 / v1.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; + + }; + + }(), + + makeRotationFromEuler: function ( euler ) { + + if ( euler instanceof THREE.Euler === false ) { + + THREE.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + var te = this.elements; + + var x = euler.x, y = euler.y, z = euler.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + setRotationFromQuaternion: function ( q ) { + + THREE.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + + return this.makeRotationFromQuaternion( q ); + + }, + + makeRotationFromQuaternion: function ( q ) { + + var te = this.elements; + + var x = q.x, y = q.y, z = q.z, w = q.w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[ 0 ] = 1 - ( yy + zz ); + te[ 4 ] = xy - wz; + te[ 8 ] = xz + wy; + + te[ 1 ] = xy + wz; + te[ 5 ] = 1 - ( xx + zz ); + te[ 9 ] = yz - wx; + + te[ 2 ] = xz - wy; + te[ 6 ] = yz + wx; + te[ 10 ] = 1 - ( xx + yy ); + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + lookAt: function () { + + var x = new THREE.Vector3(); + var y = new THREE.Vector3(); + var z = new THREE.Vector3(); + + return function ( eye, target, up ) { + + var te = this.elements; + + z.subVectors( eye, target ).normalize(); + + if ( z.length() === 0 ) { + + z.z = 1; + + } + + x.crossVectors( up, z ).normalize(); + + if ( x.length() === 0 ) { + + z.x += 0.0001; + x.crossVectors( up, z ).normalize(); + + } + + y.crossVectors( z, x ); + + + te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; + te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; + te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; + + return this; + + }; + + }(), + + multiply: function ( m, n ) { + + if ( n !== undefined ) { + + THREE.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); + + } + + return this.multiplyMatrices( this, m ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplyToArray: function ( a, b, r ) { + + var te = this.elements; + + this.multiplyMatrices( 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 ( vector ) { + + THREE.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); + return vector.applyProjection( this ); + + }, + + multiplyVector4: function ( vector ) { + + THREE.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + + multiplyVector3Array: function ( a ) { + + THREE.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + + }, + + applyToVector3Array: function () { + + var v1 = new THREE.Vector3(); + + return function ( array, offset, length ) { + + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + + v1.x = array[ j ]; + v1.y = array[ j + 1 ]; + v1.z = array[ j + 2 ]; + + v1.applyMatrix4( this ); + + array[ j ] = v1.x; + array[ j + 1 ] = v1.y; + array[ j + 2 ] = v1.z; + + } + + return array; + + }; + + }(), + + rotateAxis: function ( v ) { + + THREE.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + + v.transformDirection( this ); + + }, + + crossVector: function ( vector ) { + + THREE.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + + }, + + determinant: function () { + + var te = this.elements; + + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + }, + + flattenToArrayOffset: function ( array, offset ) { + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + }, + + getPosition: function () { + + var v1 = new THREE.Vector3(); + + return function () { + + THREE.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + + var te = this.elements; + return 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; + + }, + + getInverse: function ( m, throwOnInvertible ) { + + // 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; + + var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ]; + + if ( det == 0 ) { + + var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnInvertible || false ) { + + throw new Error( msg ); + + } else { + + THREE.warn( msg ); + + } + + this.identity(); + + return this; + } + + this.multiplyScalar( 1 / det ); + + return this; + + }, + + translate: function ( v ) { + + THREE.error( 'THREE.Matrix4: .translate() has been removed.' ); + + }, + + rotateX: function ( angle ) { + + THREE.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + + }, + + rotateY: function ( angle ) { + + THREE.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + + }, + + rotateZ: function ( angle ) { + + THREE.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + + }, + + rotateByAxis: function ( axis, angle ) { + + THREE.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + + }, + + 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; + + }, + + compose: function ( position, quaternion, scale ) { + + this.makeRotationFromQuaternion( quaternion ); + this.scale( scale ); + this.setPosition( position ); + + return this; + + }, + + decompose: function () { + + var vector = new THREE.Vector3(); + var matrix = new THREE.Matrix4(); + + return function ( position, quaternion, scale ) { + + var te = this.elements; + + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) { + sx = - sx; + } + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + + matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy() + + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; + + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; + + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; + + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( matrix ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + }; + + }(), + + 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( THREE.Math.degToRad( fov * 0.5 ) ); + 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; + + }, + + fromArray: function ( array ) { + + this.elements.set( array ); + + return this; + + }, + + toArray: function () { + + var te = this.elements; + + return [ + te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ], + te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ], + te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ], + te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ] + ]; + + }, + + clone: function () { + + return new THREE.Matrix4().fromArray( this.elements ); + + } + +}; + +// File:src/math/Ray.js + +/** + * @author bhouston / http://exocortex.com + */ + +THREE.Ray = function ( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3(); + this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3(); + +}; + +THREE.Ray.prototype = { + + constructor: THREE.Ray, + + set: function ( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + }, + + copy: function ( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + }, + + recast: function () { + + var v1 = new THREE.Vector3(); + + return function ( t ) { + + this.origin.copy( this.at( t, v1 ) ); + + return this; + + }; + + }(), + + closestPointToPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + result.subVectors( point, this.origin ); + var directionDistance = result.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return result.copy( this.origin ); + + } + + return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + }, + + distanceToPoint: function () { + + var v1 = new THREE.Vector3(); + + return function ( point ) { + + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceTo( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceTo( point ); + + }; + + }(), + + distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + +// return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 ); + var segDir = v1.clone().sub( v0 ).normalize(); + var segExtent = v0.distanceTo( v1 ) * 0.5; + var diff = this.origin.clone().sub( segCenter ); + var a01 = - this.direction.dot( segDir ); + var b0 = diff.dot( this.direction ); + var b1 = - diff.dot( segDir ); + var c = diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; + + if ( det >= 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) ); + + } + + return sqrDist; + + }, + + isIntersectionSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) <= sphere.radius; + + }, + + intersectSphere: function () { + + // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/ + + var v1 = new THREE.Vector3(); + + return function ( sphere, optionalTarget ) { + + v1.subVectors( sphere.center, this.origin ); + + var tca = v1.dot( this.direction ); + + var d2 = v1.dot( v1 ) - tca * tca; + + var radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + var thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, optionalTarget ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, optionalTarget ); + + } + + }(), + + isIntersectionPlane: function ( plane ) { + + // check if the ray lies on the plane first + + var distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + }, + + distanceToPlane: function ( plane ) { + + var denominator = plane.normal.dot( this.direction ); + if ( denominator == 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) == 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + }, + + intersectPlane: function ( plane, optionalTarget ) { + + var t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + } + + return this.at( t, optionalTarget ); + + }, + + isIntersectionBox: function () { + + var v = new THREE.Vector3(); + + return function ( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + }(), + + intersectBox: function ( box, optionalTarget ) { + + // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/ + + var tmin,tmax,tymin,tymax,tzmin,tzmax; + + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + var origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN + + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); + + }, + + intersectTriangle: function () { + + // Compute the offset origin, edges, and normal. + var diff = new THREE.Vector3(); + var edge1 = new THREE.Vector3(); + var edge2 = new THREE.Vector3(); + var normal = new THREE.Vector3(); + + return function ( a, b, c, backfaceCulling, optionalTarget ) { + + // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp + + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + var DdN = this.direction.dot( normal ); + var sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, optionalTarget ); + + }; + + }(), + + applyMatrix4: function ( matrix4 ) { + + this.direction.add( this.origin ).applyMatrix4( matrix4 ); + this.origin.applyMatrix4( matrix4 ); + this.direction.sub( this.origin ); + this.direction.normalize(); + + return this; + }, + + equals: function ( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + }, + + clone: function () { + + return new THREE.Ray().copy( this ); + + } + +}; + +// File:src/math/Sphere.js + +/** + * @author bhouston / http://exocortex.com + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Sphere = function ( center, radius ) { + + this.center = ( center !== undefined ) ? center : new THREE.Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + +}; + +THREE.Sphere.prototype = { + + constructor: THREE.Sphere, + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + }, + + setFromPoints: function () { + + var box = new THREE.Box3(); + + return function ( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + box.setFromPoints( points ).center( center ); + + } + + var maxRadiusSq = 0; + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + }; + + }(), + + copy: function ( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + }, + + empty: function () { + + return ( this.radius <= 0 ); + + }, + + containsPoint: function ( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + }, + + distanceToPoint: function ( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + }, + + intersectsSphere: function ( sphere ) { + + var radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + }, + + clampPoint: function ( point, optionalTarget ) { + + var deltaLengthSq = this.center.distanceToSquared( point ); + + var result = optionalTarget || new THREE.Vector3(); + result.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + result.sub( this.center ).normalize(); + result.multiplyScalar( this.radius ).add( this.center ); + + } + + return result; + + }, + + getBoundingBox: function ( optionalTarget ) { + + var box = optionalTarget || new THREE.Box3(); + + box.set( this.center, this.center ); + box.expandByScalar( this.radius ); + + return box; + + }, + + applyMatrix4: function ( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + }, + + translate: function ( offset ) { + + this.center.add( offset ); + + return this; + + }, + + equals: function ( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + }, + + clone: function () { + + return new THREE.Sphere().copy( this ); + + } + +}; + +// File:src/math/Frustum.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://exocortex.com + */ + +THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new THREE.Plane(), + ( p1 !== undefined ) ? p1 : new THREE.Plane(), + ( p2 !== undefined ) ? p2 : new THREE.Plane(), + ( p3 !== undefined ) ? p3 : new THREE.Plane(), + ( p4 !== undefined ) ? p4 : new THREE.Plane(), + ( p5 !== undefined ) ? p5 : new THREE.Plane() + + ]; + +}; + +THREE.Frustum.prototype = { + + constructor: THREE.Frustum, + + set: function ( p0, p1, p2, p3, p4, p5 ) { + + var planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + }, + + copy: function ( frustum ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + }, + + setFromMatrix: function ( m ) { + + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + return this; + + }, + + intersectsObject: function () { + + var sphere = new THREE.Sphere(); + + return function ( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; + + for ( var i = 0; i < 6; i ++ ) { + + var distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + }, + + intersectsBox: function () { + + var p1 = new THREE.Vector3(), + p2 = new THREE.Vector3(); + + return function ( box ) { + + var planes = this.planes; + + for ( var i = 0; i < 6 ; i ++ ) { + + var plane = planes[ i ]; + + p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; + p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; + p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; + p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + var d1 = plane.distanceToPoint( p1 ); + var d2 = plane.distanceToPoint( p2 ); + + // if both outside plane, no intersection + + if ( d1 < 0 && d2 < 0 ) { + + return false; + + } + } + + return true; + }; + + }(), + + + containsPoint: function ( point ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + }, + + clone: function () { + + return new THREE.Frustum().copy( this ); + + } + +}; + +// File:src/math/Plane.js + +/** + * @author bhouston / http://exocortex.com + */ + +THREE.Plane = function ( normal, constant ) { + + this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + +}; + +THREE.Plane.prototype = { + + constructor: THREE.Plane, + + set: function ( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + }, + + setComponents: function ( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + }, + + setFromNormalAndCoplanarPoint: function ( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized + + return this; + + }, + + setFromCoplanarPoints: function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + + return function ( a, b, c ) { + + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + }; + + }(), + + + copy: function ( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + }, + + normalize: function () { + + // Note: will lead to a divide by zero if the plane is invalid. + + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + }, + + negate: function () { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + }, + + distanceToPoint: function ( point ) { + + return this.normal.dot( point ) + this.constant; + + }, + + distanceToSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + }, + + projectPoint: function ( point, optionalTarget ) { + + return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); + + }, + + orthoPoint: function ( point, optionalTarget ) { + + var perpendicularMagnitude = this.distanceToPoint( point ); + + var result = optionalTarget || new THREE.Vector3(); + return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); + + }, + + isIntersectionLine: function ( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + }, + + intersectLine: function () { + + var v1 = new THREE.Vector3(); + + return function ( line, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + var direction = line.delta( v1 ); + + var denominator = this.normal.dot( direction ); + + if ( denominator == 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) == 0 ) { + + return result.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return undefined; + + } + + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return undefined; + + } + + return result.copy( direction ).multiplyScalar( t ).add( line.start ); + + }; + + }(), + + + coplanarPoint: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var m1 = new THREE.Matrix3(); + + return function ( matrix, optionalNormalMatrix ) { + + // compute new normal based on theory here: + // http://www.songho.ca/opengl/gl_normaltransform.html + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix ); + + var newCoplanarPoint = this.coplanarPoint( v2 ); + newCoplanarPoint.applyMatrix4( matrix ); + + this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.constant = this.constant - offset.dot( this.normal ); + + return this; + + }, + + equals: function ( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant == this.constant ); + + }, + + clone: function () { + + return new THREE.Plane().copy( this ); + + } + +}; + +// File:src/math/Math.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Math = { + + generateUUID: function () { + + // http://www.broofa.com/Tools/Math.uuid.htm + + var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); + var uuid = new Array( 36 ); + var rnd = 0, r; + + return function () { + + for ( var i = 0; i < 36; i ++ ) { + + if ( i == 8 || i == 13 || i == 18 || i == 23 ) { + + uuid[ i ] = '-'; + + } else if ( i == 14 ) { + + uuid[ i ] = '4'; + + } else { + + if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; + r = rnd & 0xf; + rnd = rnd >> 4; + uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ]; + + } + } + + return uuid.join( '' ); + + }; + + }(), + + // Clamp value to range <a, b> + + clamp: function ( x, a, b ) { + + return ( x < a ) ? a : ( ( x > b ) ? b : x ); + + }, + + // Clamp value to range <a, inf) + + clampBottom: function ( x, a ) { + + return x < a ? a : x; + + }, + + // Linear mapping from range <a1, a2> to range <b1, b2> + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // http://en.wikipedia.org/wiki/Smoothstep + + smoothstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + + }, + + smootherstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + + }, + + // Random 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 <low, high> interval + + randInt: function ( low, high ) { + + return Math.floor( this.randFloat( low, high ) ); + + }, + + // Random float from <low, high> interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + degToRad: function () { + + var degreeToRadiansFactor = Math.PI / 180; + + return function ( degrees ) { + + return degrees * degreeToRadiansFactor; + + }; + + }(), + + radToDeg: function () { + + var radianToDegreesFactor = 180 / Math.PI; + + return function ( radians ) { + + return radians * radianToDegreesFactor; + + }; + + }(), + + isPowerOfTwo: function ( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + + }, + + nextPowerOfTwo: function ( value ) { + + value --; + value |= value >> 1; + value |= value >> 2; + value |= value >> 4; + value |= value >> 8; + value |= value >> 16; + value ++; + + return value; + + } + +}; + +// File:src/math/Spline.js + +/** + * 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, + 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; + + }; + +}; + +// File:src/math/Triangle.js + +/** + * @author bhouston / http://exocortex.com + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Triangle = function ( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new THREE.Vector3(); + this.b = ( b !== undefined ) ? b : new THREE.Vector3(); + this.c = ( c !== undefined ) ? c : new THREE.Vector3(); + +}; + +THREE.Triangle.normal = function () { + + var v0 = new THREE.Vector3(); + + return function ( a, b, c, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + result.subVectors( c, b ); + v0.subVectors( a, b ); + result.cross( v0 ); + + var resultLengthSq = result.lengthSq(); + if ( resultLengthSq > 0 ) { + + return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); + + } + + return result.set( 0, 0, 0 ); + + }; + +}(); + +// static/instance method to calculate barycoordinates +// based on: http://www.blackpawn.com/texts/pointinpoly/default.html +THREE.Triangle.barycoordFromPoint = function () { + + var v0 = new THREE.Vector3(); + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + + return function ( point, a, b, c, optionalTarget ) { + + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); + + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); + + var denom = ( dot00 * dot11 - dot01 * dot01 ); + + var result = optionalTarget || new THREE.Vector3(); + + // colinear or singular triangle + if ( denom == 0 ) { + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return result.set( - 2, - 1, - 1 ); + } + + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycoordinates must always sum to 1 + return result.set( 1 - u - v, v, u ); + + }; + +}(); + +THREE.Triangle.containsPoint = function () { + + var v1 = new THREE.Vector3(); + + return function ( point, a, b, c ) { + + var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 ); + + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + + }; + +}(); + +THREE.Triangle.prototype = { + + constructor: THREE.Triangle, + + set: function ( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + }, + + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + }, + + copy: function ( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + }, + + area: function () { + + var v0 = new THREE.Vector3(); + var v1 = new THREE.Vector3(); + + return function () { + + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); + + return v0.cross( v1 ).length() * 0.5; + + }; + + }(), + + midpoint: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + }, + + normal: function ( optionalTarget ) { + + return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget ); + + }, + + plane: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Plane(); + + return result.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + barycoordFromPoint: function ( point, optionalTarget ) { + + return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + + }, + + containsPoint: function ( point ) { + + return THREE.Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + }, + + clone: function () { + + return new THREE.Triangle().copy( this ); + + } + +}; + +// File:src/core/Clock.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Clock = function ( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + +}; + +THREE.Clock.prototype = { + + constructor: THREE.Clock, + + start: function () { + + this.startTime = self.performance !== undefined && self.performance.now !== undefined + ? self.performance.now() + : Date.now(); + + this.oldTime = this.startTime; + this.running = true; + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + + } + + if ( this.running ) { + + var newTime = self.performance !== undefined && self.performance.now !== undefined + ? self.performance.now() + : Date.now(); + + diff = 0.001 * ( newTime - this.oldTime ); + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +}; + +// File:src/core/EventDispatcher.js + +/** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + +THREE.EventDispatcher = function () {} + +THREE.EventDispatcher.prototype = { + + constructor: THREE.EventDispatcher, + + apply: function ( object ) { + + object.addEventListener = THREE.EventDispatcher.prototype.addEventListener; + object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener; + object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener; + object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent; + + }, + + addEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + var listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }, + + hasEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return false; + + var listeners = this._listeners; + + if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) { + + return true; + + } + + return false; + + }, + + removeEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + var index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + }, + + dispatchEvent: function ( event ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + var array = []; + var length = listenerArray.length; + + for ( var i = 0; i < length; i ++ ) { + + array[ i ] = listenerArray[ i ]; + + } + + for ( var i = 0; i < length; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + +}; + +// File:src/core/Raycaster.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://exocortex.com/ + * @author stephomi / http://stephaneginier.com/ + */ + +//( function ( THREE ) { + + THREE.Raycaster = function ( origin, direction, near, far ) { + + this.ray = new THREE.Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near || 0; + this.far = far || Infinity; + + this.params = { + Sprite: {}, + Mesh: {}, + PointCloud: { threshold: 1 }, + LOD: {}, + Line: {} + }; + + }; + + var descSort = function ( a, b ) { + + return a.distance - b.distance; + + }; + + var intersectObject = function ( object, raycaster, intersects, recursive ) { + + object.raycast( raycaster, intersects ); + + if ( recursive === true ) { + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + + }; + + // + + THREE.Raycaster.prototype = { + + constructor: THREE.Raycaster, + + precision: 0.0001, + linePrecision: 1, + + set: function ( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + }, + + setFromCamera: function ( coords, camera ) { + + // camera is assumed _not_ to be a child of a transformed object + + if ( camera instanceof THREE.PerspectiveCamera ) { + + this.ray.origin.copy( camera.position ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( camera.position ).normalize(); + + } else if ( camera instanceof THREE.OrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera ); + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + + } else { + + THREE.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive ) { + + var intersects = []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( descSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive ) { + + var intersects = []; + + if ( objects instanceof Array === false ) { + + THREE.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; + + } + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( descSort ); + + return intersects; + + } + + }; + +//}( THREE ) ); + +// File:src/core/Object3D.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Object3D = function () { + + Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = undefined; + this.children = []; + + this.up = THREE.Object3D.DefaultUp.clone(); + + var position = new THREE.Vector3(); + var rotation = new THREE.Euler(); + var quaternion = new THREE.Quaternion(); + var scale = new THREE.Vector3( 1, 1, 1 ); + + var onRotationChange = function () { + quaternion.setFromEuler( rotation, false ); + }; + + var onQuaternionChange = function () { + rotation.setFromQuaternion( quaternion, undefined, false ); + }; + + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + } + } ); + + this.rotationAutoUpdate = true; + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = true; + this.matrixWorldNeedsUpdate = false; + + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.userData = {}; + +}; + +THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 ); + +THREE.Object3D.prototype = { + + constructor: THREE.Object3D, + + get eulerOrder () { + + THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' ); + + return this.rotation.order; + + }, + + set eulerOrder ( value ) { + + THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' ); + + this.rotation.order = value; + + }, + + get useQuaternion () { + + THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + }, + + set useQuaternion ( value ) { + + THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + + }, + + applyMatrix: function ( matrix ) { + + this.matrix.multiplyMatrices( matrix, this.matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + }, + + setRotationFromAxisAngle: function ( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + }, + + setRotationFromEuler: function ( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + }, + + setRotationFromMatrix: function ( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + }, + + setRotationFromQuaternion: function ( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + }, + + rotateOnAxis: function () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new THREE.Quaternion(); + + return function ( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + } + + }(), + + rotateX: function () { + + var v1 = new THREE.Vector3( 1, 0, 0 ); + + return function ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateY: function () { + + var v1 = new THREE.Vector3( 0, 1, 0 ); + + return function ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateZ: function () { + + var v1 = new THREE.Vector3( 0, 0, 1 ); + + return function ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + translateOnAxis: function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new THREE.Vector3(); + + return function ( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + } + + }(), + + translate: function ( distance, axis ) { + + THREE.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + + }, + + translateX: function () { + + var v1 = new THREE.Vector3( 1, 0, 0 ); + + return function ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateY: function () { + + var v1 = new THREE.Vector3( 0, 1, 0 ); + + return function ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateZ: function () { + + var v1 = new THREE.Vector3( 0, 0, 1 ); + + return function ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function () { + + var m1 = new THREE.Matrix4(); + + return function ( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + + }(), + + lookAt: function () { + + // This routine does not support objects with rotated and/or translated parent(s) + + var m1 = new THREE.Matrix4(); + + return function ( vector ) { + + m1.lookAt( vector, this.position, this.up ); + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(), + + add: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + }; + + if ( object === this ) { + + THREE.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); + return this; + + } + + if ( object instanceof THREE.Object3D ) { + + if ( object.parent !== undefined ) { + + object.parent.remove( object ); + + } + + object.parent = this; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + THREE.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + + } + + return this; + + }, + + remove: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + }; + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = undefined; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + }, + + getChildByName: function ( name ) { + + THREE.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + + }, + + getObjectById: function ( id ) { + + return this.getObjectByProperty( 'id', id ); + + }, + + getObjectByName: function ( name ) { + + return this.getObjectByProperty( 'name', name ); + + }, + + getObjectByProperty: function ( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + }, + + getWorldPosition: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.updateMatrixWorld( true ); + + return result.setFromMatrixPosition( this.matrixWorld ); + + }, + + getWorldQuaternion: function () { + + var position = new THREE.Vector3(); + var scale = new THREE.Vector3(); + + return function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Quaternion(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, result, scale ); + + return result; + + } + + }(), + + getWorldRotation: function () { + + var quaternion = new THREE.Quaternion(); + + return function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Euler(); + + this.getWorldQuaternion( quaternion ); + + return result.setFromQuaternion( quaternion, this.rotation.order, false ); + + } + + }(), + + getWorldScale: function () { + + var position = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + + return function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, result ); + + return result; + + } + + }(), + + getWorldDirection: function () { + + var quaternion = new THREE.Quaternion(); + + return function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + } + + }(), + + raycast: function () {}, + + traverse: function ( callback ) { + + callback( this ); + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + if ( this.parent ) { + + callback( this.parent ); + + this.parent.traverseAncestors( callback ); + + } + + }, + + updateMatrix: function () { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + 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.multiplyMatrices( 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 ); + + } + + }, + + toJSON: function () { + + var output = { + metadata: { + version: 4.3, + type: 'Object', + generator: 'ObjectExporter' + } + }; + + // + + var geometries = {}; + + var parseGeometry = function ( geometry ) { + + if ( output.geometries === undefined ) { + + output.geometries = []; + + } + + if ( geometries[ geometry.uuid ] === undefined ) { + + var json = geometry.toJSON(); + + delete json.metadata; + + geometries[ geometry.uuid ] = json; + + output.geometries.push( json ); + + } + + return geometry.uuid; + + }; + + // + + var materials = {}; + + var parseMaterial = function ( material ) { + + if ( output.materials === undefined ) { + + output.materials = []; + + } + + if ( materials[ material.uuid ] === undefined ) { + + var json = material.toJSON(); + + delete json.metadata; + + materials[ material.uuid ] = json; + + output.materials.push( json ); + + } + + return material.uuid; + + }; + + // + + var parseObject = function ( object ) { + + var data = {}; + + data.uuid = object.uuid; + data.type = object.type; + + if ( object.name !== '' ) data.name = object.name; + if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData; + if ( object.visible !== true ) data.visible = object.visible; + + if ( object instanceof THREE.PerspectiveCamera ) { + + data.fov = object.fov; + data.aspect = object.aspect; + data.near = object.near; + data.far = object.far; + + } else if ( object instanceof THREE.OrthographicCamera ) { + + data.left = object.left; + data.right = object.right; + data.top = object.top; + data.bottom = object.bottom; + data.near = object.near; + data.far = object.far; + + } else if ( object instanceof THREE.AmbientLight ) { + + data.color = object.color.getHex(); + + } else if ( object instanceof THREE.DirectionalLight ) { + + data.color = object.color.getHex(); + data.intensity = object.intensity; + + } else if ( object instanceof THREE.PointLight ) { + + data.color = object.color.getHex(); + data.intensity = object.intensity; + data.distance = object.distance; + data.decay = object.decay; + + } else if ( object instanceof THREE.SpotLight ) { + + data.color = object.color.getHex(); + data.intensity = object.intensity; + data.distance = object.distance; + data.angle = object.angle; + data.exponent = object.exponent; + data.decay = object.decay; + + } else if ( object instanceof THREE.HemisphereLight ) { + + data.color = object.color.getHex(); + data.groundColor = object.groundColor.getHex(); + + } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ) { + + data.geometry = parseGeometry( object.geometry ); + data.material = parseMaterial( object.material ); + + if ( object instanceof THREE.Line ) data.mode = object.mode; + + } else if ( object instanceof THREE.Sprite ) { + + data.material = parseMaterial( object.material ); + + } + + data.matrix = object.matrix.toArray(); + + if ( object.children.length > 0 ) { + + data.children = []; + + for ( var i = 0; i < object.children.length; i ++ ) { + + data.children.push( parseObject( object.children[ i ] ) ); + + } + + } + + return data; + + } + + output.object = parseObject( this ); + + return output; + + }, + + clone: function ( object, recursive ) { + + if ( object === undefined ) object = new THREE.Object3D(); + if ( recursive === undefined ) recursive = true; + + object.name = this.name; + + object.up.copy( this.up ); + + object.position.copy( this.position ); + object.quaternion.copy( this.quaternion ); + object.scale.copy( this.scale ); + + object.rotationAutoUpdate = this.rotationAutoUpdate; + + object.matrix.copy( this.matrix ); + object.matrixWorld.copy( this.matrixWorld ); + + object.matrixAutoUpdate = this.matrixAutoUpdate; + object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate; + + object.visible = this.visible; + + object.castShadow = this.castShadow; + object.receiveShadow = this.receiveShadow; + + object.frustumCulled = this.frustumCulled; + + object.userData = JSON.parse( JSON.stringify( this.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < this.children.length; i ++ ) { + + var child = this.children[ i ]; + object.add( child.clone() ); + + } + + } + + return object; + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype ); + +THREE.Object3DIdCount = 0; + +// File:src/core/Face3.js + +/** + * @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 !== undefined ? materialIndex : 0; + +}; + +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.materialIndex = this.materialIndex; + + for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) { + + face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) { + + face.vertexColors[ i ] = this.vertexColors[ i ].clone(); + + } + + for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) { + + face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); + + } + + return face; + + } + +}; + +// File:src/core/Face4.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { + + THREE.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ) + return new THREE.Face3( a, b, c, normal, color, materialIndex ); + +}; + +// File:src/core/BufferAttribute.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferAttribute = function ( array, itemSize ) { + + this.array = array; + this.itemSize = itemSize; + + this.needsUpdate = false; + +}; + +THREE.BufferAttribute.prototype = { + + constructor: THREE.BufferAttribute, + + get length () { + + return this.array.length; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index *= this.itemSize; + + this.array[ index ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + }, + + clone: function () { + + return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize ); + + } + +}; + +// + +THREE.Int8Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint8Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint8ClampedAttribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + + +}; + +THREE.Int16Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint16Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Int32Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Uint32Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Float32Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +THREE.Float64Attribute = function ( data, itemSize ) { + + THREE.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); + return new THREE.BufferAttribute( data, itemSize ); + +}; + +// File:src/core/DynamicBufferAttribute.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.DynamicBufferAttribute = function ( array, itemSize ) { + + THREE.BufferAttribute.call( this, array, itemSize ); + + this.updateRange = { offset: 0, count: -1 }; + +}; + +THREE.DynamicBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype ); +THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute; + +THREE.DynamicBufferAttribute.prototype.clone = function () { + + return new THREE.DynamicBufferAttribute( new this.array.constructor( this.array ), this.itemSize ); + +}; + +// File:src/core/BufferGeometry.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferGeometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.attributes = {}; + this.attributesKeys = []; + + this.drawcalls = []; + this.offsets = this.drawcalls; // backwards compatibility + + this.boundingBox = null; + this.boundingSphere = null; + +}; + +THREE.BufferGeometry.prototype = { + + constructor: THREE.BufferGeometry, + + addAttribute: function ( name, attribute ) { + + if ( attribute instanceof THREE.BufferAttribute === false ) { + + THREE.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] }; + + return; + + } + + this.attributes[ name ] = attribute; + this.attributesKeys = Object.keys( this.attributes ); + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + addDrawCall: function ( start, count, indexOffset ) { + + this.drawcalls.push( { + + start: start, + count: count, + index: indexOffset !== undefined ? indexOffset : 0 + + } ); + + }, + + applyMatrix: function ( matrix ) { + + var position = this.attributes.position; + + if ( position !== undefined ) { + + matrix.applyToVector3Array( position.array ); + position.needsUpdate = true; + + } + + var normal = this.attributes.normal; + + if ( normal !== undefined ) { + + var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + + normalMatrix.applyToVector3Array( normal.array ); + normal.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + }, + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.center().negate(); + + this.applyMatrix( new THREE.Matrix4().setPosition( offset ) ); + + return offset; + + }, + + fromGeometry: function ( geometry, settings ) { + + settings = settings || { 'vertexColors': THREE.NoColors }; + + var vertices = geometry.vertices; + var faces = geometry.faces; + var faceVertexUvs = geometry.faceVertexUvs; + var vertexColors = settings.vertexColors; + var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3; + + var positions = new Float32Array( faces.length * 3 * 3 ); + this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); + + var normals = new Float32Array( faces.length * 3 * 3 ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + + if ( vertexColors !== THREE.NoColors ) { + + var colors = new Float32Array( faces.length * 3 * 3 ); + this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); + + } + + if ( hasFaceVertexUv === true ) { + + var uvs = new Float32Array( faces.length * 3 * 2 ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + + } + + for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) { + + var face = faces[ i ]; + + var a = vertices[ face.a ]; + var b = vertices[ face.b ]; + var c = vertices[ face.c ]; + + positions[ i3 ] = a.x; + positions[ i3 + 1 ] = a.y; + positions[ i3 + 2 ] = a.z; + + positions[ i3 + 3 ] = b.x; + positions[ i3 + 4 ] = b.y; + positions[ i3 + 5 ] = b.z; + + positions[ i3 + 6 ] = c.x; + positions[ i3 + 7 ] = c.y; + positions[ i3 + 8 ] = c.z; + + if ( hasFaceVertexNormals === true ) { + + var na = face.vertexNormals[ 0 ]; + var nb = face.vertexNormals[ 1 ]; + var nc = face.vertexNormals[ 2 ]; + + normals[ i3 ] = na.x; + normals[ i3 + 1 ] = na.y; + normals[ i3 + 2 ] = na.z; + + normals[ i3 + 3 ] = nb.x; + normals[ i3 + 4 ] = nb.y; + normals[ i3 + 5 ] = nb.z; + + normals[ i3 + 6 ] = nc.x; + normals[ i3 + 7 ] = nc.y; + normals[ i3 + 8 ] = nc.z; + + } else { + + var n = face.normal; + + normals[ i3 ] = n.x; + normals[ i3 + 1 ] = n.y; + normals[ i3 + 2 ] = n.z; + + normals[ i3 + 3 ] = n.x; + normals[ i3 + 4 ] = n.y; + normals[ i3 + 5 ] = n.z; + + normals[ i3 + 6 ] = n.x; + normals[ i3 + 7 ] = n.y; + normals[ i3 + 8 ] = n.z; + + } + + if ( vertexColors === THREE.FaceColors ) { + + var fc = face.color; + + colors[ i3 ] = fc.r; + colors[ i3 + 1 ] = fc.g; + colors[ i3 + 2 ] = fc.b; + + colors[ i3 + 3 ] = fc.r; + colors[ i3 + 4 ] = fc.g; + colors[ i3 + 5 ] = fc.b; + + colors[ i3 + 6 ] = fc.r; + colors[ i3 + 7 ] = fc.g; + colors[ i3 + 8 ] = fc.b; + + } else if ( vertexColors === THREE.VertexColors ) { + + var vca = face.vertexColors[ 0 ]; + var vcb = face.vertexColors[ 1 ]; + var vcc = face.vertexColors[ 2 ]; + + colors[ i3 ] = vca.r; + colors[ i3 + 1 ] = vca.g; + colors[ i3 + 2 ] = vca.b; + + colors[ i3 + 3 ] = vcb.r; + colors[ i3 + 4 ] = vcb.g; + colors[ i3 + 5 ] = vcb.b; + + colors[ i3 + 6 ] = vcc.r; + colors[ i3 + 7 ] = vcc.g; + colors[ i3 + 8 ] = vcc.b; + + } + + if ( hasFaceVertexUv === true ) { + + var uva = faceVertexUvs[ 0 ][ i ][ 0 ]; + var uvb = faceVertexUvs[ 0 ][ i ][ 1 ]; + var uvc = faceVertexUvs[ 0 ][ i ][ 2 ]; + + uvs[ i2 ] = uva.x; + uvs[ i2 + 1 ] = uva.y; + + uvs[ i2 + 2 ] = uvb.x; + uvs[ i2 + 3 ] = uvb.y; + + uvs[ i2 + 4 ] = uvc.x; + uvs[ i2 + 5 ] = uvc.y; + + } + + } + + this.computeBoundingSphere() + + return this; + + }, + + computeBoundingBox: function () { + + var vector = new THREE.Vector3(); + + return function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new THREE.Box3(); + + } + + var positions = this.attributes.position.array; + + if ( positions ) { + + var bb = this.boundingBox; + bb.makeEmpty(); + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + bb.expandByPoint( vector ); + + } + + } + + if ( positions === undefined || positions.length === 0 ) { + + this.boundingBox.min.set( 0, 0, 0 ); + this.boundingBox.max.set( 0, 0, 0 ); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + THREE.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' ); + + } + + } + + }(), + + computeBoundingSphere: function () { + + var box = new THREE.Box3(); + var vector = new THREE.Vector3(); + + return function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new THREE.Sphere(); + + } + + var positions = this.attributes.position.array; + + if ( positions ) { + + box.makeEmpty(); + + var center = this.boundingSphere.center; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + box.expandByPoint( vector ); + + } + + box.center( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = positions.length; i < il; i += 3 ) { + + vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + THREE.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' ); + + } + + } + + } + + }(), + + computeFaceNormals: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var attributes = this.attributes; + + if ( attributes.position ) { + + var positions = attributes.position.array; + + if ( attributes.normal === undefined ) { + + this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) ); + + } else { + + // reset existing normals to zero + + var normals = attributes.normal.array; + + for ( var i = 0, il = normals.length; i < il; i ++ ) { + + normals[ i ] = 0; + + } + + } + + var normals = attributes.normal.array; + + var vA, vB, vC, + + pA = new THREE.Vector3(), + pB = new THREE.Vector3(), + pC = new THREE.Vector3(), + + cb = new THREE.Vector3(), + ab = new THREE.Vector3(); + + // indexed elements + + if ( attributes.index ) { + + var indices = attributes.index.array; + + var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] ); + + for ( var j = 0, jl = offsets.length; j < jl; ++ j ) { + + var start = offsets[ j ].start; + var count = offsets[ j ].count; + var index = offsets[ j ].index; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + vA = ( index + indices[ i ] ) * 3; + vB = ( index + indices[ i + 1 ] ) * 3; + vC = ( index + indices[ i + 2 ] ) * 3; + + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; + + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; + + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; + + } + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( var i = 0, il = positions.length; i < il; i += 9 ) { + + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; + + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; + + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; + + } + + } + + this.normalizeNormals(); + + attributes.normal.needsUpdate = true; + + } + + }, + + 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 ) { + + THREE.warn( 'THREE.BufferGeometry: 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 ) { + + this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); + + } + + 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 vA = new THREE.Vector3(), + vB = new THREE.Vector3(), + vC = new THREE.Vector3(), + + uvA = new THREE.Vector2(), + uvB = new THREE.Vector2(), + uvC = new THREE.Vector2(), + + 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 ) { + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); + + 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.x - uvA.x; + s2 = uvC.x - uvA.x; + + t1 = uvB.y - uvA.y; + t2 = uvC.y - uvA.y; + + 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 ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + var i, il; + var j, jl; + var iA, iB, iC; + + if ( this.drawcalls.length === 0 ) { + + this.addDrawCall( 0, indices.length, 0 ); + + } + + var drawcalls = this.drawcalls; + + for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) { + + var start = drawcalls[ j ].start; + var count = drawcalls[ j ].count; + var index = drawcalls[ 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; + + function handleVertex( v ) { + + n.fromArray( normals, v * 3 ); + n2.copy( n ); + + t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( 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 = drawcalls.length; j < jl; ++ j ) { + + var start = drawcalls[ j ].start; + var count = drawcalls[ j ].count; + var index = drawcalls[ 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 ); + + } + + } + + }, + + /* + Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices. + This method will effectively rewrite the index buffer and remap all attributes to match the new indices. + WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets. + size - Defaults to 65535, but allows for larger or smaller chunks. + */ + computeOffsets: function ( size ) { + + if ( size === undefined ) size = 65535; // WebGL limits type of index buffer values to 16-bit. + + var indices = this.attributes.index.array; + var vertices = this.attributes.position.array; + + var facesCount = ( indices.length / 3 ); + + /* + console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length); + console.log("Faces to process: "+(indices.length/3)); + console.log("Reordering "+verticesCount+" vertices."); + */ + + var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers + var indexPtr = 0; + var vertexPtr = 0; + + var offsets = [ { start:0, count:0, index:0 } ]; + var offset = offsets[ 0 ]; + + var duplicatedVertices = 0; + var newVerticeMaps = 0; + var faceVertices = new Int32Array( 6 ); + var vertexMap = new Int32Array( vertices.length ); + var revVertexMap = new Int32Array( vertices.length ); + for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; } + + /* + Traverse every face and reorder vertices in the proper offsets of 65k. + We can have more than 65k entries in the index buffer per offset, but only reference 65k values. + */ + for ( var findex = 0; findex < facesCount; findex ++ ) { + newVerticeMaps = 0; + + for ( var vo = 0; vo < 3; vo ++ ) { + var vid = indices[ findex * 3 + vo ]; + if ( vertexMap[ vid ] == - 1 ) { + //Unmapped vertice + faceVertices[ vo * 2 ] = vid; + faceVertices[ vo * 2 + 1 ] = - 1; + newVerticeMaps ++; + } else if ( vertexMap[ vid ] < offset.index ) { + //Reused vertices from previous block (duplicate) + faceVertices[ vo * 2 ] = vid; + faceVertices[ vo * 2 + 1 ] = - 1; + duplicatedVertices ++; + } else { + //Reused vertice in the current block + faceVertices[ vo * 2 ] = vid; + faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ]; + } + } + + var faceMax = vertexPtr + newVerticeMaps; + if ( faceMax > ( offset.index + size ) ) { + var new_offset = { start:indexPtr, count:0, index:vertexPtr }; + offsets.push( new_offset ); + offset = new_offset; + + //Re-evaluate reused vertices in light of new offset. + for ( var v = 0; v < 6; v += 2 ) { + var new_vid = faceVertices[ v + 1 ]; + if ( new_vid > - 1 && new_vid < offset.index ) + faceVertices[ v + 1 ] = - 1; + } + } + + //Reindex the face. + for ( var v = 0; v < 6; v += 2 ) { + var vid = faceVertices[ v ]; + var new_vid = faceVertices[ v + 1 ]; + + if ( new_vid === - 1 ) + new_vid = vertexPtr ++; + + vertexMap[ vid ] = new_vid; + revVertexMap[ new_vid ] = vid; + sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit + offset.count ++; + } + } + + /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */ + this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr ); + this.offsets = offsets; // TODO: Deprecate + this.drawcalls = offsets; + + /* + var orderTime = Date.now(); + console.log("Reorder time: "+(orderTime-s)+"ms"); + console.log("Duplicated "+duplicatedVertices+" vertices."); + console.log("Compute Buffers time: "+(Date.now()-s)+"ms"); + console.log("Draw offsets: "+offsets.length); + */ + + return offsets; + + }, + + merge: function ( geometry, offset ) { + + if ( geometry instanceof THREE.BufferGeometry === false ) { + + THREE.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; + + } + + if ( offset === undefined ) offset = 0; + + var attributes = this.attributes; + + for ( var key in attributes ) { + + if ( geometry.attributes[ key ] === undefined ) continue; + + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; + + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; + + var attributeSize = attribute2.itemSize; + + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + }, + + normalizeNormals: function () { + + var normals = this.attributes.normal.array; + + var x, y, z, n; + + for ( var i = 0, il = normals.length; i < il; i += 3 ) { + + x = normals[ i ]; + y = normals[ i + 1 ]; + z = normals[ i + 2 ]; + + n = 1.0 / Math.sqrt( x * x + y * y + z * z ); + + normals[ i ] *= n; + normals[ i + 1 ] *= n; + normals[ i + 2 ] *= n; + + } + + }, + + /* + reoderBuffers: + Reorder attributes based on a new indexBuffer and indexMap. + indexBuffer - Uint16Array of the new ordered indices. + indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex. + vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack). + */ + reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) { + + /* Create a copy of all attributes for reordering. */ + var sortedAttributes = {}; + for ( var attr in this.attributes ) { + if ( attr == 'index' ) + continue; + var sourceArray = this.attributes[ attr ].array; + sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount ); + } + + /* Move attribute positions based on the new index map */ + for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) { + var vid = indexMap[ new_vid ]; + for ( var attr in this.attributes ) { + if ( attr == 'index' ) + continue; + var attrArray = this.attributes[ attr ].array; + var attrSize = this.attributes[ attr ].itemSize; + var sortedAttr = sortedAttributes[ attr ]; + for ( var k = 0; k < attrSize; k ++ ) + sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ]; + } + } + + /* Carry the new sorted buffers locally */ + this.attributes[ 'index' ].array = indexBuffer; + for ( var attr in this.attributes ) { + if ( attr == 'index' ) + continue; + this.attributes[ attr ].array = sortedAttributes[ attr ]; + this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount; + } + }, + + toJSON: function () { + + var output = { + metadata: { + version: 4.0, + type: 'BufferGeometry', + generator: 'BufferGeometryExporter' + }, + uuid: this.uuid, + type: this.type, + data: { + attributes: {} + } + }; + + var attributes = this.attributes; + var offsets = this.offsets; + var boundingSphere = this.boundingSphere; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = Array.prototype.slice.call( attribute.array ); + + output.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array + } + + } + + if ( offsets.length > 0 ) { + + output.data.offsets = JSON.parse( JSON.stringify( offsets ) ); + + } + + if ( boundingSphere !== null ) { + + output.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + } + + } + + return output; + + }, + + clone: function () { + + var geometry = new THREE.BufferGeometry(); + + for ( var attr in this.attributes ) { + + var sourceAttr = this.attributes[ attr ]; + geometry.addAttribute( attr, sourceAttr.clone() ); + + } + + for ( var i = 0, il = this.offsets.length; i < il; i ++ ) { + + var offset = this.offsets[ i ]; + + geometry.offsets.push( { + + start: offset.start, + index: offset.index, + count: offset.count + + } ); + + } + + return geometry; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype ); + +// File:src/core/Geometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://exocortex.com + */ + +THREE.Geometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; // one-to-one vertex colors, used in Points and Line + + this.faces = []; + + this.faceVertexUvs = [ [] ]; + + this.morphTargets = []; + this.morphColors = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.hasTangents = false; + + this.dynamic = true; // the intermediate typed arrays 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; + this.lineDistancesNeedUpdate = false; + + this.groupsNeedUpdate = false; + +}; + +THREE.Geometry.prototype = { + + constructor: THREE.Geometry, + + applyMatrix: function ( matrix ) { + + var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + + } + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; + + }, + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var attributes = geometry.attributes; + + var vertices = attributes.position.array; + var indices = attributes.index !== undefined ? attributes.index.array : undefined; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + + var tempNormals = []; + var tempUVs = []; + + for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) { + + scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); + + if ( normals !== undefined ) { + + tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + + } + + if ( colors !== undefined ) { + + scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + + } + + if ( uvs !== undefined ) { + + tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + + } + + } + + var addFace = function ( a, b, c ) { + + var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; + var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + + scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + }; + + if ( indices !== undefined ) { + + var drawcalls = geometry.drawcalls; + + if ( drawcalls.length > 0 ) { + + for ( var i = 0; i < drawcalls.length; i ++ ) { + + var drawcall = drawcalls[ i ]; + + var start = drawcall.start; + var count = drawcall.count; + var index = drawcall.index; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + addFace( index + indices[ j ], index + indices[ j + 1 ], index + indices[ j + 2 ] ); + + } + + } + + } else { + + for ( var i = 0; i < indices.length; i += 3 ) { + + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } + + } else { + + for ( var i = 0; i < vertices.length / 3; i += 3 ) { + + addFace( i, i + 1, i + 2 ); + + } + + } + + this.computeFaceNormals(); + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + return this; + + }, + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.center().negate(); + + this.applyMatrix( new THREE.Matrix4().setPosition( offset ) ); + + return offset; + + }, + + computeFaceNormals: function () { + + var cb = new THREE.Vector3(), ab = new THREE.Vector3(); + + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + + var face = this.faces[ f ]; + + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + cb.normalize(); + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function ( areaWeighted ) { + + var v, vl, f, fl, face, vertices; + + vertices = new Array( this.vertices.length ); + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new THREE.Vector3(); + + } + + if ( areaWeighted ) { + + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm + + var vA, vB, vC; + var cb = new 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.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); + + } + + } else { + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.vertexNormals[ 0 ] = vertices[ face.a ].clone(); + face.vertexNormals[ 1 ] = vertices[ face.b ].clone(); + face.vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + }, + + 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 ++ ) { + + faceNormal = new THREE.Vector3(); + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: 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 ); + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeTangents: function () { + + // based on http://www.terathon.com/code/tangent.html + // tangents go to vertices + + var f, fl, v, vl, i, 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.x - uvA.x; + s2 = uvC.x - uvA.x; + t1 = uvB.y - uvA.y; + t2 = uvC.y - uvA.y; + + 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 ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( 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 + + handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); + + } + + var faceIndex = [ 'a', 'b', 'c', 'd' ]; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) { + + n.copy( face.vertexNormals[ i ] ); + + vertexIndex = face[ faceIndex[ i ] ]; + + t = tan1[ vertexIndex ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( 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; + + }, + + computeLineDistances: function () { + + var d = 0; + var vertices = this.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + if ( i > 0 ) { + + d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); + + } + + this.lineDistances[ i ] = d; + + } + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new THREE.Box3(); + + } + + this.boundingBox.setFromPoints( this.vertices ); + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new THREE.Sphere(); + + } + + this.boundingSphere.setFromPoints( this.vertices ); + + }, + + merge: function ( geometry, matrix, materialIndexOffset ) { + + if ( geometry instanceof THREE.Geometry === false ) { + + THREE.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); + return; + + } + + var normalMatrix, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + uvs1 = this.faceVertexUvs[ 0 ], + uvs2 = geometry.faceVertexUvs[ 0 ]; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + + vertices1.push( vertexCopy ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); + + if ( normalMatrix !== undefined ) { + + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + + } + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( normalMatrix !== undefined ) { + + normal.applyMatrix3( normalMatrix ).normalize(); + + } + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + if ( uv === undefined ) { + + continue; + + } + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( uv[ j ].clone() ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + mergeMesh: function ( mesh ) { + + if ( mesh instanceof THREE.Mesh === false ) { + + THREE.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; + + } + + mesh.matrixAutoUpdate && mesh.updateMatrix(); + + this.merge( mesh.geometry, mesh.matrix ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up 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 indices, j, jl; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + }; + + + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; + + for ( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + indices = [ face.a, face.b, face.c ]; + + var dupIndex = - 1; + + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { + if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) { + + dupIndex = n; + faceIndicesToRemove.push( i ); + break; + + } + } + + } + + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + var idx = faceIndicesToRemove[ i ]; + + this.faces.splice( idx, 1 ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + this.faceVertexUvs[ j ].splice( idx, 1 ); + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + toJSON: function () { + + var output = { + metadata: { + version: 4.0, + type: 'BufferGeometry', + generator: 'BufferGeometryExporter' + }, + uuid: this.uuid, + type: this.type + }; + + if ( this.name !== "" ) output.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ]; + + } + + return output; + + } + + var vertices = []; + + for ( var i = 0; i < this.vertices.length; i ++ ) { + + var vertex = this.vertices[ i ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; + + for ( var i = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + + var hasMaterial = false; // face.materialIndex !== undefined; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; + + var faceType = 0; + + faceType = setBit( faceType, 0, 0 ); + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); + + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + + + /* + if ( hasMaterial ) { + + faces.push( face.materialIndex ); + + } + */ + + if ( hasFaceVertexUv ) { + + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); + + } + + if ( hasFaceNormal ) { + + faces.push( getNormalIndex( face.normal ) ); + + } + + if ( hasFaceVertexNormal ) { + + var vertexNormals = face.vertexNormals; + + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); + + } + + if ( hasFaceColor ) { + + faces.push( getColorIndex( face.color ) ); + + } + + if ( hasFaceVertexColor ) { + + var vertexColors = face.vertexColors; + + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); + + } + + } + + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) ); + + } + + function getNormalIndex( normal ) { + + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + + if ( normalsHash[ hash ] !== undefined ) { + + return normalsHash[ hash ]; + + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); + + return normalsHash[ hash ]; + + } + + function getColorIndex( color ) { + + var hash = color.r.toString() + color.g.toString() + color.b.toString(); + + if ( colorsHash[ hash ] !== undefined ) { + + return colorsHash[ hash ]; + + } + + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); + + return colorsHash[ hash ]; + + } + + function getUvIndex( uv ) { + + var hash = uv.x.toString() + uv.y.toString(); + + if ( uvsHash[ hash ] !== undefined ) { + + return uvsHash[ hash ]; + + } + + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); + + return uvsHash[ hash ]; + + } + + output.data = {}; + + output.data.vertices = vertices; + output.data.normals = normals; + if ( colors.length > 0 ) output.data.colors = colors; + if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility + output.data.faces = faces; + + // + + return output; + + }, + + clone: function () { + + var geometry = new THREE.Geometry(); + + var vertices = this.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + geometry.vertices.push( vertices[ i ].clone() ); + + } + + var faces = this.faces; + + for ( var i = 0, il = faces.length; i < il; i ++ ) { + + geometry.faces.push( faces[ i ].clone() ); + + } + + for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = this.faceVertexUvs[ i ]; + + if ( geometry.faceVertexUvs[ i ] === undefined ) { + + geometry.faceVertexUvs[ i ] = []; + + } + + for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + + var uvs = faceVertexUvs[ j ], uvsCopy = []; + + for ( var k = 0, kl = uvs.length; k < kl; k ++ ) { + + var uv = uvs[ k ]; + + uvsCopy.push( uv.clone() ); + + } + + geometry.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + return geometry; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype ); + +THREE.GeometryIdCount = 0; + +// File:src/cameras/Camera.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.Camera = function () { + + THREE.Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new THREE.Matrix4(); + this.projectionMatrix = new THREE.Matrix4(); + +}; + +THREE.Camera.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Camera.prototype.constructor = THREE.Camera; + +THREE.Camera.prototype.getWorldDirection = function () { + + var quaternion = new THREE.Quaternion(); + + return function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + } + +}(); + +THREE.Camera.prototype.lookAt = function () { + + // This routine does not support cameras with rotated and/or translated parent(s) + + var m1 = new THREE.Matrix4(); + + return function ( vector ) { + + m1.lookAt( this.position, vector, this.up ); + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + +}(); + +THREE.Camera.prototype.clone = function ( camera ) { + + if ( camera === undefined ) camera = new THREE.Camera(); + + THREE.Object3D.prototype.clone.call( this, camera ); + + camera.matrixWorldInverse.copy( this.matrixWorldInverse ); + camera.projectionMatrix.copy( this.projectionMatrix ); + + return camera; +}; + +// File:src/cameras/CubeCamera.js + +/** + * 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 ); + + this.type = 'CubeCamera'; + + 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 ); +THREE.CubeCamera.prototype.constructor = THREE.CubeCamera; + +// File:src/cameras/OrthographicCamera.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { + + THREE.Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + + 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.constructor = THREE.OrthographicCamera; + +THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { + + var dx = ( this.right - this.left ) / ( 2 * this.zoom ); + var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + var cx = ( this.right + this.left ) / 2; + var cy = ( this.top + this.bottom ) / 2; + + this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far ); + +}; + +THREE.OrthographicCamera.prototype.clone = function () { + + var camera = new THREE.OrthographicCamera(); + + THREE.Camera.prototype.clone.call( this, camera ); + + camera.zoom = this.zoom; + + camera.left = this.left; + camera.right = this.right; + camera.top = this.top; + camera.bottom = this.bottom; + + camera.near = this.near; + camera.far = this.far; + + camera.projectionMatrix.copy( this.projectionMatrix ); + + return camera; +}; + +// File:src/cameras/PerspectiveCamera.js + +/** + * @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.type = 'PerspectiveCamera'; + + this.zoom = 1; + + 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 ); +THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; + + +/** + * 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 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) ); + 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 () { + + var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) ); + + if ( this.fullWidth ) { + + var aspect = this.fullWidth / this.fullHeight; + var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * 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( fov, this.aspect, this.near, this.far ); + + } + +}; + +THREE.PerspectiveCamera.prototype.clone = function () { + + var camera = new THREE.PerspectiveCamera(); + + THREE.Camera.prototype.clone.call( this, camera ); + + camera.zoom = this.zoom; + + camera.fov = this.fov; + camera.aspect = this.aspect; + camera.near = this.near; + camera.far = this.far; + + camera.projectionMatrix.copy( this.projectionMatrix ); + + return camera; + +}; + +// File:src/lights/Light.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( color ) { + + THREE.Object3D.call( this ); + + this.type = 'Light'; + + this.color = new THREE.Color( color ); + +}; + +THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Light.prototype.constructor = THREE.Light; + +THREE.Light.prototype.clone = function ( light ) { + + if ( light === undefined ) light = new THREE.Light(); + + THREE.Object3D.prototype.clone.call( this, light ); + + light.color.copy( this.color ); + + return light; + +}; + +// File:src/lights/AmbientLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( color ) { + + THREE.Light.call( this, color ); + + this.type = 'AmbientLight'; + +}; + +THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); +THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; + +THREE.AmbientLight.prototype.clone = function () { + + var light = new THREE.AmbientLight(); + + THREE.Light.prototype.clone.call( this, light ); + + return light; + +}; + +// File:src/lights/AreaLight.js + +/** + * @author MPanknin / http://www.redplant.de/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.AreaLight = function ( color, intensity ) { + + THREE.Light.call( this, color ); + + this.type = 'AreaLight'; + + this.normal = new THREE.Vector3( 0, - 1, 0 ); + this.right = new THREE.Vector3( 1, 0, 0 ); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + + this.width = 1.0; + this.height = 1.0; + + this.constantAttenuation = 1.5; + this.linearAttenuation = 0.5; + this.quadraticAttenuation = 0.1; + +}; + +THREE.AreaLight.prototype = Object.create( THREE.Light.prototype ); +THREE.AreaLight.prototype.constructor = THREE.AreaLight; + + +// File:src/lights/DirectionalLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DirectionalLight = function ( color, intensity ) { + + THREE.Light.call( this, color ); + + this.type = 'DirectionalLight'; + + this.position.set( 0, 1, 0 ); + this.target = new THREE.Object3D(); + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + + 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 ); +THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; + +THREE.DirectionalLight.prototype.clone = function () { + + var light = new THREE.DirectionalLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.target = this.target.clone(); + + light.intensity = this.intensity; + + light.castShadow = this.castShadow; + light.onlyShadow = this.onlyShadow; + + // + + light.shadowCameraNear = this.shadowCameraNear; + light.shadowCameraFar = this.shadowCameraFar; + + light.shadowCameraLeft = this.shadowCameraLeft; + light.shadowCameraRight = this.shadowCameraRight; + light.shadowCameraTop = this.shadowCameraTop; + light.shadowCameraBottom = this.shadowCameraBottom; + + light.shadowCameraVisible = this.shadowCameraVisible; + + light.shadowBias = this.shadowBias; + light.shadowDarkness = this.shadowDarkness; + + light.shadowMapWidth = this.shadowMapWidth; + light.shadowMapHeight = this.shadowMapHeight; + + // + + light.shadowCascade = this.shadowCascade; + + light.shadowCascadeOffset.copy( this.shadowCascadeOffset ); + light.shadowCascadeCount = this.shadowCascadeCount; + + light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 ); + light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 ); + light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 ); + + light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 ); + light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 ); + + return light; + +}; + +// File:src/lights/HemisphereLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) { + + THREE.Light.call( this, skyColor ); + + this.type = 'HemisphereLight'; + + this.position.set( 0, 100, 0 ); + + this.groundColor = new THREE.Color( groundColor ); + this.intensity = ( intensity !== undefined ) ? intensity : 1; + +}; + +THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); +THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight; + +THREE.HemisphereLight.prototype.clone = function () { + + var light = new THREE.HemisphereLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.groundColor.copy( this.groundColor ); + light.intensity = this.intensity; + + return light; + +}; + +// File:src/lights/PointLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLight = function ( color, intensity, distance, decay ) { + + THREE.Light.call( this, color ); + + this.type = 'PointLight'; + + this.intensity = ( intensity !== undefined ) ? intensity : 1; + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + +}; + +THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); +THREE.PointLight.prototype.constructor = THREE.PointLight; + +THREE.PointLight.prototype.clone = function () { + + var light = new THREE.PointLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.intensity = this.intensity; + light.distance = this.distance; + light.decay = this.decay; + + return light; + +}; + +// File:src/lights/SpotLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) { + + THREE.Light.call( this, color ); + + this.type = 'SpotLight'; + + this.position.set( 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 / 3; + this.exponent = ( exponent !== undefined ) ? exponent : 10; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + 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 ); +THREE.SpotLight.prototype.constructor = THREE.SpotLight; + +THREE.SpotLight.prototype.clone = function () { + + var light = new THREE.SpotLight(); + + THREE.Light.prototype.clone.call( this, light ); + + light.target = this.target.clone(); + + light.intensity = this.intensity; + light.distance = this.distance; + light.angle = this.angle; + light.exponent = this.exponent; + light.decay = this.decay; + + light.castShadow = this.castShadow; + light.onlyShadow = this.onlyShadow; + + // + + light.shadowCameraNear = this.shadowCameraNear; + light.shadowCameraFar = this.shadowCameraFar; + light.shadowCameraFov = this.shadowCameraFov; + + light.shadowCameraVisible = this.shadowCameraVisible; + + light.shadowBias = this.shadowBias; + light.shadowDarkness = this.shadowDarkness; + + light.shadowMapWidth = this.shadowMapWidth; + light.shadowMapHeight = this.shadowMapHeight; + + return light; + +}; + +// File:src/loaders/Cache.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Cache = { + + files: {}, + + add: function ( key, file ) { + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {} + + } + +}; + +// File:src/loaders/Loader.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Loader = function ( showStatus ) { + + this.showStatus = showStatus; + this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; + + this.imageLoader = new THREE.ImageLoader(); + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + this.extractUrlBase = function ( url ) { return ""; } + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: undefined, + + 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 / 1024 ).toFixed( 2 ) + ' KB'; + + } + + this.statusDomElement.innerHTML = message; + + }, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + }, + + initMaterials: function ( materials, texturePath ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath ); + + } + + return array; + + }, + + needsTangents: function ( materials ) { + + for ( var i = 0, il = materials.length; i < il; i ++ ) { + + var m = materials[ i ]; + + if ( m instanceof THREE.ShaderMaterial ) return true; + + } + + return false; + + }, + + createMaterial: function ( m, texturePath ) { + + var scope = this; + + function nearest_pow2( n ) { + + var l = Math.log( n ) / Math.LN2; + return Math.pow( 2, Math.round( l ) ); + + } + + function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + sourceFile; + + var texture; + + var loader = THREE.Loader.Handlers.get( fullPath ); + + if ( loader !== null ) { + + texture = loader.load( fullPath ); + + } else { + + texture = new THREE.Texture(); + + loader = scope.imageLoader; + loader.crossOrigin = scope.crossOrigin; + loader.load( fullPath, function ( image ) { + + if ( THREE.Math.isPowerOfTwo( image.width ) === false || + THREE.Math.isPowerOfTwo( image.height ) === false ) { + + var width = nearest_pow2( image.width ); + var height = nearest_pow2( image.height ); + + texture.image = image.resize( width, height ); + + } else { + + texture.image = image; + + } + + texture.needsUpdate = true; + + } ); + + } + + texture.sourceFile = sourceFile; + + if ( repeat ) { + + texture.repeat.set( repeat[ 0 ], repeat[ 1 ] ); + + if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( offset ) { + + texture.offset.set( offset[ 0 ], offset[ 1 ] ); + + } + + if ( wrap ) { + + var wrapMap = { + 'repeat': THREE.RepeatWrapping, + 'mirror': THREE.MirroredRepeatWrapping + } + + if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ]; + if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ]; + + } + + if ( anisotropy ) { + + texture.anisotropy = anisotropy; + + } + + where[ name ] = texture; + + } + + 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 ) { + + mpars.transparent = m.transparent; + + } + + if ( m.opacity !== undefined && m.opacity < 1.0 ) { + + mpars.transparent = true; + + } + + 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.colorEmissive ) { + + mpars.emissive = rgb2hex( m.colorEmissive ); + + } + + // modifiers + + if ( m.transparency !== undefined ) { + + console.warn( 'THREE.Loader: transparency has been renamed to opacity' ); + m.opacity = m.transparency; + + } + + if ( m.opacity !== undefined ) { + + mpars.opacity = m.opacity; + + } + + 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.mapAlpha && texturePath ) { + + create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + + } + + // + + if ( m.mapBumpScale ) { + + mpars.bumpScale = m.mapBumpScale; + + } + + if ( m.mapNormalFactor ) { + + mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor ); + + } + + var material = new THREE[ mtype ]( mpars ); + + if ( m.DbgName !== undefined ) material.name = m.DbgName; + + return material; + + } + +}; + +THREE.Loader.Handlers = { + + handlers: [], + + add: function ( regex, loader ) { + + this.handlers.push( regex, loader ); + + }, + + get: function ( file ) { + + for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) { + + var regex = this.handlers[ i ]; + var loader = this.handlers[ i + 1 ]; + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + } + +}; + +// File:src/loaders/XHRLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.XHRLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.XHRLoader.prototype = { + + constructor: THREE.XHRLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var cached = THREE.Cache.get( url ); + + if ( cached !== undefined ) { + + if ( onLoad ) onLoad( cached ); + return; + + } + + var request = new XMLHttpRequest(); + request.onreadystatechange = function() { + if (request.readyState === XMLHttpRequest.DONE) { +// TODO: Re-visit https://bugreports.qt.io/browse/QTBUG-45581 is solved in Qt + if (request.status == 200 || request.status == 0) { + var response; +// TODO: Remove once https://bugreports.qt.io/browse/QTBUG-45862 is fixed in Qt + if ( scope.responseType == 'arraybuffer' ) + response = request.response; + else + response = request.responseText; + + THREE.Cache.add( url, response ); + if ( onLoad ) onLoad( response ); + scope.manager.itemEnd( url ); + } else { + if ( onError !== undefined ) { + onError(); + } + } + } else if (request.readyState === XMLHttpRequest.HEADERS_RECEIVED) { + if ( onProgress !== undefined ) { + onProgress(); + } + } + }; + + request.open( 'GET', url, true ); + + if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin; + if ( this.responseType !== undefined ) request.responseType = this.responseType; + + request.send( null ); + + scope.manager.itemStart( url ); + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + } + +}; + +// File:src/loaders/ImageLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.ImageLoader.prototype = { + + constructor: THREE.ImageLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var cached = THREE.Cache.get( url ); + + if ( cached !== undefined ) { + + onLoad( cached ); + return; + + } + + var image = document.createElement( 'img' ); + + image.addEventListener( 'load', function ( event ) { + + THREE.Cache.add( url, image ); + + if ( onLoad ) onLoad( image ); + + scope.manager.itemEnd( url ); + + }, false ); + + if ( onProgress !== undefined ) { + + image.addEventListener( 'progress', function ( event ) { + + onProgress( event ); + + }, false ); + + } + + if ( onError !== undefined ) { + + image.addEventListener( 'error', function ( event ) { + + onError( event ); + + }, false ); + + } + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + image.src = url; + + scope.manager.itemStart( url ); + + return image; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + } + +} + +// File:src/loaders/JSONLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( showStatus ) { + + THREE.Loader.call( this, showStatus ); + + this.withCredentials = false; + +}; + +THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype ); +THREE.JSONLoader.prototype.constructor = THREE.JSONLoader; + +THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) { + + // todo: unify load API to for easier SceneLoader use + + texturePath = texturePath && ( typeof texturePath === 'string' ) ? 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 ); + var metadata = json.metadata; + + if ( metadata !== undefined ) { + + if ( metadata.type === 'object' ) { + + THREE.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; + + } + + if ( metadata.type === 'scene' ) { + + THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be a Scene. Use THREE.SceneLoader instead.' ); + return; + + } + + } + + var result = context.parse( json, texturePath ); + callback( result.geometry, result.materials ); + + } else { + + THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be unreachable or the file 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 { + + THREE.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 ) { + + if ( callbackProgress !== undefined ) { + + length = xhr.getResponseHeader( 'Content-Length' ); + + } + + } + + }; + + xhr.open( 'GET', url, true ); + xhr.withCredentials = this.withCredentials; + xhr.send( null ); + +}; + +THREE.JSONLoader.prototype.parse = function ( json, texturePath ) { + + var geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); + + function parseModel( scale ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, faceA, faceB, hex, normal, + + uvLayer, uv, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + nUvLayers = 0; + + if ( json.uvs !== undefined ) { + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i ++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; + + } + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new 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 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + faceA = new THREE.Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; + + faceB = new THREE.Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; + + offset += 4; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = [] + + for ( j = 0; j < 4; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new THREE.Vector2( u, v ); + + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 4; i ++ ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) ); + + } + + } + + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); + + } else { + + face = new THREE.Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + + for ( j = 0; j < 3; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new THREE.Vector2( u, v ); + + geometry.faceVertexUvs[ i ][ fi ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 3; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 3; i ++ ) { + + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + } + + }; + + function parseSkin() { + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + + if ( json.skinWeights ) { + + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + + THREE.warn( 'THREE.JSONLoader: When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + + } + + + // could change this to json.animations[0] or remove completely + + geometry.animation = json.animation; + geometry.animations = json.animations; + + }; + + 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 ); + + } + + } + + } + + }; + + if ( json.materials === undefined || json.materials.length === 0 ) { + + return { geometry: geometry }; + + } else { + + var materials = this.initMaterials( json.materials, texturePath ); + + if ( this.needsTangents( materials ) ) { + + geometry.computeTangents(); + + } + + return { geometry: geometry, materials: materials }; + + } + +}; + +// File:src/loaders/LoadingManager.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LoadingManager = function ( onLoad, onProgress, onError ) { + + var scope = this; + + var loaded = 0, total = 0; + + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + total ++; + + }; + + this.itemEnd = function ( url ) { + + loaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, loaded, total ); + + } + + if ( loaded === total && scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + }; + +}; + +THREE.DefaultLoadingManager = new THREE.LoadingManager(); + +// File:src/loaders/BufferGeometryLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferGeometryLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.BufferGeometryLoader.prototype = { + + constructor: THREE.BufferGeometryLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( json ) { + + var geometry = new THREE.BufferGeometry(); + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new self[ attribute.type ]( attribute.array ); + + geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) ); + + } + + var offsets = json.data.offsets; + + if ( offsets !== undefined ) { + + geometry.offsets = JSON.parse( JSON.stringify( offsets ) ); + + } + + var boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + var center = new THREE.Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius ); + + } + + return geometry; + + } + +}; + +// File:src/loaders/MaterialLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MaterialLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.MaterialLoader.prototype = { + + constructor: THREE.MaterialLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( json ) { + + var material = new THREE[ json.type ]; + + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.shading !== undefined ) material.shading = json.shading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + + // for PointCloudMaterial + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + if ( json.materials !== undefined ) { + + for ( var i = 0, l = json.materials.length; i < l; i ++ ) { + + material.materials.push( this.parse( json.materials[ i ] ) ); + + } + + } + + return material; + + } + +}; + +// File:src/loaders/ObjectLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ObjectLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + this.texturePath = ''; + +}; + +THREE.ObjectLoader.prototype = { + + constructor: THREE.ObjectLoader, + + load: function ( url, onLoad, onProgress, onError ) { + +// if ( this.texturePath === '' ) { + +// this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + +// } + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.load( url, function ( text ) { + + scope.parse( JSON.parse( text ), onLoad ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( json, onLoad ) { + + var geometries = this.parseGeometries( json.geometries ); + + var images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); + var object = this.parseObject( json.object, geometries, materials ); + + if ( json.images === undefined || json.images.length === 0 ) { + + if ( onLoad !== undefined ) onLoad( object ); + + } + + return object; + + }, + + parseGeometries: function ( json ) { + + var geometries = {}; + + if ( json !== undefined ) { + + var geometryLoader = new THREE.JSONLoader(); + var bufferGeometryLoader = new THREE.BufferGeometryLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var geometry; + var data = json[ i ]; + + switch ( data.type ) { + + case 'PlaneGeometry': + case 'PlaneBufferGeometry': + + geometry = new THREE[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new THREE.BoxGeometry( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + + geometry = new THREE.CircleGeometry( + data.radius, + data.segments + ); + + break; + + case 'CylinderGeometry': + + geometry = new THREE.CylinderGeometry( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded + ); + + break; + + case 'SphereGeometry': + + geometry = new THREE.SphereGeometry( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'IcosahedronGeometry': + + geometry = new THREE.IcosahedronGeometry( + data.radius, + data.detail + ); + + break; + + case 'TorusGeometry': + + geometry = new THREE.TorusGeometry( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + + geometry = new THREE.TorusKnotGeometry( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.p, + data.q, + data.heightScale + ); + + break; + + case 'BufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data.data ).geometry; + + break; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json, textures ) { + + var materials = {}; + + if ( json !== undefined ) { + + var getTexture = function ( name ) { + + if ( textures[ name ] === undefined ) { + + THREE.warn( 'THREE.ObjectLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + }; + + var loader = new THREE.MaterialLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + var material = loader.parse( data ); + + material.uuid = data.uuid; + + if ( data.name !== undefined ) material.name = data.name; + + if ( data.map !== undefined && data.map !== null ) { + + material.map = getTexture( data.map ); + + } + + if ( data.bumpMap !== undefined ) { + + material.bumpMap = getTexture( data.bumpMap ); + if ( data.bumpScale ) { + material.bumpScale = new THREE.Vector2( data.bumpScale, data.bumpScale ); + } + + } + + if ( data.alphaMap !== undefined ) { + + material.alphaMap = getTexture( data.alphaMap ); + + } + + if ( data.envMap !== undefined ) { + + material.envMap = getTexture( data.envMap ); + + } + + if ( data.normalMap !== undefined ) { + + material.normalMap = getTexture( data.normalMap ); + if ( data.normalScale ) { + material.normalScale = new THREE.Vector2( data.normalScale, data.normalScale ); + } + + } + + if ( data.lightMap !== undefined ) { + + material.lightMap = getTexture( data.lightMap ); + + } + + if ( data.specularMap !== undefined ) { + + material.specularMap = getTexture( data.specularMap ); + + } + + materials[ data.uuid ] = material; + + } + + } + + return materials; + + }, + + parseImages: function ( json, onLoad ) { + + var scope = this; + var images = {}; + + if ( json !== undefined && json.length > 0 ) { + + var manager = new THREE.LoadingManager( onLoad ); + + var loader = new THREE.ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + var loadImage = function ( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + } ); + + }; + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var image = json[ i ]; + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + + images[ image.uuid ] = loadImage( path ); + + } + + } + + return images; + + }, + + parseTextures: function ( json, images ) { + + var textures = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.image === undefined ) { + + THREE.warn( 'THREE.ObjectLoader: No "image" speficied for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + THREE.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + var texture = new THREE.Texture( images[ data.image ] ); + texture.needsUpdate = true; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] ); + if ( data.minFilter !== undefined ) texture.minFilter = THREE[ data.minFilter ]; + if ( data.magFilter !== undefined ) texture.magFilter = THREE[ data.magFilter ]; + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + if ( data.wrap instanceof Array ) { + + texture.wrapS = THREE[ data.wrap[ 0 ] ]; + texture.wrapT = THREE[ data.wrap[ 1 ] ]; + + } + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function () { + + var matrix = new THREE.Matrix4(); + + return function ( data, geometries, materials ) { + + var object; + + var getGeometry = function ( name ) { + + if ( geometries[ name ] === undefined ) { + + THREE.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + }; + + var getMaterial = function ( name ) { + + if ( materials[ name ] === undefined ) { + + THREE.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + }; + + switch ( data.type ) { + + case 'Scene': + + object = new THREE.Scene(); + + break; + + case 'PerspectiveCamera': + + object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + break; + + case 'OrthographicCamera': + + object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + break; + + case 'AmbientLight': + + object = new THREE.AmbientLight( data.color ); + + break; + + case 'DirectionalLight': + + object = new THREE.DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'SpotLight': + + object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay ); + + break; + + case 'HemisphereLight': + + object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'Mesh': + + object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Line': + + object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case 'PointCloud': + + object = new THREE.PointCloud( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new THREE.Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new THREE.Group(); + + break; + + default: + + object = new THREE.Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + if ( data.matrix !== undefined ) { + + matrix.fromArray( data.matrix ); + matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.userData !== undefined ) object.userData = data.userData; + + if ( data.children !== undefined ) { + + for ( var child in data.children ) { + + object.add( this.parseObject( data.children[ child ], geometries, materials ) ); + + } + + } + + return object; + + } + + }() + +}; + +// File:src/loaders/TextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.TextureLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.TextureLoader.prototype = { + + constructor: THREE.TextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.ImageLoader( scope.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.load( url, function ( image ) { + + var texture = new THREE.Texture( image ); + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + } + +}; + +// File:src/loaders/BinaryTextureLoader.js + +/** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ + +THREE.DataTextureLoader = THREE.BinaryTextureLoader = function () { + + // override in sub classes + this._parser = null; + +}; + +THREE.BinaryTextureLoader.prototype = { + + constructor: THREE.BinaryTextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new THREE.DataTexture( ); + + var loader = new THREE.XHRLoader(); + loader.setResponseType( 'arraybuffer' ); + + loader.load( url, function ( buffer ) { + + var texData = scope._parser( buffer ); + + if ( !texData ) return; + + if ( undefined !== texData.image ) { + + texture.image = texData.image; + + } else if ( undefined !== texData.data ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping; + + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter; + + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + + if ( undefined !== texData.format ) { + + texture.format = texData.format; + + } + if ( undefined !== texData.type ) { + + texture.type = texData.type; + + } + + if ( undefined !== texData.mipmaps ) { + + texture.mipmaps = texData.mipmaps; + + } + + if ( 1 === texData.mipmapCount ) { + + texture.minFilter = THREE.LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +}; + +// File:src/loaders/CompressedTextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + +THREE.CompressedTextureLoader = function () { + + // override in sub classes + this._parser = null; + +}; + + +THREE.CompressedTextureLoader.prototype = { + + constructor: THREE.CompressedTextureLoader, + + load: function ( url, onLoad, onError ) { + + var scope = this; + + var images = []; + + var texture = new THREE.CompressedTexture(); + texture.image = images; + + var loader = new THREE.XHRLoader(); + loader.setResponseType( 'arraybuffer' ); + + if ( url instanceof Array ) { + + var loaded = 0; + + var loadTexture = function ( i ) { + + loader.load( url[ i ], function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if (texDatas.mipmapCount == 1) + texture.minFilter = THREE.LinearFilter; + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + } ); + + }; + + for ( var i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + if ( texDatas.isCubemap ) { + + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( var f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps : [] }; + + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = THREE.LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } ); + + } + + return texture; + + } + +}; + +// File:src/materials/Material.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Material = function () { + + Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + 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.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthTest = true; + this.depthWrite = true; + + this.colorWrite = true; + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.alphaTest = 0; + + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this._needsUpdate = true; + +}; + +THREE.Material.prototype = { + + constructor: THREE.Material, + + get needsUpdate () { + + return this._needsUpdate; + + }, + + set needsUpdate ( value ) { + + if ( value === true ) this.update(); + + this._needsUpdate = value; + + }, + + setValues: function ( values ) { + + if ( values === undefined ) return; + + for ( var key in values ) { + + var newValue = values[ key ]; + + if ( newValue === undefined ) { + + THREE.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; + + } + + if ( key in this ) { + + var currentValue = this[ key ]; + + if ( currentValue instanceof THREE.Color ) { + + currentValue.set( newValue ); + + } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) { + + currentValue.copy( newValue ); + + } else if ( key == 'overdraw' ) { + + // ensure overdraw is backwards-compatable with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + }, + + toJSON: function () { + + var output = { + metadata: { + version: 4.2, + type: 'material', + generator: 'MaterialExporter' + }, + uuid: this.uuid, + type: this.type + }; + + if ( this.name !== "" ) output.name = this.name; + + if ( this instanceof THREE.MeshBasicMaterial ) { + + output.color = this.color.getHex(); + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshLambertMaterial ) { + + output.color = this.color.getHex(); + output.emissive = this.emissive.getHex(); + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshPhongMaterial ) { + + output.color = this.color.getHex(); + output.emissive = this.emissive.getHex(); + output.specular = this.specular.getHex(); + output.shininess = this.shininess; + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshNormalMaterial ) { + + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.MeshDepthMaterial ) { + + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + if ( this.side !== THREE.FrontSide ) output.side = this.side; + + } else if ( this instanceof THREE.PointCloudMaterial ) { + + output.size = this.size; + output.sizeAttenuation = this.sizeAttenuation; + output.color = this.color.getHex(); + + if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors; + if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; + + } else if ( this instanceof THREE.ShaderMaterial ) { + + output.uniforms = this.uniforms; + output.vertexShader = this.vertexShader; + output.fragmentShader = this.fragmentShader; + + } else if ( this instanceof THREE.SpriteMaterial ) { + + output.color = this.color.getHex(); + + } + + if ( this.opacity < 1 ) output.opacity = this.opacity; + if ( this.transparent !== false ) output.transparent = this.transparent; + if ( this.wireframe !== false ) output.wireframe = this.wireframe; + + return output; + + }, + + 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.blendSrcAlpha = this.blendSrcAlpha; + material.blendDstAlpha = this.blendDstAlpha; + material.blendEquationAlpha = this.blendEquationAlpha; + + 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; + + }, + + update: function () { + + this.dispatchEvent( { type: 'update' } ); + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Material.prototype ); + +THREE.MaterialIdCount = 0; + +// File:src/materials/LineBasicMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * linewidth: <float>, + * linecap: "round", + * linejoin: "round", + * + * vertexColors: <bool> + * + * fog: <bool> + * } + */ + +THREE.LineBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.vertexColors = THREE.NoColors; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; + +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; + +}; + +// File:src/materials/LineDashedMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * linewidth: <float>, + * + * scale: <float>, + * dashSize: <float>, + * gapSize: <float>, + * + * vertexColors: <bool> + * + * fog: <bool> + * } + */ + +THREE.LineDashedMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'LineDashedMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.linewidth = 1; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.vertexColors = false; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial; + +THREE.LineDashedMaterial.prototype.clone = function () { + + var material = new THREE.LineDashedMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + + material.linewidth = this.linewidth; + + material.scale = this.scale; + material.dashSize = this.dashSize; + material.gapSize = this.gapSize; + + material.vertexColors = this.vertexColors; + + material.fog = this.fog; + + return material; + +}; + +// File:src/materials/MeshBasicMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * + * specularMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: <float>, + * refractionRatio: <float>, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: <bool>, + * morphTargets: <bool>, + * + * fog: <bool> + * } + */ + +THREE.MeshBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new THREE.Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + + this.specularMap = null; + + this.alphaMap = 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.constructor = THREE.MeshBasicMaterial; + +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.alphaMap = this.alphaMap; + + 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; + +}; + +// File:src/materials/MeshLambertMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * emissive: <hex>, + * opacity: <float>, + * + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * + * specularMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: <float>, + * refractionRatio: <float>, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool>, + * + * fog: <bool> + * } + */ + +THREE.MeshLambertMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshLambertMaterial'; + + this.color = new THREE.Color( 0xffffff ); // diffuse + 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.alphaMap = 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.constructor = THREE.MeshLambertMaterial; + +THREE.MeshLambertMaterial.prototype.clone = function () { + + var material = new THREE.MeshLambertMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + 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.alphaMap = this.alphaMap; + + 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; + +}; + +// File:src/materials/MeshPhongMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * emissive: <hex>, + * specular: <hex>, + * shininess: <float>, + * opacity: <float>, + * + * map: new THREE.Texture( <Image> ), + * + * lightMap: new THREE.Texture( <Image> ), + * + * bumpMap: new THREE.Texture( <Image> ), + * bumpScale: <float>, + * + * normalMap: new THREE.Texture( <Image> ), + * normalScale: <Vector2>, + * + * specularMap: new THREE.Texture( <Image> ), + * + * alphaMap: new THREE.Texture( <Image> ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: <float>, + * refractionRatio: <float>, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool>, + * + * fog: <bool> + * } + */ + +THREE.MeshPhongMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshPhongMaterial'; + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.emissive = new THREE.Color( 0x000000 ); + this.specular = new THREE.Color( 0x111111 ); + this.shininess = 30; + + this.metal = 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.alphaMap = 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.constructor = THREE.MeshPhongMaterial; + +THREE.MeshPhongMaterial.prototype.clone = function () { + + var material = new THREE.MeshPhongMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.emissive.copy( this.emissive ); + material.specular.copy( this.specular ); + material.shininess = this.shininess; + + material.metal = this.metal; + + 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.alphaMap = this.alphaMap; + + 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; + +}; + +// File:src/materials/MeshDepthMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * opacity: <float>, + * + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float> + * } + */ + +THREE.MeshDepthMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.morphTargets = false; + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + +}; + +THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; + +THREE.MeshDepthMaterial.prototype.clone = function () { + + var material = new THREE.MeshDepthMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; + +// File:src/materials/MeshNormalMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: <float>, + * + * shading: THREE.FlatShading, + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float> + * } + */ + +THREE.MeshNormalMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + this.type = 'MeshNormalMaterial'; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.morphTargets = false; + + this.setValues( parameters ); + +}; + +THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; + +THREE.MeshNormalMaterial.prototype.clone = function () { + + var material = new THREE.MeshNormalMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.wireframe = this.wireframe; + material.wireframeLinewidth = this.wireframeLinewidth; + + return material; + +}; + +// File:src/materials/MeshFaceMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MeshFaceMaterial = function ( materials ) { + + this.uuid = THREE.Math.generateUUID(); + + this.type = 'MeshFaceMaterial'; + + this.materials = materials instanceof Array ? materials : []; + +}; + +THREE.MeshFaceMaterial.prototype = { + + constructor: THREE.MeshFaceMaterial, + + toJSON: function () { + + var output = { + metadata: { + version: 4.2, + type: 'material', + generator: 'MaterialExporter' + }, + uuid: this.uuid, + type: this.type, + materials: [] + }; + + for ( var i = 0, l = this.materials.length; i < l; i ++ ) { + + output.materials.push( this.materials[ i ].toJSON() ); + + } + + return output; + + }, + + clone: function () { + + var material = new THREE.MeshFaceMaterial(); + + for ( var i = 0; i < this.materials.length; i ++ ) { + + material.materials.push( this.materials[ i ].clone() ); + + } + + return material; + + } + +}; + +// File:src/materials/PointCloudMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * map: new THREE.Texture( <Image> ), + * + * size: <float>, + * sizeAttenuation: <bool>, + * + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * vertexColors: <bool>, + * + * fog: <bool> + * } + */ + +THREE.PointCloudMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'PointCloudMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.vertexColors = THREE.NoColors; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial; + +THREE.PointCloudMaterial.prototype.clone = function () { + + var material = new THREE.PointCloudMaterial(); + + 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; + +}; + +// backwards compatibility + +THREE.ParticleBasicMaterial = function ( parameters ) { + + THREE.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' ); + return new THREE.PointCloudMaterial( parameters ); + +}; + +THREE.ParticleSystemMaterial = function ( parameters ) { + + THREE.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' ); + return new THREE.PointCloudMaterial( parameters ); + +}; + +// File:src/materials/ShaderMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, + * + * fragmentShader: <string>, + * vertexShader: <string>, + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * wireframe: <boolean>, + * wireframeLinewidth: <float>, + * + * lights: <bool>, + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: <bool>, + * morphTargets: <bool>, + * morphNormals: <bool>, + * + * fog: <bool> + * } + */ + +THREE.ShaderMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + this.attributes = null; + + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + + this.shading = THREE.SmoothShading; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + + this.lights = false; // set to use scene lights + + this.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 + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + + this.setValues( parameters ); + +}; + +THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; + +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 = THREE.UniformsUtils.clone( 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; + +}; + +// File:src/materials/RawShaderMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RawShaderMaterial = function ( parameters ) { + + THREE.ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + +}; + +THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype ); +THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial; + +THREE.RawShaderMaterial.prototype.clone = function () { + + var material = new THREE.RawShaderMaterial(); + + THREE.ShaderMaterial.prototype.clone.call( this, material ); + + return material; + +}; + +// File:src/materials/SpriteMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: <hex>, + * opacity: <float>, + * map: new THREE.Texture( <Image> ), + * + * blending: THREE.NormalBlending, + * depthTest: <bool>, + * depthWrite: <bool>, + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2(), + * + * fog: <bool> + * } + */ + +THREE.SpriteMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new THREE.Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.fog = false; + + // set parameters + + this.setValues( parameters ); + +}; + +THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial; + +THREE.SpriteMaterial.prototype.clone = function () { + + var material = new THREE.SpriteMaterial(); + + THREE.Material.prototype.clone.call( this, material ); + + material.color.copy( this.color ); + material.map = this.map; + + material.rotation = this.rotation; + + material.fog = this.fog; + + return material; + +}; + +// File:src/textures/Texture.js + +/** + * @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 ) { + + Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.sourceFile = ''; + + this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE; + this.mipmaps = []; + + this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING; + + 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.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + this._needsUpdate = false; + this.onUpdate = null; + + var _this = this; + this.__defineGetter__("needsUpdate", function(){ + return _this._needsUpdate; + }); + + this.__defineSetter__("needsUpdate", function(value){ + + if ( value === true ) _this.update(); + _this._needsUpdate = value; + }); +}; + +THREE.Texture.DEFAULT_IMAGE = undefined; +THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + clone: function ( texture ) { + + if ( texture === undefined ) texture = new THREE.Texture(); + + texture.image = this.image; + texture.mipmaps = this.mipmaps.slice( 0 ); + + 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; + texture.unpackAlignment = this.unpackAlignment; + + return texture; + + }, + + update: function () { + + this.dispatchEvent( { type: 'update' } ); + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype ); + +THREE.TextureIdCount = 0; + +// File:src/textures/CubeTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping; + + THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.images = images; + +}; + +THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CubeTexture.prototype.constructor = THREE.CubeTexture; + +THREE.CubeTexture.clone = function ( texture ) { + + if ( texture === undefined ) texture = new THREE.CubeTexture(); + + THREE.Texture.prototype.clone.call( this, texture ); + + texture.images = this.images; + + return texture; + +}; + +// File:src/textures/CompressedTexture.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + +}; + +THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture; + +THREE.CompressedTexture.prototype.clone = function () { + + var texture = new THREE.CompressedTexture(); + + THREE.Texture.prototype.clone.call( this, texture ); + + return texture; + +}; + +// File:src/textures/DataTexture.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.image = { data: data, width: width, height: height }; + +}; + +THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.DataTexture.prototype.constructor = THREE.DataTexture; + +THREE.DataTexture.prototype.clone = function () { + + var texture = new THREE.DataTexture(); + + THREE.Texture.prototype.clone.call( this, texture ); + + return texture; + +}; + +// File:src/textures/VideoTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.generateMipmaps = false; + + var scope = this; + + var update = function () { + + requestAnimationFrame( update ); + + if ( video.readyState === video.HAVE_ENOUGH_DATA ) { + + scope.needsUpdate = true; + + } + + }; + + update(); + +}; + +THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.VideoTexture.prototype.constructor = THREE.VideoTexture; + +// File:src/objects/Group.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Group = function () { + + THREE.Object3D.call( this ); + + this.type = 'Group'; + +}; + +THREE.Group.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Group.prototype.constructor = THREE.Group; + +// File:src/objects/PointCloud.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.PointCloud = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.type = 'PointCloud'; + + this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); + this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } ); + +}; + +THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype ); +THREE.PointCloud.prototype.constructor = THREE.PointCloud; + +THREE.PointCloud.prototype.raycast = ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + + return function ( raycaster, intersects ) { + + var object = this; + var geometry = object.geometry; + var threshold = raycaster.params.PointCloud.threshold; + + inverseMatrix.getInverse( this.matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + if ( geometry.boundingBox !== null ) { + + if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) { + + return; + + } + + } + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var position = new THREE.Vector3(); + + var testPoint = function ( point, index ) { + + var rayPointDistance = ray.distanceToPoint( point ); + + if ( rayPointDistance < localThreshold ) { + + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( object.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + intersects.push( { + + distance: distance, + distanceToRay: rayPointDistance, + point: intersectPoint.clone(), + index: index, + face: null, + object: object + + } ); + + } + + }; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( attributes.index !== undefined ) { + + var indices = attributes.index.array; + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + var offset = { + start: 0, + count: indices.length, + index: 0 + }; + + offsets = [ offset ]; + + } + + for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) { + + var start = offsets[ oi ].start; + var count = offsets[ oi ].count; + var index = offsets[ oi ].index; + + for ( var i = start, il = start + count; i < il; i ++ ) { + + var a = index + indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } + + } else { + + var pointCount = positions.length / 3; + + for ( var i = 0; i < pointCount; i ++ ) { + + position.set( + positions[ 3 * i ], + positions[ 3 * i + 1 ], + positions[ 3 * i + 2 ] + ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = this.geometry.vertices; + + for ( var i = 0; i < vertices.length; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + +}() ); + +THREE.PointCloud.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +// Backwards compatibility + +THREE.ParticleSystem = function ( geometry, material ) { + + THREE.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' ); + return new THREE.PointCloud( geometry, material ); + +}; + +// File:src/objects/Line.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, mode ) { + + THREE.Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); + this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.mode = mode !== undefined ? mode : THREE.LineStrip; + +}; + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +THREE.Line.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Line.prototype.constructor = THREE.Line; + +THREE.Line.prototype.raycast = ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + return function ( raycaster, intersects ) { + + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; + + var geometry = this.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + // Checking boundingSphere distance to ray + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( this.matrixWorld ); + + if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) { + + return; + + } + + inverseMatrix.getInverse( this.matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var vStart = new THREE.Vector3(); + var vEnd = new THREE.Vector3(); + var interSegment = new THREE.Vector3(); + var interRay = new THREE.Vector3(); + var step = this.mode === THREE.LineStrip ? 1 : 2; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var attributes = geometry.attributes; + + if ( attributes.index !== undefined ) { + + var indices = attributes.index.array; + var positions = attributes.position.array; + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + offsets = [ { start: 0, count: indices.length, index: 0 } ]; + + } + + for ( var oi = 0; oi < offsets.length; oi ++) { + + var start = offsets[ oi ].start; + var count = offsets[ oi ].count; + var index = offsets[ oi ].index; + + for ( var i = start; i < start + count - 1; i += step ) { + + var a = index + indices[ i ]; + var b = index + indices[ i + 1 ]; + + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + var distance = ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + offsetIndex: oi, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else { + + var positions = attributes.position.array; + + for ( var i = 0; i < positions.length / 3 - 1; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + var distance = ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + + for ( var i = 0; i < nbVertices - 1; i += step ) { + + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + var distance = ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + }; + +}() ); + +THREE.Line.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +// File:src/objects/Mesh.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + +THREE.Mesh = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); + this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.updateMorphTargets(); + +}; + +THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Mesh.prototype.constructor = THREE.Mesh; + +THREE.Mesh.prototype.updateMorphTargets = function () { + + if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { + + this.morphTargetBase = - 1; + this.morphTargetForcedOrder = []; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + + } + + } + +}; + +THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) { + + if ( this.morphTargetDictionary[ name ] !== undefined ) { + + return this.morphTargetDictionary[ name ]; + + } + + THREE.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' ); + + return 0; + +}; + + +THREE.Mesh.prototype.raycast = ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + var vA = new THREE.Vector3(); + var vB = new THREE.Vector3(); + var vC = new THREE.Vector3(); + + return function ( raycaster, intersects ) { + + var geometry = this.geometry; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( this.matrixWorld ); + + if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) { + + return; + + } + + // Check boundingBox before continuing + + inverseMatrix.getInverse( this.matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + if ( geometry.boundingBox !== null ) { + + if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) { + + return; + + } + + } + + if ( geometry instanceof THREE.BufferGeometry ) { + + var material = this.material; + + if ( material === undefined ) return; + + var attributes = geometry.attributes; + + var a, b, c; + var precision = raycaster.precision; + + if ( attributes.index !== undefined ) { + + var indices = attributes.index.array; + var positions = attributes.position.array; + var offsets = geometry.offsets; + + if ( offsets.length === 0 ) { + + offsets = [ { start: 0, count: indices.length, index: 0 } ]; + + } + + for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) { + + var start = offsets[ oi ].start; + var count = offsets[ oi ].count; + var index = offsets[ oi ].index; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + a = index + indices[ i ]; + b = index + indices[ i + 1 ]; + c = index + indices[ i + 2 ]; + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + if ( material.side === THREE.BackSide ) { + + var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true ); + + } else { + + var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide ); + + } + + if ( intersectionPoint === null ) continue; + + intersectionPoint.applyMatrix4( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); + + if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + point: intersectionPoint, + face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ), + faceIndex: null, + object: this + + } ); + + } + + } + + } else { + + var positions = attributes.position.array; + + for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) { + + a = i; + b = i + 1; + c = i + 2; + + vA.fromArray( positions, j ); + vB.fromArray( positions, j + 3 ); + vC.fromArray( positions, j + 6 ); + + if ( material.side === THREE.BackSide ) { + + var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true ); + + } else { + + var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide ); + + } + + if ( intersectionPoint === null ) continue; + + intersectionPoint.applyMatrix4( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); + + if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + point: intersectionPoint, + face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ), + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial; + var objectMaterials = isFaceMaterial === true ? this.material.materials : null; + + var a, b, c; + var precision = raycaster.precision; + + var vertices = geometry.vertices; + + for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { + + var face = geometry.faces[ f ]; + + var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material; + + if ( material === undefined ) continue; + + a = vertices[ face.a ]; + b = vertices[ face.b ]; + c = vertices[ face.c ]; + + if ( material.morphTargets === true ) { + + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; + + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); + + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + + var influence = morphInfluences[ t ]; + + if ( influence === 0 ) continue; + + var targets = morphTargets[ t ].vertices; + + vA.x += ( targets[ face.a ].x - a.x ) * influence; + vA.y += ( targets[ face.a ].y - a.y ) * influence; + vA.z += ( targets[ face.a ].z - a.z ) * influence; + + vB.x += ( targets[ face.b ].x - b.x ) * influence; + vB.y += ( targets[ face.b ].y - b.y ) * influence; + vB.z += ( targets[ face.b ].z - b.z ) * influence; + + vC.x += ( targets[ face.c ].x - c.x ) * influence; + vC.y += ( targets[ face.c ].y - c.y ) * influence; + vC.z += ( targets[ face.c ].z - c.z ) * influence; + + } + + vA.add( a ); + vB.add( b ); + vC.add( c ); + + a = vA; + b = vB; + c = vC; + + } + + if ( material.side === THREE.BackSide ) { + + var intersectionPoint = ray.intersectTriangle( c, b, a, true ); + + } else { + + var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide ); + + } + + if ( intersectionPoint === null ) continue; + + intersectionPoint.applyMatrix4( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); + + if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + point: intersectionPoint, + face: face, + faceIndex: f, + object: this + + } ); + + } + + } + + }; + +}() ); + +THREE.Mesh.prototype.clone = function ( object, recursive ) { + + if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material ); + + THREE.Object3D.prototype.clone.call( this, object, recursive ); + + return object; + +}; + +// File:src/objects/Bone.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +THREE.Bone = function ( skin ) { + + THREE.Object3D.call( this ); + + this.type = 'Bone'; + + this.skin = skin; + +}; + +THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Bone.prototype.constructor = THREE.Bone; + +// File:src/objects/Skeleton.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + +THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) { + + this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; + + this.identityMatrix = new THREE.Matrix4(); + + // copy the bone array + + bones = bones || []; + + this.bones = bones.slice( 0 ); + + // create a bone texture or an array of floats + + 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 ( this.bones.length > 256 ) + size = 64; + else if ( this.bones.length > 64 ) + size = 32; + else if ( this.bones.length > 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 * this.bones.length ); + + } + + // use the supplied bone inverses or calculate the inverses + + if ( boneInverses === undefined ) { + + this.calculateInverses(); + + } else { + + if ( this.bones.length === boneInverses.length ) { + + this.boneInverses = boneInverses.slice( 0 ); + + } else { + + THREE.warn( 'THREE.Skeleton bonInverses is the wrong length.' ); + + this.boneInverses = []; + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + this.boneInverses.push( new THREE.Matrix4() ); + + } + + } + + } + +}; + +THREE.Skeleton.prototype.calculateInverses = function () { + + this.boneInverses = []; + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + var inverse = new THREE.Matrix4(); + + if ( this.bones[ b ] ) { + + inverse.getInverse( this.bones[ b ].matrixWorld ); + + } + + this.boneInverses.push( inverse ); + + } + +}; + +THREE.Skeleton.prototype.pose = function () { + + var bone; + + // recover the bind-time world matrices + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + bone = this.bones[ b ]; + + if ( bone ) { + + bone.matrixWorld.getInverse( this.boneInverses[ b ] ); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + bone = this.bones[ b ]; + + if ( bone ) { + + if ( bone.parent ) { + + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + +}; + +THREE.Skeleton.prototype.update = ( function () { + + var offsetMatrix = new THREE.Matrix4(); + + return function () { + + // 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 + + var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix; + + offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] ); + offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 ); + + } + + if ( this.useVertexTexture ) { + + this.boneTexture.needsUpdate = true; + + } + + }; + +} )(); + + +// File:src/objects/SkinnedMesh.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) { + + THREE.Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = "attached"; + this.bindMatrix = new THREE.Matrix4(); + this.bindMatrixInverse = new THREE.Matrix4(); + + // init bones + + // TODO: remove bone creation as there is no reason (other than + // convenience) for THREE.SkinnedMesh to do this. + + var bones = []; + + if ( this.geometry && this.geometry.bones !== undefined ) { + + var bone, gbone, p, q, s; + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + + gbone = this.geometry.bones[ b ]; + + p = gbone.pos; + q = gbone.rotq; + s = gbone.scl; + + bone = new THREE.Bone( this ); + bones.push( bone ); + + bone.name = gbone.name; + bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] ); + bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); + + if ( s !== undefined ) { + + bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] ); + + } else { + + bone.scale.set( 1, 1, 1 ); + + } + + } + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + + gbone = this.geometry.bones[ b ]; + + if ( gbone.parent !== - 1 ) { + + bones[ gbone.parent ].add( bones[ b ] ); + + } else { + + this.add( bones[ b ] ); + + } + + } + + } + + this.normalizeSkinWeights(); + + this.updateMatrixWorld( true ); + this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) ); + +}; + + +THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); +THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh; + +THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); + +}; + +THREE.SkinnedMesh.prototype.pose = function () { + + this.skeleton.pose(); + +}; + +THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () { + + if ( this.geometry instanceof THREE.Geometry ) { + + for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { + + 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 + + } + + } + + } else { + + // skinning weights assumed to be normalized for THREE.BufferGeometry + + } + +}; + +THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) { + + THREE.Mesh.prototype.updateMatrixWorld.call( this, true ); + + if ( this.bindMode === "attached" ) { + + this.bindMatrixInverse.getInverse( this.matrixWorld ); + + } else if ( this.bindMode === "detached" ) { + + this.bindMatrixInverse.getInverse( this.bindMatrix ); + + } else { + + THREE.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode ); + + } + +}; + +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; + +}; + + +// File:src/objects/MorphAnimMesh.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphAnimMesh = function ( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.type = 'MorphAnimMesh'; + + // 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.constructor = THREE.MorphAnimMesh; + +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 ]; + + 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 { + + THREE.warn( 'THREE.MorphAnimMesh: animation[' + label + '] undefined in .playAnimation()' ); + + } + +}; + +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.interpolateTargets = function ( a, b, t ) { + + var influences = this.morphTargetInfluences; + + for ( var i = 0, l = influences.length; i < l; i ++ ) { + + influences[ i ] = 0; + + } + + if ( a > -1 ) influences[ a ] = 1 - t; + if ( b > -1 ) influences[ b ] = t; + +}; + +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; + +}; + +// File:src/objects/LOD.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LOD = function () { + + THREE.Object3D.call( this ); + + this.objects = []; + +}; + + +THREE.LOD.prototype = Object.create( THREE.Object3D.prototype ); +THREE.LOD.prototype.constructor = THREE.LOD; + +THREE.LOD.prototype.addLevel = function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + for ( var l = 0; l < this.objects.length; l ++ ) { + + if ( distance < this.objects[ l ].distance ) { + + break; + + } + + } + + this.objects.splice( l, 0, { distance: distance, object: object } ); + this.add( object ); + +}; + +THREE.LOD.prototype.getObjectForDistance = function ( distance ) { + + for ( var i = 1, l = this.objects.length; i < l; i ++ ) { + + if ( distance < this.objects[ i ].distance ) { + + break; + + } + + } + + return this.objects[ i - 1 ].object; + +}; + +THREE.LOD.prototype.raycast = ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function ( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + }; + +}() ); + +THREE.LOD.prototype.update = function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + + return function ( camera ) { + + if ( this.objects.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + this.objects[ 0 ].object.visible = true; + + for ( var i = 1, l = this.objects.length; i < l; i ++ ) { + + if ( distance >= this.objects[ i ].distance ) { + + this.objects[ i - 1 ].object.visible = false; + this.objects[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + this.objects[ i ].object.visible = false; + + } + + } + + }; + +}(); + +THREE.LOD.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.LOD(); + + THREE.Object3D.prototype.clone.call( this, object ); + + for ( var i = 0, l = this.objects.length; i < l; i ++ ) { + var x = this.objects[ i ].object.clone(); + x.visible = i === 0; + object.addLevel( x, this.objects[ i ].distance ); + } + + return object; + +}; + +// File:src/objects/Sprite.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Sprite = function (material) { + + var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ); + var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] ); + var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] ); + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + +// return function ( material ) { + + THREE.Object3D.call( this ); + + this.type = 'Sprite'; + + this.geometry = geometry; + this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial(); + +// }; + +}; + +THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Sprite.prototype.constructor = THREE.Sprite; + +THREE.Sprite.prototype.raycast = ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function ( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.distanceToPoint( matrixPosition ); + + if ( distance > this.scale.x ) { + + return; + + } + + intersects.push( { + + distance: distance, + point: this.position, + face: null, + object: this + + } ); + + }; + +}() ); + +THREE.Sprite.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Sprite( this.material ); + + THREE.Object3D.prototype.clone.call( this, object ); + + return object; + +}; + +// Backwards compatibility + +THREE.Particle = THREE.Sprite; + +// File:src/objects/LensFlare.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlare = function ( texture, size, distance, blending, color ) { + + THREE.Object3D.call( this ); + + this.lensFlares = []; + + this.positionScreen = new THREE.Vector3(); + this.customUpdateCallback = undefined; + + if ( texture !== undefined ) { + + this.add( texture, size, distance, blending, color ); + + } + +}; + +THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype ); +THREE.LensFlare.prototype.constructor = THREE.LensFlare; + + +/* + * Add: adds another flare + */ + +THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) { + + if ( size === undefined ) size = - 1; + if ( distance === undefined ) distance = 0; + if ( opacity === undefined ) opacity = 1; + if ( color === undefined ) color = new THREE.Color( 0xffffff ); + if ( blending === undefined ) blending = THREE.NormalBlending; + + distance = Math.min( distance, Math.max( 0, distance ) ); + + this.lensFlares.push( { + texture: texture, // THREE.Texture + size: size, // size in pixels (-1 = use texture.width) + distance: distance, // distance (0-1) from light source (0=at light source) + x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is 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; + + } + +}; + + +// File:src/scenes/Scene.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Scene = function () { + + THREE.Object3D.call( this ); + + this.type = 'Scene'; + + this.fog = null; + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + +}; + +THREE.Scene.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Scene.prototype.constructor = THREE.Scene; + +THREE.Scene.prototype.clone = function ( object ) { + + if ( object === undefined ) object = new THREE.Scene(); + + THREE.Object3D.prototype.clone.call( this, object ); + + if ( this.fog !== null ) object.fog = this.fog.clone(); + if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone(); + + object.autoUpdate = this.autoUpdate; + object.matrixAutoUpdate = this.matrixAutoUpdate; + + return object; + +}; + +// File:src/scenes/Fog.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Fog = function ( color, near, far ) { + + this.name = ''; + + this.color = new THREE.Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +}; + +THREE.Fog.prototype.clone = function () { + + return new THREE.Fog( this.color.getHex(), this.near, this.far ); + +}; + +// File:src/scenes/FogExp2.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.FogExp2 = function ( color, density ) { + + this.name = ''; + + this.color = new THREE.Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + +}; + +THREE.FogExp2.prototype.clone = function () { + + return new THREE.FogExp2( this.color.getHex(), this.density ); + +}; + +// File:src/renderers/shaders/ShaderChunk.js + +THREE.ShaderChunk = {}; + +// File:src/renderers/shaders/ShaderChunk/common.glsl + +THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\nfloat square( in float a ) { return a*a; }\nvec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); }\nvec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }\nvec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }\nfloat saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }\nvec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); }\nvec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); }\nvec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); }\nfloat average( in float a ) { return a; }\nfloat average( in vec2 a ) { return ( a.x + a.y) * 0.5; }\nfloat average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; }\nfloat average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; }\nfloat whiteCompliment( in float a ) { return saturate( 1.0 - a ); }\nvec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); }\nvec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); }\nvec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); }\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n}\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {\n float distance = dot( planeNormal, point-pointOnPlane );\n return point - distance * planeNormal;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );\n}\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n if ( decayExponent > 0.0 ) {\n return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );\n }\n return 1.0;\n}\n\nvec3 inputToLinear( in vec3 a ) {\n#ifdef GAMMA_INPUT\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n#else\n return a;\n#endif\n}\nvec3 linearToOutput( in vec3 a ) {\n#ifdef GAMMA_OUTPUT\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n#else\n return a;\n#endif\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl + +THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl + +THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack += ambientLightColor;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl + +THREE.ShaderChunk[ 'default_vertex'] = "#ifdef USE_SKINNING\n\n vec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n"; + +// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl + +THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_fragment'] = "#ifndef FLAT_SHADED\n\n vec3 normal = normalize( vNormal );\n\n #ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n #endif\n\n#else\n\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n totalDiffuseLight += hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\n#ifdef METAL\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;\n\n#else\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl + +THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl + +THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl + +THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl + +THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl + +THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl + +THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl + +THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n texelColor.xyz = inputToLinear( texelColor.xyz );\n\n diffuseColor *= texelColor;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl + +THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl + +THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl + +THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n vColor.xyz = inputToLinear( color.xyz );\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl + +THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl + +THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n outgoingLight = linearToOutput( outgoingLight );\n"; + +// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl + +THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl + +THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl + +THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl + +THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // Transforming Normal Vectors with the Inverse Transformation\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n #else\n\n vec3 reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #else\n float flipNormal = 1.0;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n\n envColor.xyz = inputToLinear( envColor.xyz );\n\n #ifdef ENVMAP_BLENDING_MULTIPLY\n\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_MIX )\n\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_ADD )\n\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n #endif\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl + +THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl + +THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl + +THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );\n fogFactor = whiteCompliment( fogFactor );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl + +THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n vec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n vec3 objectNormal = morphedNormal;\n\n#else\n\n vec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n varying vec3 vNormal;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl + +THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl + +THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n outgoingLight *= diffuseColor.xyz * texture2D( lightMap, vUv2 ).xyz;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl + +THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n diffuseColor.rgb *= vColor;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl + +THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl + +THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl + +THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n // NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014\n shadowColor = inputToLinear( shadowColor );\n\n outgoingLight = outgoingLight * shadowColor;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl + +THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #elif defined( USE_MORPHTARGETS )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n 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 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl + +THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl + +THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n"; + +// File:src/renderers/shaders/UniformsUtils.js + +/** + * Uniform Utilities + */ + +THREE.UniformsUtils = { + + merge: function ( uniforms ) { + + var merged = {}; + + for ( var u = 0; u < uniforms.length; u ++ ) { + + var tmp = this.clone( uniforms[ u ] ); + + for ( var p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var uniforms_dst = {}; + + for ( var u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( var p in uniforms_src[ u ] ) { + + var parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src 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; + + } + +}; + +// File:src/renderers/shaders/UniformsLib.js + +/** + * Uniforms library for shared webgl shaders + */ + +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 }, + "alphaMap" : { type: "t", value: null }, + + "envMap" : { type: "t", value: null }, + "flipEnvMap" : { type: "f", value: - 1 }, + "reflectivity" : { type: "f", value: 1.0 }, + "refractionRatio" : { type: "f", value: 0.98 }, + + "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: [] }, + + "hemisphereLightDirection" : { type: "fv", value: [] }, + "hemisphereLightSkyColor" : { type: "fv", value: [] }, + "hemisphereLightGroundColor" : { type: "fv", value: [] }, + + "pointLightColor" : { type: "fv", value: [] }, + "pointLightPosition" : { type: "fv", value: [] }, + "pointLightDistance" : { type: "fv1", value: [] }, + "pointLightDecay" : { type: "fv1", value: [] }, + + "spotLightColor" : { type: "fv", value: [] }, + "spotLightPosition" : { type: "fv", value: [] }, + "spotLightDirection" : { type: "fv", value: [] }, + "spotLightDistance" : { type: "fv1", value: [] }, + "spotLightAngleCos" : { type: "fv1", value: [] }, + "spotLightExponent" : { type: "fv1", value: [] }, + "spotLightDecay" : { 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 }, + "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, + + "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: [] } + + } + +}; + +// File:src/renderers/shaders/ShaderLib.js + +/** + * Webgl Shader Library for three.js + * + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + + +THREE.ShaderLib = { + + 'basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + THREE.ShaderChunk[ "common" ], + 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" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "map_vertex" ], + THREE.ShaderChunk[ "lightmap_vertex" ], + THREE.ShaderChunk[ "color_vertex" ], + THREE.ShaderChunk[ "skinbase_vertex" ], + + " #ifdef USE_ENVMAP", + + THREE.ShaderChunk[ "morphnormal_vertex" ], + THREE.ShaderChunk[ "skinnormal_vertex" ], + THREE.ShaderChunk[ "defaultnormal_vertex" ], + + " #endif", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "alphamap_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" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does + " vec4 diffuseColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "alphamap_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + " outgoingLight = diffuseColor.rgb;", // simple shader + + THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense. + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense. + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects + + "}" + + ].join("\n") + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], + + { + "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[ "common" ], + 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" ], + THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ], + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "lights_lambert_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform vec3 emissive;", + "uniform float opacity;", + + "varying vec3 vLightFront;", + + "#ifdef DOUBLE_SIDED", + + " varying vec3 vLightBack;", + + "#endif", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "alphamap_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" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does + " vec4 diffuseColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "alphamap_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 )", + " outgoingLight += diffuseColor.rgb * vLightFront + emissive;", + " else", + " outgoingLight += diffuseColor.rgb * vLightBack + emissive;", + + " #else", + + " outgoingLight += diffuseColor.rgb * vLightFront + emissive;", + + " #endif", + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects + + "}" + + ].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" ], + + { + "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;", + + "#ifndef FLAT_SHADED", + + " varying vec3 vNormal;", + + "#endif", + + THREE.ShaderChunk[ "common" ], + 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" ], + THREE.ShaderChunk[ "logdepthbuf_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" ], + + "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED + + " vNormal = normalize( transformedNormal );", + + "#endif", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + " vViewPosition = -mvPosition.xyz;", + + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "envmap_vertex" ], + THREE.ShaderChunk[ "lights_phong_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "#define PHONG", + + "uniform vec3 diffuse;", + "uniform vec3 emissive;", + "uniform vec3 specular;", + "uniform float shininess;", + "uniform float opacity;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_pars_fragment" ], + THREE.ShaderChunk[ "alphamap_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" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does + " vec4 diffuseColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "alphamap_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + THREE.ShaderChunk[ "specularmap_fragment" ], + + THREE.ShaderChunk[ "lights_phong_fragment" ], + + THREE.ShaderChunk[ "lightmap_fragment" ], + THREE.ShaderChunk[ "envmap_fragment" ], + THREE.ShaderChunk[ "shadowmap_fragment" ], + + THREE.ShaderChunk[ "linear_to_gamma_fragment" ], + + THREE.ShaderChunk[ "fog_fragment" ], + + " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects + + "}" + + ].join("\n") + + }, + + 'particle_basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "particle" ], + THREE.UniformsLib[ "shadowmap" ] + + ] ), + + vertexShader: [ + + "uniform float size;", + "uniform float scale;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ], + THREE.ShaderChunk[ "worldpos_vertex" ], + THREE.ShaderChunk[ "shadowmap_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 psColor;", + "uniform float opacity;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "map_particle_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does + " vec4 diffuseColor = vec4( psColor, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "map_particle_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + THREE.ShaderChunk[ "alphatest_fragment" ], + + " outgoingLight = diffuseColor.rgb;", // simple shader + + THREE.ShaderChunk[ "shadowmap_fragment" ], + THREE.ShaderChunk[ "fog_fragment" ], + + " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects + + "}" + + ].join("\n") + + }, + + 'dashed': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "fog" ], + + { + "scale" : { type: "f", value: 1 }, + "dashSize" : { type: "f", value: 1 }, + "totalSize": { type: "f", value: 2 } + } + + ] ), + + vertexShader: [ + + "uniform float scale;", + "attribute float lineDistance;", + + "varying float vLineDistance;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "color_vertex" ], + + " vLineDistance = scale * lineDistance;", + + " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + " gl_Position = projectionMatrix * mvPosition;", + + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform vec3 diffuse;", + "uniform float opacity;", + + "uniform float dashSize;", + "uniform float totalSize;", + + "varying float vLineDistance;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "color_pars_fragment" ], + THREE.ShaderChunk[ "fog_pars_fragment" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " if ( mod( vLineDistance, totalSize ) > dashSize ) {", + + " discard;", + + " }", + + " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does + " vec4 diffuseColor = vec4( diffuse, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + THREE.ShaderChunk[ "color_fragment" ], + + " outgoingLight = diffuseColor.rgb;", // simple shader + + THREE.ShaderChunk[ "fog_fragment" ], + + " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects + + "}" + + ].join("\n") + + }, + + 'depth': { + + uniforms: { + + "mNear": { type: "f", value: 1.0 }, + "mFar" : { type: "f", value: 2000.0 }, + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float mNear;", + "uniform float mFar;", + "uniform float opacity;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + + " #ifdef USE_LOGDEPTHBUF_EXT", + + " float depth = gl_FragDepthEXT / gl_FragCoord.w;", + + " #else", + + " float depth = gl_FragCoord.z / gl_FragCoord.w;", + + " #endif", + + " float color = 1.0 - smoothstep( mNear, mFar, depth );", + " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects + + "}" + + ].join("\n") + + }, + + 'normal': { + + uniforms: { + + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: [ + + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + " vNormal = normalize( normalMatrix * normal );", + + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform float opacity;", + "varying vec3 vNormal;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { "tCube": { type: "t", value: null }, + "tFlip": { type: "f", value: - 1 } }, + + vertexShader: [ + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + " vWorldPosition = transformDirection( position, modelMatrix );", + + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform samplerCube tCube;", + "uniform float tFlip;", + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + + "}" + + ].join("\n") + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'equirect': { + + uniforms: { "tEquirect": { type: "t", value: null }, + "tFlip": { type: "f", value: - 1 } }, + + vertexShader: [ + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + " vWorldPosition = transformDirection( position, modelMatrix );", + + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + "uniform sampler2D tEquirect;", + "uniform float tFlip;", + + "varying vec3 vWorldPosition;", + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "void main() {", + + // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", + "vec3 direction = normalize( vWorldPosition );", + "vec2 sampleUV;", + "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );", + "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", + "gl_FragColor = texture2D( tEquirect, sampleUV );", + + THREE.ShaderChunk[ "logdepthbuf_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 + * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ + */ + + 'depthRGBA': { + + uniforms: {}, + + vertexShader: [ + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "morphtarget_pars_vertex" ], + THREE.ShaderChunk[ "skinning_pars_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], + + "void main() {", + + THREE.ShaderChunk[ "skinbase_vertex" ], + THREE.ShaderChunk[ "morphtarget_vertex" ], + THREE.ShaderChunk[ "skinning_vertex" ], + THREE.ShaderChunk[ "default_vertex" ], + THREE.ShaderChunk[ "logdepthbuf_vertex" ], + + "}" + + ].join("\n"), + + fragmentShader: [ + + THREE.ShaderChunk[ "common" ], + THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], + + "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 = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );", + " res -= res.xxyz * bit_mask;", + " return res;", + + "}", + + "void main() {", + + THREE.ShaderChunk[ "logdepthbuf_fragment" ], + + " #ifdef USE_LOGDEPTHBUF_EXT", + + " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );", + + " #else", + + " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", + + " #endif", + + //"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") + + } + +}; + +// File:src/renderers/WebGLRenderTarget.js + +/** + * @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; + + this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null; + +}; + +THREE.WebGLRenderTarget.prototype = { + + constructor: THREE.WebGLRenderTarget, + + setSize: function ( width, height ) { + + this.width = width; + this.height = height; + + }, + + clone: function () { + + var tmp = new THREE.WebGLRenderTarget( this.width, this.height ); + + tmp.wrapS = this.wrapS; + tmp.wrapT = this.wrapT; + + tmp.magFilter = this.magFilter; + tmp.minFilter = this.minFilter; + + tmp.anisotropy = this.anisotropy; + + 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; + + tmp.shareDepthFrom = this.shareDepthFrom; + + return tmp; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype ); + +// File:src/renderers/WebGLRenderTargetCube.js + +/** + * @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 ); +THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; + +// File:src/renderers/webgl/WebGLExtensions.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLExtensions = function ( gl ) { + + var extensions = {}; + + this.get = function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var extension; + + switch ( name ) { + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + THREE.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + }; + +}; + +// File:src/renderers/webgl/WebGLProgram.js + +THREE.WebGLProgram = ( function () { + + var programIdCount = 0; + + var generateDefines = function ( 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' ); + + }; + + var cacheUniformLocations = function ( gl, program, identifiers ) { + + var uniforms = {}; + + for ( var i = 0, l = identifiers.length; i < l; i ++ ) { + + var id = identifiers[ i ]; + uniforms[ id ] = gl.getUniformLocation( program, id ); + + } + + return uniforms; + + }; + + var cacheAttributeLocations = function ( gl, program, identifiers ) { + + var attributes = {}; + + for ( var i = 0, l = identifiers.length; i < l; i ++ ) { + + var id = identifiers[ i ]; + attributes[ id ] = gl.getAttribLocation( program, id ); + + } + + return attributes; + + }; + + return function ( renderer, code, material, parameters ) { + + var _this = renderer; + var _gl = _this.context; + + var defines = material.defines; + var uniforms = material.__webglShader.uniforms; + var attributes = material.attributes; + + var vertexShader = material.__webglShader.vertexShader; + var fragmentShader = material.__webglShader.fragmentShader; + + var index0AttributeName = material.index0AttributeName; + + if ( index0AttributeName === undefined && parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + + index0AttributeName = 'position'; + + } + + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === THREE.PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } + + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + + if ( parameters.envMap ) { + + switch ( material.envMap.mapping ) { + + case THREE.CubeReflectionMapping: + case THREE.CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case THREE.EquirectangularReflectionMapping: + case THREE.EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case THREE.SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + switch ( material.envMap.mapping ) { + + case THREE.CubeRefractionMapping: + case THREE.EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + switch ( material.combine ) { + + case THREE.MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case THREE.MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case THREE.AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + // console.log( 'building new program ' ); + + // + + var customDefines = generateDefines( defines ); + + // + + var program = _gl.createProgram(); + + var prefix_vertex, prefix_fragment; + + if ( material instanceof THREE.RawShaderMaterial ) { + + prefix_vertex = ''; + prefix_fragment = ''; + + } else { + + prefix_vertex = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + _this.gammaInput ? '#define GAMMA_INPUT' : '', + _this.gammaOutput ? '#define GAMMA_OUTPUT' : '', + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#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.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED': '', + + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals ? '#define USE_MORPHNORMALS' : '', + parameters.wrapAround ? '#define WRAP_AROUND' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '', + parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', + + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + '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' ); + + prefix_fragment = [ + + ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + 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' : '', + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED': '', + + parameters.metal ? '#define METAL' : '', + parameters.wrapAround ? '#define WRAP_AROUND' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '', + parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + '' + + ].join( '\n' ); + + } + + var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader ); + var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader ); + + _gl.attachShader( program, glVertexShader ); + _gl.attachShader( program, glFragmentShader ); + + if ( index0AttributeName !== undefined ) { + + // Force a particular attribute to index 0. + // because potentially expensive emulation is done by browser if attribute 0 is disabled. + // And, color, for example is often automatically bound to index 0 so disabling it + + _gl.bindAttribLocation( program, 0, index0AttributeName ); + + } + + _gl.linkProgram( program ); + + var programLogInfo = _gl.getProgramInfoLog( program ); + + if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) { + + THREE.error( 'THREE.WebGLProgram: shader error: ' + _gl.getError(), 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ), 'gl.getPRogramInfoLog', programLogInfo ); + + } + + if ( programLogInfo !== '' ) { + + THREE.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()' + programLogInfo ); + // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + + } + + // clean up + + _gl.deleteShader( glVertexShader ); + _gl.deleteShader( glFragmentShader ); + + // cache uniform locations + + var identifiers = [ + + 'viewMatrix', + 'modelViewMatrix', + 'projectionMatrix', + 'normalMatrix', + 'modelMatrix', + 'cameraPosition', + 'morphTargetInfluences', + 'bindMatrix', + 'bindMatrixInverse' + + ]; + + if ( parameters.useVertexTexture ) { + + identifiers.push( 'boneTexture' ); + identifiers.push( 'boneTextureWidth' ); + identifiers.push( 'boneTextureHeight' ); + + } else { + + identifiers.push( 'boneGlobalMatrices' ); + + } + + if ( parameters.logarithmicDepthBuffer ) { + + identifiers.push('logDepthBufFC'); + + } + + + for ( var u in uniforms ) { + + identifiers.push( u ); + + } + + this.uniforms = cacheUniformLocations( _gl, program, identifiers ); + + // cache attributes locations + + identifiers = [ + + 'position', + 'normal', + 'uv', + 'uv2', + 'tangent', + 'color', + 'skinIndex', + 'skinWeight', + 'lineDistance' + + ]; + + for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) { + + identifiers.push( 'morphTarget' + i ); + + } + + for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) { + + identifiers.push( 'morphNormal' + i ); + + } + + for ( var a in attributes ) { + + identifiers.push( a ); + + } + + this.attributes = cacheAttributeLocations( _gl, program, identifiers ); + this.attributesKeys = Object.keys( this.attributes ); + + // + + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + + }; + +} )(); + +// File:src/renderers/webgl/WebGLShader.js + +THREE.WebGLShader = ( function () { + + var addLineNumbers = function ( string ) { + + var lines = string.split( '\n' ); + + for ( var i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + + }; + + return function ( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + + THREE.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + + } + + if ( gl.getShaderInfoLog( shader ) !== '' ) { + + THREE.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + + } + + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + return shader; + + }; + +} )(); + +// File:src/renderers/webgl/WebGLState.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLState = function ( gl, paramThreeToGL ) { + + var newAttributes = new Uint8Array( 16 ); + var enabledAttributes = new Uint8Array( 16 ); + + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + + var currentDepthTest = null; + var currentDepthWrite = null; + + var currentColorWrite = null; + + var currentDoubleSided = null; + var currentFlipSided = null; + + var currentLineWidth = null; + + var currentPolygonOffset = null; + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + this.initAttributes = function () { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + }; + + this.enableAttribute = function ( attribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + }; + + this.disableUnusedAttributes = function () { + + for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) { + + if ( blending !== currentBlending ) { + + 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 ); + + } + + currentBlending = blending; + + } + + if ( blending === THREE.CustomBlending ) { + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + } else { + + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( currentDepthTest !== depthTest ) { + + if ( depthTest ) { + + gl.enable( gl.DEPTH_TEST ); + + } else { + + gl.disable( gl.DEPTH_TEST ); + + } + + currentDepthTest = depthTest; + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + if ( currentDepthWrite !== depthWrite ) { + + gl.depthMask( depthWrite ); + currentDepthWrite = depthWrite; + + } + + }; + + this.setColorWrite = function ( colorWrite ) { + + if ( currentColorWrite !== colorWrite ) { + + gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite ); + currentColorWrite = colorWrite; + + } + + }; + + this.setDoubleSided = function ( doubleSided ) { + + if ( currentDoubleSided !== doubleSided ) { + + if ( doubleSided ) { + + gl.disable( gl.CULL_FACE ); + + } else { + + gl.enable( gl.CULL_FACE ); + + } + + currentDoubleSided = doubleSided; + + } + + }; + + this.setFlipSided = function ( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + }; + + this.setLineWidth = function ( width ) { + + if ( width !== currentLineWidth ) { + + gl.lineWidth( width ); + + currentLineWidth = width; + + } + + }; + + this.setPolygonOffset = function ( polygonoffset, factor, units ) { + + if ( currentPolygonOffset !== polygonoffset ) { + + if ( polygonoffset ) { + + gl.enable( gl.POLYGON_OFFSET_FILL ); + + } else { + + gl.disable( gl.POLYGON_OFFSET_FILL ); + + } + + currentPolygonOffset = polygonoffset; + + } + + if ( polygonoffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + }; + + this.reset = function () { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + enabledAttributes[ i ] = 0; + + } + + currentBlending = null; + currentDepthTest = null; + currentDepthWrite = null; + currentColorWrite = null; + currentDoubleSided = null; + currentFlipSided = null; + + }; + +}; + +// File:src/renderers/webgl/plugins/LensFlarePlugin.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlarePlugin = function ( renderer, flares ) { + + var gl = renderer.context; + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + var hasVertexTexture; + + var tempTexture, occlusionTexture; + + var init = function () { + + var vertices = new Float32Array( [ + -1, -1, 0, 0, + 1, -1, 1, 0, + 1, 1, 1, 1, + -1, 1, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + // buffers + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + // textures + + tempTexture = gl.createTexture(); + occlusionTexture = gl.createTexture(); + + gl.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + gl.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0; + + var shader; + + if ( hasVertexTexture ) { + + shader = { + + vertexShader: [ + + "uniform lowp int renderType;", + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + + "uniform sampler2D occlusionMap;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if( renderType == 2 ) {", + + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", + + "vVisibility = visibility.r / 9.0;", + "vVisibility *= 1.0 - visibility.g / 9.0;", + "vVisibility *= visibility.b / 9.0;", + "vVisibility *= 1.0 - visibility.a / 9.0;", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "uniform lowp int renderType;", + + "uniform sampler2D map;", + "uniform float opacity;", + "uniform vec3 color;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + // pink square + + "if( renderType == 0 ) {", + + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + + // restore + + "} else if( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + + ].join( "\n" ) + + }; + + } else { + + shader = { + + vertexShader: [ + + "uniform lowp int renderType;", + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + + "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 lowp int renderType;", + + "uniform sampler2D map;", + "uniform sampler2D occlusionMap;", + "uniform float opacity;", + "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;", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;", + "visibility += 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" ) + + }; + + } + + program = createProgram( shader ); + + attributes = { + vertex: gl.getAttribLocation ( program, "position" ), + uv: gl.getAttribLocation ( program, "uv" ) + } + + uniforms = { + renderType: gl.getUniformLocation( program, "renderType" ), + map: gl.getUniformLocation( program, "map" ), + occlusionMap: gl.getUniformLocation( program, "occlusionMap" ), + opacity: gl.getUniformLocation( program, "opacity" ), + color: gl.getUniformLocation( program, "color" ), + scale: gl.getUniformLocation( program, "scale" ), + rotation: gl.getUniformLocation( program, "rotation" ), + screenPosition: gl.getUniformLocation( program, "screenPosition" ) + }; + + }; + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + */ + + this.render = function ( scene, camera, viewportWidth, viewportHeight ) { + + if ( flares.length === 0 ) 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 ); + + if ( program === undefined ) { + + init(); + + } + + gl.useProgram( program ); + + gl.enableVertexAttribArray( attributes.vertex ); + gl.enableVertexAttribArray( attributes.uv ); + + // 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, vertexBuffer ); + gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + gl.disable( gl.CULL_FACE ); + gl.depthMask( false ); + + for ( var i = 0, l = flares.length; i < l; i ++ ) { + + size = 16 / viewportHeight; + scale.set( size * invAspect, size ); + + // calc object screen position + + var flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] ); + + tempPosition.applyMatrix4( camera.matrixWorldInverse ); + tempPosition.applyProjection( camera.projectionMatrix ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ) + + screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; + screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; + + // screen cull + + if ( 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, 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, 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, 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 ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + var sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / 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.state.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 ); + + renderer.resetGLState(); + + }; + + function createProgram ( shader ) { + + var program = gl.createProgram(); + + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + + var prefix = "precision " + renderer.getPrecision() + " float;\n"; + + gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); + gl.shaderSource( vertexShader, prefix + shader.vertexShader ); + + gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); + + gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); + + gl.linkProgram( program ); + + return program; + + } + +}; + +// File:src/renderers/webgl/plugins/ShadowMapPlugin.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) { + + var _gl = _renderer.context; + + var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin, + + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), + + _min = new THREE.Vector3(), + _max = new THREE.Vector3(), + + _matrixPosition = new THREE.Vector3(), + + _renderList = []; + + // init + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + _depthMaterial = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader + } ); + + _depthMaterialMorph = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader, + morphTargets: true + } ); + + _depthMaterialSkin = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader, + skinning: true + } ); + + _depthMaterialMorphSkin = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader, + morphTargets: true, + skinning: true + } ); + + _depthMaterial._shadowPass = true; + _depthMaterialMorph._shadowPass = true; + _depthMaterialSkin._shadowPass = true; + _depthMaterialMorphSkin._shadowPass = true; + + this.render = function ( scene, camera ) { + + if ( _renderer.shadowMapEnabled === false ) return; + + var i, il, j, jl, n, + + shadowMap, shadowMatrix, shadowCamera, + buffer, material, + webglObject, object, light, + + 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.shadowMapCullFace === THREE.CullFaceFront ) { + + _gl.cullFace( _gl.FRONT ); + + } else { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.state.setDepthTest( true ); + + // preprocess lights + // - skip lights that are not casting shadows + // - create virtual lights for cascaded shadow maps + + for ( i = 0, il = _lights.length; i < il; i ++ ) { + + light = _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.copy( 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 shadowFilter = THREE.LinearFilter; + + if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) { + + shadowFilter = THREE.NearestFilter; + + } + + var pars = { minFilter: shadowFilter, magFilter: shadowFilter, 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 { + + THREE.error( "THREE.ShadowMapPlugin: Unsupported light type for shadow", light ); + continue; + + } + + scene.add( light.shadowCamera ); + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + } + + if ( light.shadowCameraVisible && ! light.cameraHelper ) { + + light.cameraHelper = new THREE.CameraHelper( light.shadowCamera ); + scene.add( light.cameraHelper ); + + } + + if ( light.isVirtual && virtualLight.originalCamera == camera ) { + + updateShadowCamera( camera, light ); + + } + + shadowMap = light.shadowMap; + shadowMatrix = light.shadowMatrix; + shadowCamera = light.shadowCamera; + + // + + shadowCamera.position.setFromMatrixPosition( light.matrixWorld ); + _matrixPosition.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _matrixPosition ); + 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.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + // update camera matrices and frustum + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // render shadow map + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // set object matrices & frustum culling + + _renderList.length = 0; + + projectObject( scene, scene, shadowCamera ); + + + // render regular objects + + var objectMaterial, useMorphing, useSkinning; + + for ( j = 0, jl = _renderList.length; j < jl; j ++ ) { + + webglObject = _renderList[ j ]; + + 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 material.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 !== undefined && 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; + + } + + _renderer.setMaterialFaces( objectMaterial ); + + if ( buffer instanceof THREE.BufferGeometry ) { + + _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object ); + + } else { + + _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object ); + + } + + } + + // set matrices and render immediate objects + + for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) { + + webglObject = _webglObjectsImmediate[ j ]; + object = webglObject.object; + + if ( object.visible && object.castShadow ) { + + object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + _renderer.renderImmediateObject( shadowCamera, _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.shadowMapCullFace === THREE.CullFaceFront ) { + + _gl.cullFace( _gl.BACK ); + + } + + _renderer.resetGLState(); + + }; + + function projectObject( scene, object, shadowCamera ) { + + if ( object.visible ) { + + var webglObjects = _webglObjects[ object.id ]; + + if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) { + + for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { + + var webglObject = webglObjects[ i ]; + + object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + _renderList.push( webglObject ); + + } + + } + + for ( var i = 0, l = object.children.length; i < l; i ++ ) { + + projectObject( scene, object.children[ i ], shadowCamera ); + + } + + } + + } + + 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 ] ); + p.unproject( camera ); + + p.applyMatrix4( shadowCamera.matrixWorldInverse ); + + 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.material.materials[ 0 ] + : object.material; + + }; + +}; + +// File:src/renderers/webgl/plugins/SpritePlugin.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpritePlugin = function ( renderer, sprites ) { + + var gl = renderer.context; + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + + var texture; + + // decompose matrixWorld + + var spritePosition = new THREE.Vector3(); + var spriteRotation = new THREE.Quaternion(); + var spriteScale = new THREE.Vector3(); + + var init = function () { + + var vertices = new Float32Array( [ + - 0.5, - 0.5, 0, 0, + 0.5, - 0.5, 1, 0, + 0.5, 0.5, 1, 1, + - 0.5, 0.5, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + program = createProgram(); + + attributes = { + position: gl.getAttribLocation ( program, 'position' ), + uv: gl.getAttribLocation ( program, 'uv' ) + }; + + uniforms = { + uvOffset: gl.getUniformLocation( program, 'uvOffset' ), + uvScale: gl.getUniformLocation( program, 'uvScale' ), + + rotation: gl.getUniformLocation( program, 'rotation' ), + scale: gl.getUniformLocation( program, 'scale' ), + + color: gl.getUniformLocation( program, 'color' ), + map: gl.getUniformLocation( program, 'map' ), + opacity: gl.getUniformLocation( program, 'opacity' ), + + modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), + projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), + + fogType: gl.getUniformLocation( program, 'fogType' ), + fogDensity: gl.getUniformLocation( program, 'fogDensity' ), + fogNear: gl.getUniformLocation( program, 'fogNear' ), + fogFar: gl.getUniformLocation( program, 'fogFar' ), + fogColor: gl.getUniformLocation( program, 'fogColor' ), + + alphaTest: gl.getUniformLocation( program, 'alphaTest' ) + }; + + var canvas = document.createElement( 'canvas' ); + canvas.width = 8; + canvas.height = 8; + + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); + + texture = new THREE.Texture( canvas ); + texture.needsUpdate = true; + + }; + + this.render = function ( scene, camera ) { + + if ( sprites.length === 0 ) return; + + // setup gl + + if ( program === undefined ) { + + init(); + + } + + gl.useProgram( program ); + + gl.enableVertexAttribArray( attributes.position ); + gl.enableVertexAttribArray( attributes.uv ); + + gl.disable( gl.CULL_FACE ); + gl.enable( gl.BLEND ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + + gl.activeTexture( gl.TEXTURE0 ); + gl.uniform1i( uniforms.map, 0 ); + + var oldFogType = 0; + var sceneFogType = 0; + var fog = scene.fog; + + if ( fog ) { + + gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); + + if ( fog instanceof THREE.Fog ) { + + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); + + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; + + } else if ( fog instanceof THREE.FogExp2 ) { + + gl.uniform1f( uniforms.fogDensity, fog.density ); + + gl.uniform1i( uniforms.fogType, 2 ); + oldFogType = 2; + sceneFogType = 2; + + } + + } else { + + gl.uniform1i( uniforms.fogType, 0 ); + oldFogType = 0; + sceneFogType = 0; + + } + + + // update positions and sort + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + + sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite._modelViewMatrix.elements[ 14 ]; + + } + + sprites.sort( painterSortStable ); + + // render all sprites + + var scale = []; + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + var material = sprite.material; + + gl.uniform1f( uniforms.alphaTest, material.alphaTest ); + gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements ); + + sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); + + scale[ 0 ] = spriteScale.x; + scale[ 1 ] = spriteScale.y; + + var fogType = 0; + + if ( scene.fog && material.fog ) { + + fogType = sceneFogType; + + } + + if ( oldFogType !== fogType ) { + + gl.uniform1i( uniforms.fogType, fogType ); + oldFogType = fogType; + + } + + if ( material.map !== null ) { + + gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); + gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); + + } else { + + gl.uniform2f( uniforms.uvOffset, 0, 0 ); + gl.uniform2f( uniforms.uvScale, 1, 1 ); + + } + + gl.uniform1f( uniforms.opacity, material.opacity ); + gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); + + gl.uniform1f( uniforms.rotation, material.rotation ); + gl.uniform2fv( uniforms.scale, scale ); + + renderer.state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + renderer.state.setDepthTest( material.depthTest ); + renderer.state.setDepthWrite( material.depthWrite ); + + if ( material.map && material.map.image && material.map.image.width ) { + + renderer.setTexture( material.map, 0 ); + + } else { + + renderer.setTexture( texture, 0 ); + + } + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } + + // restore gl + + gl.enable( gl.CULL_FACE ); + + renderer.resetGLState(); + + }; + + function createProgram () { + + var program = gl.createProgram(); + + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + + gl.shaderSource( vertexShader, [ + + 'precision ' + renderer.getPrecision() + ' float;', + + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + + 'void main() {', + + 'vUV = uvOffset + uv * uvScale;', + + 'vec2 alignedPosition = position * scale;', + + 'vec2 rotatedPosition;', + 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', + + 'vec4 finalPosition;', + + 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + 'finalPosition.xy += rotatedPosition;', + 'finalPosition = projectionMatrix * finalPosition;', + + 'gl_Position = finalPosition;', + + '}' + + ].join( '\n' ) ); + + gl.shaderSource( fragmentShader, [ + + 'precision ' + renderer.getPrecision() + ' float;', + + 'uniform vec3 color;', + 'uniform sampler2D map;', + 'uniform float opacity;', + + 'uniform int fogType;', + 'uniform vec3 fogColor;', + 'uniform float fogDensity;', + 'uniform float fogNear;', + 'uniform float fogFar;', + 'uniform float alphaTest;', + + 'varying vec2 vUV;', + + 'void main() {', + + 'vec4 texture = texture2D( map, vUV );', + + 'if ( texture.a < alphaTest ) discard;', + + 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + + 'if ( fogType > 0 ) {', + + 'float depth = gl_FragCoord.z / gl_FragCoord.w;', + 'float fogFactor = 0.0;', + + 'if ( fogType == 1 ) {', + + 'fogFactor = smoothstep( fogNear, fogFar, depth );', + + '} else {', + + 'const float LOG2 = 1.442695;', + 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', + 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + + '}', + + 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', + + '}', + + '}' + + ].join( '\n' ) ); + + gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); + + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); + + gl.linkProgram( program ); + + return program; + + }; + + function painterSortStable ( a, b ) { + + if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return b.id - a.id; + + } + + }; + +}; + +// File:src/extras/GeometryUtils.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.GeometryUtils = { + + merge: function ( geometry1, geometry2, materialIndexOffset ) { + + THREE.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + + var matrix; + + if ( geometry2 instanceof THREE.Mesh ) { + + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; + + } + + geometry1.merge( geometry2, matrix, materialIndexOffset ); + + }, + + center: function ( geometry ) { + + THREE.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); + + } + +}; + +// File:src/extras/ImageUtils.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author Daosheng Mu / https://github.com/DaoshengMu/ + */ + +THREE.ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + var loader = new THREE.ImageLoader(); + loader.crossOrigin = this.crossOrigin; + + var texture = new THREE.Texture( undefined, mapping ); + + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, undefined, function ( event ) { + + if ( onError ) onError( event ); + + } ); + + texture.sourceFile = url; + + return texture; + + }, + + loadTextureCube: function ( array, mapping, onLoad, onError ) { + + var images = []; + + var loader = new THREE.ImageLoader(); + loader.crossOrigin = this.crossOrigin; + + var texture = new THREE.CubeTexture( images, mapping ); + + // no flipping needed for cube textures + + texture.flipY = false; + + var loaded = 0; + + var loadTexture = function ( i ) { + + loader.load( array[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded += 1; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( var i = 0, il = array.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + }, + + loadCompressedTexture: function () { + + THREE.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ) + + }, + + loadCompressedTextureCube: function () { + + THREE.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ) + + }, + + 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; + + // TODO: Make this work in Qt Quick + + 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; + + } + +}; + +// File:src/extras/SceneUtils.js + +/** + * @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 ); + + } + +}; + +// File:src/extras/FontUtils.js + +/** + * @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 () { + + try { + + return this.faces[ this.face ][ this.weight ][ this.style ]; + + } catch (e) { + + throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing." + + }; + + }, + + 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; + + ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; + + return data; + + }, + + drawText: function ( text ) { + + // RenderText + + var i, + 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; + THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); + 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( cpx1, cpy1, cpx2, cpy2, 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; + THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); + 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 + +THREE.FontUtils.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 ( THREE.FontUtils.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. + THREE.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, <u,v,w> */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( THREE.FontUtils.snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); + + + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + + /* remove v from the remaining polygon */ + + for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { + + verts[ s ] = verts[ t ]; + + } + + nv --; + + /* reset error detection counter */ + + count = 2 * nv; + + } + + } + + if ( indices ) return vertIndices; + return result; + + }; + + // calculate area of the contour polygon + +THREE.FontUtils.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; + + }; + +THREE.FontUtils.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; + + var aX, aY, bX, bY, cX, cY; + var apx, apy, bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; + + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; + + for ( p = 0; p < n; p ++ ) { + + px = contour[ verts[ p ] ].x + py = contour[ verts[ p ] ].y + + if ( ( ( px === ax ) && ( py === ay ) ) || + ( ( px === bx ) && ( py === by ) ) || + ( ( px === cx ) && ( py === cy ) ) ) continue; + + apx = px - ax; apy = py - ay; + bpx = px - bx; bpy = py - by; + cpx = px - cx; cpy = py - cy; + + // see if p is inside triangle abc + + aCROSSbp = aX * bpy - aY * bpx; + cCROSSap = cX * apy - cY * apx; + bCROSScp = bX * cpy - bY * cpx; + + if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false; + + } + + return true; + + }; + + +THREE.FontUtils.Triangulate = THREE.FontUtils.process; +THREE.FontUtils.Triangulate.area = THREE.FontUtils.area; + +//return namespace; + +//} )( THREE.FontUtils ); + +// To use the typeface.js face files, hook up the API +var _typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace }; +THREE.typeface_js = _typeface_js; + +// File:src/extras/audio/Audio.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Audio = function ( listener ) { + + THREE.Object3D.call( this ); + + this.type = 'Audio'; + + this.context = listener.context; + this.source = this.context.createBufferSource(); + this.source.onended = this.onEnded.bind(this); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + + this.autoplay = false; + + this.startTime = 0; + this.isPlaying = false; + +}; + +THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Audio.prototype.constructor = THREE.Audio; + +THREE.Audio.prototype.load = function ( file ) { + + var scope = this; + + var request = new XMLHttpRequest(); + request.open( 'GET', file, true ); + request.responseType = 'arraybuffer'; + request.onload = function ( e ) { + + scope.context.decodeAudioData( this.response, function ( buffer ) { + + scope.source.buffer = buffer; + + if( scope.autoplay ) scope.play(); + + } ); + + }; + request.send(); + + return this; + +}; + +THREE.Audio.prototype.play = function () { + + if ( this.isPlaying === true ) { + + THREE.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + var source = this.context.createBufferSource(); + + source.buffer = this.source.buffer; + source.loop = this.source.loop; + source.onended = this.source.onended; + source.connect( this.panner ); + source.start( 0, this.startTime ); + + this.isPlaying = true; + + this.source = source; + +}; + +THREE.Audio.prototype.pause = function () { + + this.source.stop(); + this.startTime = this.context.currentTime; + +}; + +THREE.Audio.prototype.stop = function () { + + this.source.stop(); + this.startTime = 0; + +}; + +THREE.Audio.prototype.onEnded = function() { + + this.isPlaying = false; + +}; + +THREE.Audio.prototype.setLoop = function ( value ) { + + this.source.loop = value; + +}; + +THREE.Audio.prototype.setRefDistance = function ( value ) { + + this.panner.refDistance = value; + +}; + +THREE.Audio.prototype.setRolloffFactor = function ( value ) { + + this.panner.rolloffFactor = value; + +}; + +THREE.Audio.prototype.setVolume = function ( value ) { + + this.gain.gain.value = value; + +}; + +THREE.Audio.prototype.updateMatrixWorld = ( function () { + + var position = new THREE.Vector3(); + + return function ( force ) { + + THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); + + position.setFromMatrixPosition( this.matrixWorld ); + + this.panner.setPosition( position.x, position.y, position.z ); + + }; + +} )(); + +// File:src/extras/audio/AudioListener.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AudioListener = function () { + + THREE.Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = new ( window.AudioContext || window.webkitAudioContext )(); + +}; + +THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype ); +THREE.AudioListener.prototype.constructor = THREE.AudioListener; + +THREE.AudioListener.prototype.updateMatrixWorld = ( function () { + + var position = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + var scale = new THREE.Vector3(); + + var orientation = new THREE.Vector3(); + var velocity = new THREE.Vector3(); + + var positionPrev = new THREE.Vector3(); + + return function ( force ) { + + THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + var up = this.up; + + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, -1 ).applyQuaternion( quaternion ); + velocity.subVectors( position, positionPrev ); + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + listener.setVelocity( velocity.x, velocity.y, velocity.z ); + + positionPrev.copy( position ); + + }; + +} )(); + +// File:src/extras/core/Curve.js + +/** + * @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 following classes subclasses THREE.Curve: + * + * -- 2d classes -- + * 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 ) { + + THREE.warn( "THREE.Curve: 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; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } 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; + +}; + +// Returns a unit vector tangent at t +// In case any sub curve does not implement its tangent derivation, +// 2 points a small delta apart will be used to find its gradient +// which seems to give a reasonable approximation + +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().sub(pt1); + return vec.normalize(); + +}; + + +THREE.Curve.prototype.getTangentAt = function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + +}; + + + + + +/************************************************************** + * 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.constructor = constructor; + constructor.prototype.getPoint = getPointFunc; + + return constructor; + +}; + +// File:src/extras/core/CurvePath.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +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.constructor = THREE.CurvePath; + +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 ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 <d + +}; + +/* +THREE.CurvePath.prototype.getTangent = function( t ) { +};*/ + + +// We cannot use the default THREE.Curve getPoint() with getLength() because in +// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath +// getPoint() depends on getLength + +THREE.CurvePath.prototype.getLength = function() { + + var lens = this.getCurveLengths(); + return lens[ lens.length - 1 ]; + +}; + +// Compute lengths and cache them +// We cannot overwrite getLengths() because UtoT mapping uses it. + +THREE.CurvePath.prototype.getCurveLengths = function() { + + // We use cache values if curves and cache array are same length + + if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) { + + return this.cacheLengths; + + }; + + // Get length of subsurve + // Push sums into cached array + + var lengths = [], sums = 0; + var i, il = this.curves.length; + + for ( i = 0; i < il; i ++ ) { + + sums += this.curves[ i ].getLength(); + lengths.push( sums ); + + } + + this.cacheLengths = lengths; + + return lengths; + +}; + + + +// Returns min and max coordinates + +THREE.CurvePath.prototype.getBoundingBox = function () { + + var points = this.getPoints(); + + var maxX, maxY, maxZ; + var minX, minY, minZ; + + maxX = maxY = Number.NEGATIVE_INFINITY; + minX = minY = Number.POSITIVE_INFINITY; + + var p, i, il, sum; + + var v3 = points[0] instanceof THREE.Vector3; + + sum = v3 ? new THREE.Vector3() : new THREE.Vector2(); + + for ( i = 0, il = points.length; i < il; i ++ ) { + + p = points[ i ]; + + if ( p.x > 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.add( p ); + + } + + var ret = { + + minX: minX, + minY: minY, + maxX: maxX, + maxY: maxY + + }; + + if ( v3 ) { + + ret.maxZ = maxZ; + ret.minZ = minZ; + + } + + return ret; + +}; + +/************************************************************** + * Create Geometries Helpers + **************************************************************/ + +/// Generate geometry from path points (for Line or Points 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.getTangent( xNorm ); + normal.set( - normal.y, normal.x ).multiplyScalar( oldY ); + + p.x = pathPt.x + normal.x; + p.y = pathPt.y + normal.y; + + } + + return oldPts; + +}; + + +// File:src/extras/core/Gyroscope.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Gyroscope = function () { + + THREE.Object3D.call( this ); + +}; + +THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Gyroscope.prototype.constructor = THREE.Gyroscope; + +THREE.Gyroscope.prototype.updateMatrixWorld = function () { + + var translationObject = new THREE.Vector3(); + var quaternionObject = new THREE.Quaternion(); + var scaleObject = new THREE.Vector3(); + + var translationWorld = new THREE.Vector3(); + var quaternionWorld = new THREE.Quaternion(); + var scaleWorld = new THREE.Vector3(); + + return function ( force ) { + + this.matrixAutoUpdate && this.updateMatrix(); + + // update matrixWorld + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent ) { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld ); + this.matrix.decompose( translationObject, quaternionObject, scaleObject ); + + this.matrixWorld.compose( translationWorld, quaternionObject, 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 ); + + } + + }; + +}(); + +// File:src/extras/core/Path.js + +/** + * @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.Path.prototype.constructor = THREE.Path; + +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(1); + 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 +// +// Assumptions (if parameter isCCW==true the opposite holds): +// - solid shapes are defined clockwise (CW) +// - holes are defined counterclockwise (CCW) +// +// If parameter noHoles==true: +// - all subPaths are regarded as solid shapes +// - definition order CW/CCW has no relevance +// + +THREE.Path.prototype.toShapes = function( isCCW, noHoles ) { + + function extractSubpaths( inActions ) { + + var i, il, item, action, args; + + var subPaths = [], lastPath = new THREE.Path(); + + for ( i = 0, il = inActions.length; i < il; i ++ ) { + + item = inActions[ 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); + + return subPaths; + } + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + } + + //console.log("shape", shapes); + + return shapes; + }; + + function isPointInsidePolygon( inPt, inPolygon ) { + var EPSILON = 0.0000000001; + + var polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; + + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs(edgeDy) > EPSILON ) { // not parallel + if ( edgeDy < 0 ) { + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y == edgeLowPt.y ) { + if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + } else { + var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y); + if ( perpEdge == 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + } + } else { // parallel or colinear + if ( inPt.y != edgeLowPt.y ) continue; // parallel + // egde lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + } + } + + return inside; + } + + + var subPaths = extractSubpaths( this.actions ); + if ( subPaths.length == 0 ) return []; + + if ( noHoles === true ) return toShapesNoHoles( subPaths ); + + + var solid, tmpPath, tmpShape, shapes = []; + + if ( subPaths.length == 1) { + + tmpPath = subPaths[0]; + tmpShape = new THREE.Shape(); + tmpShape.actions = tmpPath.actions; + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; + + newShapes[mainIdx] = undefined; + newShapeHoles[mainIdx] = []; + + var i, il; + + for ( i = 0, il = subPaths.length; i < il; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = THREE.Shape.Utils.isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++; + + newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints }; + newShapes[mainIdx].s.actions = tmpPath.actions; + newShapes[mainIdx].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[mainIdx] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[0] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + var ambigious = false; + var toChange = []; + + for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + betterShapeHoles[sIdx] = []; + } + for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + var sho = newShapeHoles[sIdx]; + for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + var ho = sho[hIdx]; + var hole_unassigned = true; + for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) { + if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { + hole_unassigned = false; + betterShapeHoles[s2Idx].push( ho ); + } else { + ambigious = true; + } + } + } + if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); } + } + } + // console.log("ambigious: ", ambigious); + if ( toChange.length > 0 ) { + // console.log("to change: ", toChange); + if (! ambigious) newShapeHoles = betterShapeHoles; + } + } + + var tmpHoles, j, jl; + for ( i = 0, il = newShapes.length; i < il; i ++ ) { + tmpShape = newShapes[i].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[i]; + for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + tmpShape.holes.push( tmpHoles[j].h ); + } + } + + //console.log("shape", shapes); + + return shapes; + +}; + +// File:src/extras/core/Shape.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +THREE.Shape = function () { + + THREE.Path.apply( this, arguments ); + this.holes = []; + +}; + +THREE.Shape.prototype = Object.create( THREE.Path.prototype ); +THREE.Shape.prototype.constructor = THREE.Shape; + +// 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 = { + + triangulateShape: function ( contour, holes ) { + + function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { + // inOtherPt needs to be colinear to the inSegment + if ( inSegPt1.x != inSegPt2.x ) { + if ( inSegPt1.x < inSegPt2.x ) { + return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); + } else { + return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); + } + } else { + if ( inSegPt1.y < inSegPt2.y ) { + return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); + } else { + return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); + } + } + } + + function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { + var EPSILON = 0.0000000001; + + var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; + var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; + + var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; + var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; + + var limit = seg1dy * seg2dx - seg1dx * seg2dy; + var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; + + if ( Math.abs(limit) > EPSILON ) { // not parallel + + var perpSeg2; + if ( limit > 0 ) { + if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; + } else { + if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; + } + + // i.e. to reduce rounding errors + // intersection at endpoint of segment#1? + if ( perpSeg2 == 0 ) { + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return []; + return [ inSeg1Pt1 ]; + } + if ( perpSeg2 == limit ) { + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return []; + return [ inSeg1Pt2 ]; + } + // intersection at endpoint of segment#2? + if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ]; + if ( perpSeg1 == limit ) return [ inSeg2Pt2 ]; + + // return real intersection point + var factorSeg1 = perpSeg2 / limit; + return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, + y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; + + } else { // parallel or colinear + if ( ( perpSeg1 != 0 ) || + ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return []; + + // they are collinear or degenerate + var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point? + var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point? + // both segments are points + if ( seg1Pt && seg2Pt ) { + if ( (inSeg1Pt1.x != inSeg2Pt1.x) || + (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points + return [ inSeg1Pt1 ]; // they are the same point + } + // segment#1 is a single point + if ( seg1Pt ) { + if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 + return [ inSeg1Pt1 ]; + } + // segment#2 is a single point + if ( seg2Pt ) { + if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 + return [ inSeg2Pt1 ]; + } + + // they are collinear segments, which might overlap + var seg1min, seg1max, seg1minVal, seg1maxVal; + var seg2min, seg2max, seg2minVal, seg2maxVal; + if (seg1dx != 0) { // the segments are NOT on a vertical line + if ( inSeg1Pt1.x < inSeg1Pt2.x ) { + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; + } else { + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; + } + if ( inSeg2Pt1.x < inSeg2Pt2.x ) { + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; + } else { + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; + } + } else { // the segments are on a vertical line + if ( inSeg1Pt1.y < inSeg1Pt2.y ) { + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; + } else { + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; + } + if ( inSeg2Pt1.y < inSeg2Pt2.y ) { + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; + } else { + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; + } + } + if ( seg1minVal <= seg2minVal ) { + if ( seg1maxVal < seg2minVal ) return []; + if ( seg1maxVal == seg2minVal ) { + if ( inExcludeAdjacentSegs ) return []; + return [ seg2min ]; + } + if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; + return [ seg2min, seg2max ]; + } else { + if ( seg1minVal > seg2maxVal ) return []; + if ( seg1minVal == seg2maxVal ) { + if ( inExcludeAdjacentSegs ) return []; + return [ seg1min ]; + } + if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; + return [ seg1min, seg2max ]; + } + } + } + + function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { + // The order of legs is important + + var EPSILON = 0.0000000001; + + // translation of all points, so that Vertex is at (0,0) + var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; + var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; + var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; + + // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. + var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; + var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; + + if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg. + + var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; + // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); + + if ( from2toAngle > 0 ) { // main angle < 180 deg. + return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); + } else { // main angle > 180 deg. + return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); + } + } else { // angle == 180 deg. + // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); + return ( from2otherAngle > 0 ); + } + } + + + function removeHoles( contour, holes ) { + + var shape = contour.concat(); // work on this shape + var hole; + + function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { + // Check if hole point lies within angle around shape point + var lastShapeIdx = shape.length - 1; + + var prevShapeIdx = inShapeIdx - 1; + if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; + + var nextShapeIdx = inShapeIdx + 1; + if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; + + var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] ); + if (! insideAngle ) { + // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); + return false; + } + + // Check if shape point lies within angle around hole point + var lastHoleIdx = hole.length - 1; + + var prevHoleIdx = inHoleIdx - 1; + if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; + + var nextHoleIdx = inHoleIdx + 1; + if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; + + insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] ); + if (! insideAngle ) { + // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); + return false; + } + + return true; + } + + function intersectsShapeEdge( inShapePt, inHolePt ) { + // checks for intersections with shape edges + var sIdx, nextIdx, intersection; + for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { + nextIdx = sIdx + 1; nextIdx %= shape.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true ); + if ( intersection.length > 0 ) return true; + } + + return false; + } + + var indepHoles = []; + + function intersectsHoleEdge( inShapePt, inHolePt ) { + // checks for intersections with hole edges + var ihIdx, chkHole, + hIdx, nextIdx, intersection; + for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { + chkHole = holes[indepHoles[ihIdx]]; + for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { + nextIdx = hIdx + 1; nextIdx %= chkHole.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true ); + if ( intersection.length > 0 ) return true; + } + } + return false; + } + + var holeIndex, shapeIndex, + shapePt, holePt, + holeIdx, cutKey, failedCuts = [], + tmpShape1, tmpShape2, + tmpHole1, tmpHole2; + + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + + indepHoles.push( h ); + + } + + var minShapeIndex = 0; + var counter = indepHoles.length * 2; + while ( indepHoles.length > 0 ) { + counter --; + if ( counter < 0 ) { + console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); + break; + } + + // search for shape-vertex and hole-vertex, + // which can be connected without intersections + for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { + + shapePt = shape[ shapeIndex ]; + holeIndex = - 1; + + // search for hole which can be reached without intersections + for ( var h = 0; h < indepHoles.length; h ++ ) { + holeIdx = indepHoles[h]; + + // prevent multiple checks + cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; + if ( failedCuts[cutKey] !== undefined ) continue; + + hole = holes[holeIdx]; + for ( var h2 = 0; h2 < hole.length; h2 ++ ) { + holePt = hole[ h2 ]; + if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; + if ( intersectsShapeEdge( shapePt, holePt ) ) continue; + if ( intersectsHoleEdge( shapePt, holePt ) ) continue; + + holeIndex = h2; + indepHoles.splice(h, 1); + + tmpShape1 = shape.slice( 0, shapeIndex + 1 ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex + 1 ); + + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + + minShapeIndex = shapeIndex; + + // Debug only, to show the selected cuts + // glob_CutLines.push( [ shapePt, holePt ] ); + + break; + } + if ( holeIndex >= 0 ) break; // hole-vertex found + + failedCuts[cutKey] = true; // remember failure + } + if ( holeIndex >= 0 ) break; // hole-vertex found + } + } + + return shape; /* shape with no holes */ + } + + + var i, il, f, face, + key, index, + allPointsMap = {}; + + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + + var allpoints = contour.concat(); + + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + + Array.prototype.push.apply( allpoints, holes[h] ); + + } + + //console.log( "allpoints",allpoints, allpoints.length ); + + // prepare all points map + + for ( i = 0, il = allpoints.length; i < il; i ++ ) { + + key = allpoints[ i ].x + ":" + allpoints[ i ].y; + + if ( allPointsMap[ key ] !== undefined ) { + + THREE.warn( "THREE.Shape: Duplicate point", key ); + + } + + allPointsMap[ key ] = i; + + } + + // remove holes by cutting paths to holes and adding them to the shape + var shapeWithoutHoles = removeHoles( contour, holes ); + + var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape + //console.log( "triangles",triangles, triangles.length ); + + // check all face vertices against all points map + + for ( i = 0, il = triangles.length; i < il; i ++ ) { + + face = triangles[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + return triangles.concat(); + + }, + + isClockWise: function ( pts ) { + + return THREE.FontUtils.Triangulate.area( pts ) < 0; + + }, + + // Bezier Curves formulas obtained from + // http://en.wikipedia.org/wiki/B%C3%A9zier_curve + + // Quad Bezier Functions + + b2p0: function ( t, p ) { + + var k = 1 - t; + return k * k * p; + + }, + + b2p1: function ( t, p ) { + + return 2 * ( 1 - t ) * t * p; + + }, + + b2p2: function ( t, p ) { + + return t * t * p; + + }, + + b2: function ( t, p0, p1, p2 ) { + + return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 ); + + }, + + // Cubic Bezier Functions + + b3p0: function ( t, p ) { + + var k = 1 - t; + return k * k * k * p; + + }, + + b3p1: function ( t, p ) { + + var k = 1 - t; + return 3 * k * k * t * p; + + }, + + b3p2: function ( t, p ) { + + var k = 1 - t; + return 3 * k * t * t * p; + + }, + + b3p3: function ( t, p ) { + + return t * t * t * p; + + }, + + b3: function ( t, p0, p1, p2, p3 ) { + + return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 ); + + } + +}; + + +// File:src/extras/curves/LineCurve.js + +/************************************************************** + * Line + **************************************************************/ + +THREE.LineCurve = function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype ); +THREE.LineCurve.prototype.constructor = THREE.LineCurve; + +THREE.LineCurve.prototype.getPoint = function ( t ) { + + var point = this.v2.clone().sub(this.v1); + point.multiplyScalar( t ).add( this.v1 ); + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +THREE.LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + +}; + +THREE.LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().sub(this.v1); + + return tangent.normalize(); + +}; + +// File:src/extras/curves/QuadraticBezierCurve.js + +/************************************************************** + * 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.constructor = THREE.QuadraticBezierCurve; + + +THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var vector = new THREE.Vector2(); + + vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + + return vector; + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var vector = new THREE.Vector2(); + + vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ); + vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ); + + // returns unit vector + + return vector.normalize(); + +}; + +// File:src/extras/curves/CubicBezierCurve.js + +/************************************************************** + * 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.constructor = THREE.CubicBezierCurve; + +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; + +}; + +// File:src/extras/curves/SplineCurve.js + +/************************************************************** + * 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.constructor = THREE.SplineCurve; + +THREE.SplineCurve.prototype.getPoint = function ( t ) { + + var points = this.points; + var point = ( points.length - 1 ) * t; + + var intPoint = Math.floor( point ); + var weight = point - intPoint; + + var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ] + var point1 = points[ intPoint ] + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ] + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ] + + var vector = new THREE.Vector2(); + + vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight ); + vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight ); + + return vector; + +}; + +// File:src/extras/curves/EllipseCurve.js + +/************************************************************** + * 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.constructor = THREE.EllipseCurve; + +THREE.EllipseCurve.prototype.getPoint = function ( t ) { + + var deltaAngle = this.aEndAngle - this.aStartAngle; + + if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2; + if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2; + + var angle; + + if ( this.aClockwise === true ) { + + angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle ); + + } else { + + angle = this.aStartAngle + t * deltaAngle; + + } + + var vector = new THREE.Vector2(); + + vector.x = this.aX + this.xRadius * Math.cos( angle ); + vector.y = this.aY + this.yRadius * Math.sin( angle ); + + return vector; + +}; + +// File:src/extras/curves/ArcCurve.js + +/************************************************************** + * 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 ); +THREE.ArcCurve.prototype.constructor = THREE.ArcCurve; + +// File:src/extras/curves/LineCurve3.js + +/************************************************************** + * Line3D + **************************************************************/ + +THREE.LineCurve3 = THREE.Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var vector = new THREE.Vector3(); + + vector.subVectors( this.v2, this.v1 ); // diff + vector.multiplyScalar( t ); + vector.add( this.v1 ); + + return vector; + + } + +); + +// File:src/extras/curves/QuadraticBezierCurve3.js + +/************************************************************** + * 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 vector = new THREE.Vector3(); + + vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x ); + vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y ); + vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z ); + + return vector; + + } + +); + +// File:src/extras/curves/CubicBezierCurve3.js + +/************************************************************** + * 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 vector = new THREE.Vector3(); + + vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ); + vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ); + vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ); + + return vector; + + } + +); + +// File:src/extras/curves/SplineCurve3.js + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = ( points == undefined ) ? [] : points; + + }, + + function ( t ) { + + var points = this.points; + var point = ( points.length - 1 ) * t; + + var intPoint = Math.floor( point ); + var weight = point - intPoint; + + var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]; + var point1 = points[ intPoint ]; + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + var vector = new THREE.Vector3(); + + vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight ); + vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight ); + vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight ); + + return vector; + + } + +); + +// File:src/extras/curves/ClosedSplineCurve3.js + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */) { + + this.points = ( points == undefined ) ? [] : points; + + }, + + function ( t ) { + + var points = this.points; + var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1 + + var intPoint = Math.floor( point ); + var weight = point - intPoint; + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + + var point0 = points[ ( intPoint - 1 ) % points.length ]; + var point1 = points[ ( intPoint ) % points.length ]; + var point2 = points[ ( intPoint + 1 ) % points.length ]; + var point3 = points[ ( intPoint + 2 ) % points.length ]; + + var vector = new THREE.Vector3(); + + vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight ); + vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight ); + vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight ); + + return vector; + + } + +); + +// File:src/extras/animation/AnimationHandler.js + +/** + * @author mikael emtinger / http://gomo.se/ + */ + +THREE.AnimationHandler = { + + LINEAR: 0, + CATMULLROM: 1, + CATMULLROM_FORWARD: 2, + + // + + add: function () { THREE.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); }, + get: function () { THREE.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); }, + remove: function () { THREE.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); }, + + // + + animations: [], + + init: function ( data ) { + + if ( data.initialized === true ) return data; + + // loop through all keys + + for ( var h = 0; h < data.hierarchy.length; h ++ ) { + + for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) { + + // remove minus times + + if ( data.hierarchy[ h ].keys[ k ].time < 0 ) { + + data.hierarchy[ h ].keys[ k ].time = 0; + + } + + // create quaternions + + if ( data.hierarchy[ h ].keys[ k ].rot !== undefined && + ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) { + + var quat = data.hierarchy[ h ].keys[ k ].rot; + data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat ); + + } + + } + + // prepare morph target keys + + if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) { + + // get all used + + var usedMorphTargets = {}; + + for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) { + + for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) { + + var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ]; + usedMorphTargets[ morphTargetName ] = - 1; + + } + + } + + data.hierarchy[ h ].usedMorphTargets = usedMorphTargets; + + + // set all used on all frames + + for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) { + + var influences = {}; + + for ( var morphTargetName in usedMorphTargets ) { + + for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) { + + if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) { + + influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ]; + break; + + } + + } + + if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) { + + influences[ morphTargetName ] = 0; + + } + + } + + data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences; + + } + + } + + + // remove all keys that are on the same time + + for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) { + + if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) { + + data.hierarchy[ h ].keys.splice( k, 1 ); + k --; + + } + + } + + + // set index + + for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) { + + data.hierarchy[ h ].keys[ k ].index = k; + + } + + } + + data.initialized = true; + + return data; + + }, + + parse: function ( root ) { + + var parseRecurseHierarchy = function ( root, hierarchy ) { + + hierarchy.push( root ); + + for ( var c = 0; c < root.children.length; c ++ ) + parseRecurseHierarchy( root.children[ c ], hierarchy ); + + }; + + // setup hierarchy + + var hierarchy = []; + + if ( root instanceof THREE.SkinnedMesh ) { + + for ( var b = 0; b < root.skeleton.bones.length; b ++ ) { + + hierarchy.push( root.skeleton.bones[ b ] ); + + } + + } else { + + parseRecurseHierarchy( root, hierarchy ); + + } + + return hierarchy; + + }, + + play: function ( animation ) { + + if ( this.animations.indexOf( animation ) === - 1 ) { + + this.animations.push( animation ); + + } + + }, + + stop: function ( animation ) { + + var index = this.animations.indexOf( animation ); + + if ( index !== - 1 ) { + + this.animations.splice( index, 1 ); + + } + + }, + + update: function ( deltaTimeMS ) { + + for ( var i = 0; i < this.animations.length; i ++ ) { + + this.animations[ i ].resetBlendWeights( ); + + } + + for ( var i = 0; i < this.animations.length; i ++ ) { + + this.animations[ i ].update( deltaTimeMS ); + + } + + } + +}; + +// File:src/extras/animation/Animation.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Animation = function ( root, data ) { + + this.root = root; + this.data = THREE.AnimationHandler.init( data ); + this.hierarchy = THREE.AnimationHandler.parse( root ); + + this.currentTime = 0; + this.timeScale = 1; + + this.isPlaying = false; + this.loop = true; + this.weight = 0; + + this.interpolationType = THREE.AnimationHandler.LINEAR; + +}; + +THREE.Animation.prototype = { + + constructor: THREE.Animation, + + keyTypes: [ "pos", "rot", "scl" ], + + play: function ( startTime, weight ) { + + this.currentTime = startTime !== undefined ? startTime : 0; + this.weight = weight !== undefined ? weight : 1; + + this.isPlaying = true; + + this.reset(); + + THREE.AnimationHandler.play( this ); + + }, + + stop: function() { + + this.isPlaying = false; + + THREE.AnimationHandler.stop( this ); + + }, + + reset: function () { + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { + + var object = this.hierarchy[ h ]; + + if ( object.animationCache === undefined ) { + + object.animationCache = { + animations: {}, + blending: { + positionWeight: 0.0, + quaternionWeight: 0.0, + scaleWeight: 0.0 + } + }; + } + + var name = this.data.name; + var animations = object.animationCache.animations; + var animationCache = animations[ name ]; + + if ( animationCache === undefined ) { + + animationCache = { + prevKey: { pos: 0, rot: 0, scl: 0 }, + nextKey: { pos: 0, rot: 0, scl: 0 }, + originalMatrix: object.matrix + }; + + animations[ name ] = animationCache; + + } + + // Get keys to match our current time + + for ( var t = 0; t < 3; t ++ ) { + + var type = this.keyTypes[ t ]; + + var prevKey = this.data.hierarchy[ h ].keys[ 0 ]; + var nextKey = this.getNextKeyWith( type, h, 1 ); + + while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) { + + prevKey = nextKey; + nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 ); + + } + + animationCache.prevKey[ type ] = prevKey; + animationCache.nextKey[ type ] = nextKey; + + } + + } + + }, + + resetBlendWeights: function () { + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { + + var object = this.hierarchy[ h ]; + var animationCache = object.animationCache; + + if ( animationCache !== undefined ) { + + var blending = animationCache.blending; + + blending.positionWeight = 0.0; + blending.quaternionWeight = 0.0; + blending.scaleWeight = 0.0; + + } + + } + + }, + + update: ( function() { + + var points = []; + var target = new THREE.Vector3(); + var newVector = new THREE.Vector3(); + var newQuat = new THREE.Quaternion(); + + // Catmull-Rom spline + + var 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 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 ); + v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 ); + v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 ); + + return v3; + + }; + + var 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; + + }; + + return function ( delta ) { + + if ( this.isPlaying === false ) return; + + this.currentTime += delta * this.timeScale; + + if ( this.weight === 0 ) + return; + + // + + var duration = this.data.length; + + if ( this.currentTime > duration || this.currentTime < 0 ) { + + if ( this.loop ) { + + this.currentTime %= duration; + + if ( this.currentTime < 0 ) + this.currentTime += duration; + + this.reset(); + + } else { + + this.stop(); + + } + + } + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { + + var object = this.hierarchy[ h ]; + var animationCache = object.animationCache.animations[this.data.name]; + var blending = object.animationCache.blending; + + // loop through pos/rot/scl + + for ( var t = 0; t < 3; t ++ ) { + + // get keys + + var type = this.keyTypes[ t ]; + var prevKey = animationCache.prevKey[ type ]; + var nextKey = animationCache.nextKey[ type ]; + + if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) || + ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) { + + prevKey = this.data.hierarchy[ h ].keys[ 0 ]; + nextKey = this.getNextKeyWith( type, h, 1 ); + + while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) { + + prevKey = nextKey; + nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 ); + + } + + animationCache.prevKey[ type ] = prevKey; + animationCache.nextKey[ type ] = nextKey; + + } + + var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time ); + + var prevXYZ = prevKey[ type ]; + var nextXYZ = nextKey[ type ]; + + if ( scale < 0 ) scale = 0; + if ( scale > 1 ) scale = 1; + + // interpolate + + if ( type === "pos" ) { + + if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) { + + newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + // blend + var proportionalWeight = this.weight / ( this.weight + blending.positionWeight ); + object.position.lerp( newVector, proportionalWeight ); + blending.positionWeight += this.weight; + + } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || + this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ]; + points[ 1 ] = prevXYZ; + points[ 2 ] = nextXYZ; + points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ]; + + scale = scale * 0.33 + 0.33; + + var currentPoint = interpolateCatmullRom( points, scale ); + var proportionalWeight = this.weight / ( this.weight + blending.positionWeight ); + blending.positionWeight += this.weight; + + // blend + + var vector = object.position; + + vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight; + vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight; + vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight; + + if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { + + var forwardPoint = interpolateCatmullRom( points, scale * 1.01 ); + + target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] ); + target.sub( vector ); + target.y = 0; + target.normalize(); + + var angle = Math.atan2( target.x, target.z ); + object.rotation.set( 0, angle, 0 ); + + } + + } + + } else if ( type === "rot" ) { + + THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale ); + + // Avoid paying the cost of an additional slerp if we don't have to + if ( blending.quaternionWeight === 0 ) { + + object.quaternion.copy(newQuat); + blending.quaternionWeight = this.weight; + + } else { + + var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight ); + THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight ); + blending.quaternionWeight += this.weight; + + } + + } else if ( type === "scl" ) { + + newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale; + newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale; + newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale; + + var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight ); + object.scale.lerp( newVector, proportionalWeight ); + blending.scaleWeight += this.weight; + + } + + } + + } + + return true; + + }; + + } )(), + + 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 ]; + + }, + + 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 ]; + + } + +}; + +// File:src/extras/animation/KeyFrameAnimation.js + +/** + * @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 ( data ) { + + this.root = data.node; + this.data = THREE.AnimationHandler.init( data ); + this.hierarchy = THREE.AnimationHandler.parse( this.root ); + this.currentTime = 0; + this.timeScale = 0.001; + this.isPlaying = false; + this.isPaused = true; + this.loop = 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; + + } + + } + +}; + +THREE.KeyFrameAnimation.prototype = { + + constructor: THREE.KeyFrameAnimation, + + play: function ( startTime ) { + + this.currentTime = startTime !== undefined ? startTime : 0; + + if ( this.isPlaying === false ) { + + this.isPlaying = true; + + // 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 ]; + + if ( node.animationCache === undefined ) { + + node.animationCache = {}; + node.animationCache.prevKey = null; + node.animationCache.nextKey = null; + node.animationCache.originalMatrix = 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.play( this ); + + }, + + stop: function () { + + this.isPlaying = false; + this.isPaused = false; + + THREE.AnimationHandler.stop( 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; + + original.copy( obj.matrix ); + obj.matrix = original; + + delete node.animationCache; + + } + + } + + }, + + update: function ( delta ) { + + if ( this.isPlaying === false ) return; + + this.currentTime += delta * this.timeScale; + + // + + var duration = this.data.length; + + if ( this.loop === true && this.currentTime > duration ) { + + this.currentTime %= duration; + + } + + this.currentTime = Math.min( this.currentTime, duration ); + + for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { + + var object = this.hierarchy[ h ]; + var node = this.data.hierarchy[ h ]; + + var keys = node.keys, + animationCache = node.animationCache; + + + if ( keys.length ) { + + var prevKey = animationCache.prevKey; + var nextKey = animationCache.nextKey; + + if ( nextKey.time <= this.currentTime ) { + + while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) { + + prevKey = nextKey; + nextKey = keys[ prevKey.index + 1 ]; + + } + + animationCache.prevKey = prevKey; + animationCache.nextKey = nextKey; + + } + + if ( nextKey.time >= this.currentTime ) { + + prevKey.interpolate( nextKey, this.currentTime ); + + } else { + + prevKey.interpolate( nextKey, nextKey.time ); + + } + + this.data.hierarchy[ h ].node.updateMatrix(); + object.matrixWorldNeedsUpdate = true; + + } + + } + + }, + + 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 ]; + + }, + + 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 ]; + + } + +}; + +// File:src/extras/animation/MorphAnimation.js + +/** + * @author mrdoob / http://mrdoob.com + * @author willy-vvu / http://willy-vvu.github.io + */ + +THREE.MorphAnimation = function ( mesh ) { + + this.mesh = mesh; + this.frames = mesh.morphTargetInfluences.length; + this.currentTime = 0; + this.duration = 1000; + this.loop = true; + this.lastFrame = 0; + this.currentFrame = 0; + + this.isPlaying = false; + +}; + +THREE.MorphAnimation.prototype = { + + constructor: THREE.MorphAnimation, + + play: function () { + + this.isPlaying = true; + + }, + + pause: function () { + + this.isPlaying = false; + + }, + + update: function ( delta ) { + + if ( this.isPlaying === false ) return; + + this.currentTime += delta; + + if ( this.loop === true && this.currentTime > this.duration ) { + + this.currentTime %= this.duration; + + } + + this.currentTime = Math.min( this.currentTime, this.duration ); + + var interpolation = this.duration / this.frames; + var frame = Math.floor( this.currentTime / interpolation ); + + var influences = this.mesh.morphTargetInfluences; + + if ( frame != this.currentFrame ) { + + influences[ this.lastFrame ] = 0; + influences[ this.currentFrame ] = 1; + influences[ frame ] = 0; + + this.lastFrame = this.currentFrame; + this.currentFrame = frame; + + } + + influences[ frame ] = ( this.currentTime % interpolation ) / interpolation; + influences[ this.lastFrame ] = 1 - influences[ frame ]; + + } + +}; + +// File:src/extras/geometries/BoxGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + +THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + THREE.Geometry.call( this ); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.widthSegments = widthSegments || 1; + this.heightSegments = heightSegments || 1; + this.depthSegments = depthSegments || 1; + + var scope = this; + + var width_half = width / 2; + var height_half = height / 2; + var depth_half = depth / 2; + + buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px + buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx + buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py + buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny + buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz + buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz + + function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) { + + var w, ix, iy, + gridX = scope.widthSegments, + gridY = scope.heightSegments, + 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 = scope.depthSegments; + + } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) { + + w = 'x'; + gridX = scope.depthSegments; + + } + + 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 uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY ); + var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ); + var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY ); + var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY ); + + var face = new THREE.Face3( a + offset, b + offset, d + offset ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() ); + face.materialIndex = materialIndex; + + scope.faces.push( face ); + scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + face = new THREE.Face3( b + offset, c + offset, d + offset ); + face.normal.copy( normal ); + face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() ); + face.materialIndex = materialIndex; + + scope.faces.push( face ); + scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + + } + + } + + this.mergeVertices(); + +}; + +THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry; + +// File:src/extras/geometries/CircleGeometry.js + +/** + * @author hughes + */ + +THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 50; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + var i, uvs = [], + center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 ); + + this.vertices.push(center); + uvs.push( centerUV ); + + for ( i = 0; i <= segments; i ++ ) { + + var vertex = new THREE.Vector3(); + var segment = thetaStart + i / segments * thetaLength; + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + this.vertices.push( vertex ); + uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) ); + + } + + var n = new THREE.Vector3( 0, 0, 1 ); + + for ( i = 1; i <= segments; i ++ ) { + + this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] ); + + } + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry; + +// File:src/extras/geometries/CubeGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + THREE.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' ); + return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ); + + }; + +// File:src/extras/geometries/CylinderGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + radialSegments = radialSegments || 8; + heightSegments = heightSegments || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI; + + var heightHalf = height / 2; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= heightSegments; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + var v = y / heightSegments; + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + var vertex = new THREE.Vector3(); + vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); + vertex.y = - v * height + heightHalf; + vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); + + this.vertices.push( vertex ); + + verticesRow.push( this.vertices.length - 1 ); + uvsRow.push( new THREE.Vector2( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + var tanTheta = ( radiusBottom - radiusTop ) / height; + var na, nb; + + for ( x = 0; x < radialSegments; 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 < heightSegments; 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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); + + this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] ); + + } + + } + + // top cap + + if ( openEnded === false && radiusTop > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); + + for ( x = 0; x < radialSegments; 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.Vector2( uv2.x, 0 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + // bottom cap + + if ( openEnded === false && radiusBottom > 0 ) { + + this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); + + for ( x = 0; x < radialSegments; x ++ ) { + + var v1 = vertices[ heightSegments ][ x + 1 ]; + var v2 = vertices[ heightSegments ][ 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[ heightSegments ][ x + 1 ].clone(); + var uv2 = uvs[ heightSegments ][ x ].clone(); + var uv3 = new THREE.Vector2( uv2.x, 1 ); + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); + + } + + } + + this.computeFaceNormals(); + +}; + +THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; + +// File:src/extras/geometries/ExtrudeGeometry.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: <int>, // number of points on the curves + * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too + * amount: <int>, // Depth to extrude the shape + * + * bevelEnabled: <bool>, // turn on bevel + * bevelThickness: <float>, // how deep into the original shape bevel goes + * bevelSize: <float>, // how far from shape outline is bevel + * bevelSegments: <int>, // number of bevel layers + * + * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) + * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals + * + * material: <int> // material index for front and back faces + * extrudeMaterial: <int> // material index for extrusion and beveled faces + * uvGenerator: <Object> // object that provides UV generator functions + * + * } + **/ + +THREE.ExtrudeGeometry = function ( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + shapes = []; + return; + } + + THREE.Geometry.call( this ); + + this.type = 'ExtrudeGeometry'; + + shapes = shapes instanceof Array ? shapes : [ shapes ]; + + this.addShapeList( shapes, options ); + + 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.constructor = THREE.ExtrudeGeometry; + +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 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 shapesOffset = this.vertices.length; + + var shapePoints = shape.extractPoints( curveSegments ); + + 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 ) THREE.error( "THREE.ExtrudeGeometry: vec does not exist" ); + + return vec.clone().multiplyScalar( size ).add( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + var EPSILON = 0.0000000001; + + // computes for inPt the corresponding point inPt' on a new contour + // shiftet by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for colinear edges + var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear + + // length of vectors for normalizing + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ) + if ( v_trans_lensq <= 2 ) { + return new THREE.Vector2( v_trans_x, v_trans_y ); + } else { + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + } + + } else { // handle special case of colinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > EPSILON ) { + if ( v_next_x > EPSILON ) { direction_eq = true; } + } else { + if ( v_prev_x < - EPSILON ) { + if ( v_next_x < - EPSILON ) { direction_eq = true; } + } else { + if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; } + } + } + + if ( direction_eq ) { + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + } else { + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + } + + } + + return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 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 ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x); + binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y); + + position2.copy( extrudePts[0] ).add(normal).add(binormal); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[s] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 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 ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + } + + } + + // 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 ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + // normal, color, material + scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + + var uvs = uvgen.generateTopUV( scope, 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.Face3( a, b, d, null, null, extrudeMaterial ) ); + scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) ); + + var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); + + scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); + scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); + + } + +}; + +THREE.ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function ( geometry, indexA, indexB, indexC ) { + + var vertices = geometry.vertices; + + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + + return [ + new THREE.Vector2( a.x, a.y ), + new THREE.Vector2( b.x, b.y ), + new THREE.Vector2( c.x, c.y ) + ]; + + }, + + generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { + + var vertices = geometry.vertices; + + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + var d = vertices[ indexD ]; + + if ( Math.abs( a.y - b.y ) < 0.01 ) { + return [ + new THREE.Vector2( a.x, 1 - a.z ), + new THREE.Vector2( b.x, 1 - b.z ), + new THREE.Vector2( c.x, 1 - c.z ), + new THREE.Vector2( d.x, 1 - d.z ) + ]; + } else { + return [ + new THREE.Vector2( a.y, 1 - a.z ), + new THREE.Vector2( b.y, 1 - b.z ), + new THREE.Vector2( c.y, 1 - c.z ), + new THREE.Vector2( d.y, 1 - d.z ) + ]; + } + } +}; + +// File:src/extras/geometries/ShapeGeometry.js + +/** + * @author jonobr1 / http://jonobr1.com + * + * Creates a one-sided polygonal geometry from a path shape. Similar to + * ExtrudeGeometry. + * + * parameters = { + * + * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT. + * + * material: <int> // material index for front and back faces + * uvGenerator: <Object> // object that provides UV generator functions + * + * } + **/ + +THREE.ShapeGeometry = function ( shapes, options ) { + + THREE.Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( shapes instanceof Array === false ) shapes = [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeFaceNormals(); + +}; + +THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry; + +/** + * 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 curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var material = options.material; + var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; + + // + + var i, l, hole; + + var shapesOffset = this.vertices.length; + var shapePoints = shape.extractPoints( curveSegments ); + + 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; + + 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.generateTopUV( this, a, b, c ) ); + + } + +}; + +// File:src/extras/geometries/LatheGeometry.js + +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://exocortex.com + */ + +// points - to create a closed torus, one must use a set of points +// like so: [ a, b, c, d, a ], see first is the same as last. +// segments - the number of circumference segments to create +// phiStart - the starting radian +// phiLength - the radian (0 to 2*PI) range of the lathed section +// 2*pi is a closed lathe, less than 2PI is a portion. + +THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) { + + THREE.Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = segments || 12; + phiStart = phiStart || 0; + phiLength = phiLength || 2 * Math.PI; + + var inversePointLength = 1.0 / ( points.length - 1 ); + var inverseSegments = 1.0 / segments; + + for ( var i = 0, il = segments; i <= il; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var c = Math.cos( phi ), + s = Math.sin( phi ); + + for ( var j = 0, jl = points.length; j < jl; j ++ ) { + + var pt = points[ j ]; + + var vertex = new THREE.Vector3(); + + vertex.x = c * pt.x - s * pt.y; + vertex.y = s * pt.x + c * pt.y; + vertex.z = pt.z; + + this.vertices.push( vertex ); + + } + + } + + var np = points.length; + + for ( var i = 0, il = segments; i < il; i ++ ) { + + for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) { + + var base = j + np * i; + var a = base; + var b = base + np; + var c = base + 1 + np; + var d = base + 1; + + var u0 = i * inverseSegments; + var v0 = j * inversePointLength; + var u1 = u0 + inverseSegments; + var v1 = v0 + inversePointLength; + + this.faces.push( new THREE.Face3( a, b, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.Vector2( u0, v0 ), + new THREE.Vector2( u1, v0 ), + new THREE.Vector2( u0, v1 ) + + ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + + this.faceVertexUvs[ 0 ].push( [ + + new THREE.Vector2( u1, v0 ), + new THREE.Vector2( u1, v1 ), + new THREE.Vector2( u0, v1 ) + + ] ); + + + } + + } + + this.mergeVertices(); + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry; + +// File:src/extras/geometries/PlaneGeometry.js + +/** + * @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 ) { + + console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' ); + + THREE.Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + +}; + +THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry; + +// File:src/extras/geometries/PlaneBufferGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'PlaneBufferGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + var width_half = width / 2; + var height_half = height / 2; + + var gridX = widthSegments || 1; + var gridY = heightSegments || 1; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var segment_width = width / gridX; + var segment_height = height / gridY; + + var vertices = new Float32Array( gridX1 * gridY1 * 3 ); + var normals = new Float32Array( gridX1 * gridY1 * 3 ); + var uvs = new Float32Array( gridX1 * gridY1 * 2 ); + + var offset = 0; + var offset2 = 0; + + for ( var iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( var ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + + vertices[ offset ] = x; + vertices[ offset + 1 ] = - y; + + normals[ offset + 2 ] = 1; + + uvs[ offset2 ] = ix / gridX; + uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); + + offset += 3; + offset2 += 2; + + } + + } + + offset = 0; + + var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); + + for ( var iy = 0; iy < gridY; iy ++ ) { + + for ( var 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; + + indices[ offset ] = a; + indices[ offset + 1 ] = b; + indices[ offset + 2 ] = d; + + indices[ offset + 3 ] = b; + indices[ offset + 4 ] = c; + indices[ offset + 5 ] = d; + + offset += 6; + + } + + } + + this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + +}; + +THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry; + +// File:src/extras/geometries/RingGeometry.js + +/** + * @author Kaleb Murphy + */ + +THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 0; + outerRadius = outerRadius || 50; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8; + + var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + + for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring + + for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle + + var vertex = new THREE.Vector3(); + var segment = thetaStart + o / thetaSegments * thetaLength; + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + this.vertices.push( vertex ); + uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) ); + } + + radius += radiusStep; + + } + + var n = new THREE.Vector3( 0, 0, 1 ); + + for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring + + var thetaSegment = i * (thetaSegments + 1); + + for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle + + var segment = o + thetaSegment; + + var v1 = segment; + var v2 = segment + thetaSegments + 1; + var v3 = segment + thetaSegments + 2; + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); + + v1 = segment; + v2 = segment + thetaSegments + 2; + v3 = segment + 1; + + this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); + + } + } + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.RingGeometry.prototype.constructor = THREE.RingGeometry; + + +// File:src/extras/geometries/SphereGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 50; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var x, y, vertices = [], uvs = []; + + for ( y = 0; y <= heightSegments; y ++ ) { + + var verticesRow = []; + var uvsRow = []; + + for ( x = 0; x <= widthSegments; x ++ ) { + + var u = x / widthSegments; + var v = y / heightSegments; + + 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.Vector2( u, 1 - v ) ); + + } + + vertices.push( verticesRow ); + uvs.push( uvsRow ); + + } + + for ( y = 0; y < heightSegments; y ++ ) { + + for ( x = 0; x < widthSegments; 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 ) { + + uv1.x = ( uv1.x + uv2.x ) / 2; + 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 ) { + + uv3.x = ( uv3.x + uv4.x ) / 2; + 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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); + + this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) ); + this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] ); + + } + + } + + } + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; + +// File:src/extras/geometries/TextGeometry.js + +/** + * @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: <float>, // size of the text + * height: <float>, // thickness to extrude text + * curveSegments: <int>, // number of points on the curves + * + * font: <string>, // font name + * weight: <string>, // font weight (normal, bold) + * style: <string>, // font style (normal, italics) + * + * bevelEnabled: <bool>, // turn on bevel + * bevelThickness: <float>, // how deep into text bevel goes + * bevelSize: <float>, // 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 ) { + + parameters = 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 ); + + this.type = 'TextGeometry'; + +}; + +THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); +THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; + +// File:src/extras/geometries/TorusGeometry.js + +/** + * @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 ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = radialSegments || 8; + tubularSegments = tubularSegments || 6; + arc = arc || Math.PI * 2; + + var center = new THREE.Vector3(), uvs = [], normals = []; + + for ( var j = 0; j <= radialSegments; j ++ ) { + + for ( var i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + + var vertex = new THREE.Vector3(); + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + this.vertices.push( vertex ); + + uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) ); + normals.push( vertex.clone().sub( center ).normalize() ); + + } + + } + + for ( var j = 1; j <= radialSegments; j ++ ) { + + for ( var i = 1; i <= tubularSegments; i ++ ) { + + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] ); + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] ); + + face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] ); + this.faces.push( face ); + this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] ); + + } + + } + + this.computeFaceNormals(); + +}; + +THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; + +// File:src/extras/geometries/TorusKnotGeometry.js + +/** + * @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 ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + p: p, + q: q, + heightScale: heightScale + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = radialSegments || 64; + tubularSegments = tubularSegments || 8; + p = p || 2; + q = q || 3; + heightScale = heightScale || 1; + + var grid = new Array( radialSegments ); + var tang = new THREE.Vector3(); + var n = new THREE.Vector3(); + var bitan = new THREE.Vector3(); + + for ( var i = 0; i < radialSegments; ++ i ) { + + grid[ i ] = new Array( tubularSegments ); + var u = i / radialSegments * 2 * p * Math.PI; + var p1 = getPos( u, q, p, radius, heightScale ); + var p2 = getPos( u + 0.01, q, p, radius, heightScale ); + tang.subVectors( p2, p1 ); + n.addVectors( p2, p1 ); + + bitan.crossVectors( tang, n ); + n.crossVectors( bitan, tang ); + bitan.normalize(); + n.normalize(); + + for ( var j = 0; j < tubularSegments; ++ j ) { + + var v = j / tubularSegments * 2 * Math.PI; + var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + var cy = tube * Math.sin( v ); + + var pos = new THREE.Vector3(); + pos.x = p1.x + cx * n.x + cy * bitan.x; + pos.y = p1.y + cx * n.y + cy * bitan.y; + pos.z = p1.z + cx * n.z + cy * bitan.z; + + grid[ i ][ j ] = this.vertices.push( pos ) - 1; + + } + + } + + for ( var i = 0; i < radialSegments; ++ i ) { + + for ( var j = 0; j < tubularSegments; ++ j ) { + + var ip = ( i + 1 ) % radialSegments; + var jp = ( j + 1 ) % tubularSegments; + + var a = grid[ i ][ j ]; + var b = grid[ ip ][ j ]; + var c = grid[ ip ][ jp ]; + var d = grid[ i ][ jp ]; + + var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments ); + var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments ); + var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments ); + var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments ); + + this.faces.push( new THREE.Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + } + + this.computeFaceNormals(); + this.computeVertexNormals(); + + function getPos( u, in_q, in_p, radius, heightScale ) { + + var cu = Math.cos( u ); + 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 ); +THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry; + +// File:src/extras/geometries/TubeGeometry.js + +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * + * 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, radialSegments, closed, taper ) { + + THREE.Geometry.call( this ); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + segments: segments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + segments = segments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + taper = taper || THREE.TubeGeometry.NoTaper; + + var grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = segments + 1, + + u, v, r, + + 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 ++ ) { + + grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + r = radius * taper( u ); + + for ( j = 0; j < radialSegments; j ++ ) { + + v = j / radialSegments * 2 * Math.PI; + + cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = r * 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; + + grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + } + + + // construct the mesh + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < radialSegments; j ++ ) { + + ip = ( closed ) ? (i + 1) % segments : i + 1; + jp = (j + 1) % radialSegments; + + a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = grid[ ip ][ j ]; + c = grid[ ip ][ jp ]; + d = grid[ i ][ jp ]; + + uva = new THREE.Vector2( i / segments, j / radialSegments ); + uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments ); + uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); + uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments ); + + this.faces.push( new THREE.Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + } + + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry; + +THREE.TubeGeometry.NoTaper = function ( u ) { + + return 1; + +}; + +THREE.TubeGeometry.SinusoidalTaper = function ( u ) { + + return Math.sin( Math.PI * u ); + +}; + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) { + + var normal = 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; + + + // 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 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].crossVectors( 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().subVectors( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].crossVectors( 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.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > epsilon ) { + + vec.normalize(); + + theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i < numpoints; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } +}; + +// File:src/extras/geometries/PolyhedronGeometry.js + +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) { + + THREE.Geometry.call( this ); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i += 3 ) { + + prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); + + } + + var p = this.vertices; + + var faces = []; + + for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { + + var v1 = p[ indices[ i ] ]; + var v2 = p[ indices[ i + 1 ] ]; + var v3 = p[ indices[ i + 2 ] ]; + + faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + + } + + var centroid = new THREE.Vector3(); + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + subdivide( faces[ i ], detail ); + + } + + + // Handle case when face straddles the seam + + for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { + + var uvs = this.faceVertexUvs[ 0 ][ i ]; + + var x0 = uvs[ 0 ].x; + var x1 = uvs[ 1 ].x; + var x2 = uvs[ 2 ].x; + + var max = Math.max( x0, Math.max( x1, x2 ) ); + var min = Math.min( x0, Math.min( x1, x2 ) ); + + if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary + + if ( x0 < 0.2 ) uvs[ 0 ].x += 1; + if ( x1 < 0.2 ) uvs[ 1 ].x += 1; + if ( x2 < 0.2 ) uvs[ 2 ].x += 1; + + } + + } + + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + + // Merge vertices + + this.mergeVertices(); + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), 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.Vector2( u, 1 - v ); + + return vertex; + + } + + + // Approximate a curved face with recursively sub-divided triangles. + + function make( v1, v2, v3 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + that.faces.push( face ); + + centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } + + + // Analytically subdivide a face to the required detail level. + + function subdivide( face, detail ) { + + var cols = Math.pow(2, detail); + var a = prepare( that.vertices[ face.a ] ); + var b = prepare( that.vertices[ face.b ] ); + var c = prepare( that.vertices[ face.c ] ); + var v = []; + + // Construct all of the vertices for this subdivision. + + for ( var i = 0 ; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = prepare( a.clone().lerp( c, i / cols ) ); + var bj = prepare( b.clone().lerp( c, i / cols ) ); + var rows = cols - i; + + for ( var j = 0; j <= rows; j ++) { + + if ( j == 0 && i == cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); + + } + + } + + } + + // Construct all of the faces. + + for ( var i = 0; i < cols ; i ++ ) { + + for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 == 0 ) { + + make( + v[ i ][ k + 1], + v[ i + 1 ][ k ], + v[ i ][ k ] + ); + + } else { + + make( + v[ i ][ k + 1 ], + v[ i + 1][ k + 1], + v[ i + 1 ][ k ] + ); + + } + + } + + } + + } + + + // 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.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); + return uv.clone(); + + } + + +}; + +THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry; + +// File:src/extras/geometries/DodecahedronGeometry.js + +/** + * @author Abe Pazos / https://hamoid.com + */ + +THREE.DodecahedronGeometry = function ( radius, detail ) { + + this.parameters = { + radius: radius, + detail: detail + }; + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; + + var vertices = [ + + // (±1, ±1, ±1) + -1, -1, -1, -1, -1, 1, + -1, 1, -1, -1, 1, 1, + 1, -1, -1, 1, -1, 1, + 1, 1, -1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, -r, -t, 0, -r, t, + 0, r, -t, 0, r, t, + + // (±1/φ, ±φ, 0) + -r, -t, 0, -r, t, 0, + r, -t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + -t, 0, -r, t, 0, -r, + -t, 0, r, t, 0, r + ]; + + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + +}; + +THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry; + +// File:src/extras/geometries/IcosahedronGeometry.js + +/** + * @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 indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; +}; + +THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; + +// File:src/extras/geometries/OctahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + this.parameters = { + radius: radius, + detail: detail + }; + + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1 + ]; + + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; +}; + +THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry; + +// File:src/extras/geometries/TetrahedronGeometry.js + +/** + * @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 indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry; + +// File:src/extras/geometries/ParametricGeometry.js + +/** + * @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 ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks ) { + + THREE.Geometry.call( this ); + + this.type = 'ParametricGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + var i, j, p; + var u, v; + + 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 + 1; + d = (i + 1) * sliceCount + j; + + uva = new THREE.Vector2( j / slices, i / stacks ); + uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks ); + uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks ); + + faces.push( new THREE.Face3( a, b, d ) ); + uvs.push( [ uva, uvb, uvd ] ); + + faces.push( new THREE.Face3( b, c, d ) ); + uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry; + +// File:src/extras/helpers/AxisHelper.js + +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function ( size ) { + + size = size || 1; + + var vertices = new Float32Array( [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ] ); + + var colors = new Float32Array( [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ] ); + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + +}; + +THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.AxisHelper.prototype.constructor = THREE.AxisHelper; + +// File:src/extras/helpers/ArrowHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://exocortex.com + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ + +THREE.ArrowHelper = ( function () { + + var lineGeometry = new THREE.Geometry(); + lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) ); + + var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) ); + + return function ( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + THREE.Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.position.copy( origin ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + +}() ); + +THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper; + +THREE.ArrowHelper.prototype.setDirection = ( function () { + + var axis = new THREE.Vector3(); + var radians; + + return function ( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + +}() ); + +THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, length - headLength, 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.set( color ); + this.cone.material.color.set( color ); + +}; + +// File:src/extras/helpers/BoxHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BoxHelper = function ( object ) { + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) ); + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces ); + + if ( object !== undefined ) { + + this.update( object ); + + } + +}; + +THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.BoxHelper.prototype.constructor = THREE.BoxHelper; + +THREE.BoxHelper.prototype.update = function ( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + var min = geometry.boundingBox.min; + var max = geometry.boundingBox.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var vertices = this.geometry.attributes.position.array; + + vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z; + vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z; + + vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z; + vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z; + + vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z; + vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z; + + vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z; + vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z; + + // + + vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z; + vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z; + + vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z; + vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z; + + vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z; + vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z; + + vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z; + vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z; + + // + + vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z; + vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z; + + vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z; + vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z; + + vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z; + vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z; + + vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z; + vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z; + + this.geometry.attributes.position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +// File:src/extras/helpers/BoundingBoxHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +// a helper to show the world-axis-aligned bounding box for an object + +THREE.BoundingBoxHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0x888888; + + this.object = object; + + this.box = new THREE.Box3(); + + THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) ); + +}; + +THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype ); +THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper; + +THREE.BoundingBoxHelper.prototype.update = function () { + + this.box.setFromObject( this.object ); + + this.box.size( this.scale ); + + this.box.center( this.position ); + +}; + +// File:src/extras/helpers/CameraHelper.js + +/** + * @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 ) { + + var geometry = new THREE.Geometry(); + var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + + var 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 ); + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.colors.push( new THREE.Color( hex ) ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( geometry.vertices.length - 1 ); + + } + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + + this.camera = camera; + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + +}; + +THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.CameraHelper.prototype.constructor = THREE.CameraHelper; + +THREE.CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new THREE.Vector3(); + var camera = new THREE.Camera(); + + var setPoint = function ( point, x, y, z ) { + + vector.set( x, y, z ).unproject( camera ); + + var points = pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + geometry.vertices[ points[ i ] ].copy( vector ); + + } + + } + + }; + + return function () { + + geometry = this.geometry; + pointMap = this.pointMap; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + camera.projectionMatrix.copy( this.camera.projectionMatrix ); + + // center / target + + setPoint( "c", 0, 0, - 1 ); + setPoint( "t", 0, 0, 1 ); + + // near + + setPoint( "n1", - w, - h, - 1 ); + setPoint( "n2", w, - h, - 1 ); + setPoint( "n3", - w, h, - 1 ); + setPoint( "n4", w, h, - 1 ); + + // far + + setPoint( "f1", - w, - h, 1 ); + setPoint( "f2", w, - h, 1 ); + setPoint( "f3", - w, h, 1 ); + setPoint( "f4", w, h, 1 ); + + // up + + setPoint( "u1", w * 0.7, h * 1.1, - 1 ); + setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); + setPoint( "u3", 0, h * 2, - 1 ); + + // cross + + setPoint( "cf1", - w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, - h, 1 ); + setPoint( "cf4", 0, h, 1 ); + + setPoint( "cn1", - w, 0, - 1 ); + setPoint( "cn2", w, 0, - 1 ); + setPoint( "cn3", 0, - h, - 1 ); + setPoint( "cn4", 0, h, - 1 ); + + geometry.verticesNeedUpdate = true; + + }; + +}(); + +// File:src/extras/helpers/DirectionalLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.DirectionalLightHelper = function ( light, size ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + size = size || 1; + + var geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3( - size, size, 0 ), + new THREE.Vector3( size, size, 0 ), + new THREE.Vector3( size, - size, 0 ), + new THREE.Vector3( - size, - size, 0 ), + new THREE.Vector3( - size, size, 0 ) + ); + + var material = new THREE.LineBasicMaterial( { fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + this.lightPlane = new THREE.Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new THREE.Geometry(); + geometry.vertices.push( + new THREE.Vector3(), + new THREE.Vector3() + ); + + material = new THREE.LineBasicMaterial( { fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + this.targetLine = new THREE.Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + +}; + +THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper; + +THREE.DirectionalLightHelper.prototype.dispose = function () { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); +}; + +THREE.DirectionalLightHelper.prototype.update = function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var v3 = new THREE.Vector3(); + + return function () { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + this.lightPlane.lookAt( v3 ); + this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + this.targetLine.geometry.vertices[ 1 ].copy( v3 ); + this.targetLine.geometry.verticesNeedUpdate = true; + this.targetLine.material.color.copy( this.lightPlane.material.color ); + + }; + +}(); + +// File:src/extras/helpers/EdgesHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + * @param object THREE.Mesh whose geometry will be used + * @param hex line color + * @param thresholdAngle the minimim angle (in degrees), + * between the face normals of adjacent faces, + * that is required to render an edge. A value of 10 means + * an edge is only rendered if the angle is at least 10 degrees. + */ + +THREE.EdgesHelper = function ( object, hex, thresholdAngle ) { + + var color = ( hex !== undefined ) ? hex : 0xffffff; + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) ); + + var edge = [ 0, 0 ], hash = {}; + var sortFunction = function ( a, b ) { return a - b }; + + var keys = [ 'a', 'b', 'c' ]; + var geometry = new THREE.BufferGeometry(); + + var geometry2; + + if ( object.geometry instanceof THREE.BufferGeometry ) { + + geometry2 = new THREE.Geometry(); + geometry2.fromBufferGeometry( object.geometry ); + + } else { + + geometry2 = object.geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var vertices = geometry2.vertices; + var faces = geometry2.faces; + var numEdges = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = face[ keys[ j ] ]; + edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; + numEdges ++; + + } else { + + hash[ key ].face2 = i; + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + var index = 0; + + for ( var key in hash ) { + + var h = hash[ key ]; + + if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { + + var vertex = vertices[ h.vert1 ]; + coords[ index ++ ] = vertex.x; + coords[ index ++ ] = vertex.y; + coords[ index ++ ] = vertex.z; + + vertex = vertices[ h.vert2 ]; + coords[ index ++ ] = vertex.x; + coords[ index ++ ] = vertex.y; + coords[ index ++ ] = vertex.z; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper; + +// File:src/extras/helpers/FaceNormalsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + var geometry = new THREE.Geometry(); + + var faces = this.object.geometry.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() ); + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); + + this.matrixAutoUpdate = false; + + this.normalMatrix = new THREE.Matrix3(); + + this.update(); + +}; + +THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper; + +THREE.FaceNormalsHelper.prototype.update = function () { + + var vertices = this.geometry.vertices; + + var object = this.object; + var objectVertices = object.geometry.vertices; + var objectFaces = object.geometry.faces; + var objectWorldMatrix = object.matrixWorld; + + object.updateMatrixWorld( true ); + + this.normalMatrix.getNormalMatrix( objectWorldMatrix ); + + for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) { + + var face = objectFaces[ i ]; + + vertices[ i2 ].copy( objectVertices[ face.a ] ) + .add( objectVertices[ face.b ] ) + .add( objectVertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( objectWorldMatrix ); + + vertices[ i2 + 1 ].copy( face.normal ) + .applyMatrix3( this.normalMatrix ) + .normalize() + .multiplyScalar( this.size ) + .add( vertices[ i2 ] ); + + } + + this.geometry.verticesNeedUpdate = true; + + return this; + +}; + + +// File:src/extras/helpers/GridHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.GridHelper = function ( size, step ) { + + var geometry = new THREE.Geometry(); + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + this.color1 = new THREE.Color( 0x444444 ); + this.color2 = new THREE.Color( 0x888888 ); + + for ( var i = - size; i <= size; i += step ) { + + geometry.vertices.push( + new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ), + new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size ) + ); + + var color = i === 0 ? this.color1 : this.color2; + + geometry.colors.push( color, color, color, color ); + + } + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + +}; + +THREE.GridHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.GridHelper.prototype.constructor = THREE.GridHelper; + +THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) { + + this.color1.set( colorCenterLine ); + this.color2.set( colorGrid ); + + this.geometry.colorsNeedUpdate = true; + +} + +// File:src/extras/helpers/HemisphereLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.HemisphereLightHelper = function ( light, sphereSize ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.colors = [ new THREE.Color(), new THREE.Color() ]; + + var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); + geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); + + for ( var i = 0, il = 8; i < il; i ++ ) { + + geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; + + } + + var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } ); + + this.lightSphere = new THREE.Mesh( geometry, material ); + this.add( this.lightSphere ); + + this.update(); + +}; + +THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper; + +THREE.HemisphereLightHelper.prototype.dispose = function () { + this.lightSphere.geometry.dispose(); + this.lightSphere.material.dispose(); +}; + +THREE.HemisphereLightHelper.prototype.update = function () { + + var vector = new THREE.Vector3(); + + return function () { + + this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); + this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); + + this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + this.lightSphere.geometry.colorsNeedUpdate = true; + + } + +}(); + +// File:src/extras/helpers/PointLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLightHelper = function ( light, sphereSize ) { + + this.light = light; + this.light.updateMatrixWorld(); + + var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); + var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + THREE.Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + +}; + +THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype ); +THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper; + +THREE.PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); +}; + +THREE.PointLightHelper.prototype.update = function () { + + this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + +}; + +// File:src/extras/helpers/SkeletonHelper.js + +/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + */ + +THREE.SkeletonHelper = function ( object ) { + + this.bones = this.getBoneList( object ); + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.parent instanceof THREE.Bone ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.vertices.push( new THREE.Vector3() ); + geometry.colors.push( new THREE.Color( 0, 0, 1 ) ); + geometry.colors.push( new THREE.Color( 0, 1, 0 ) ); + + } + + } + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + THREE.Line.call( this, geometry, material, THREE.LinePieces ); + + this.root = object; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + +}; + + +THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper; + +THREE.SkeletonHelper.prototype.getBoneList = function( object ) { + + var boneList = []; + + if ( object instanceof THREE.Bone ) { + + boneList.push( object ); + + } + + for ( var i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +}; + +THREE.SkeletonHelper.prototype.update = function () { + + var geometry = this.geometry; + + var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld ); + + var boneMatrix = new THREE.Matrix4(); + + var j = 0; + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.parent instanceof THREE.Bone ) { + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); + + j += 2; + + } + + } + + geometry.verticesNeedUpdate = true; + + geometry.computeBoundingSphere(); + +}; + +// File:src/extras/helpers/SpotLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.SpotLightHelper = function ( light ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true ); + + geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) ); + geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); + + var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); + + this.cone = new THREE.Mesh( geometry, material ); + this.add( this.cone ); + + this.update(); + +}; + +THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper; + +THREE.SpotLightHelper.prototype.dispose = function () { + this.cone.geometry.dispose(); + this.cone.material.dispose(); +}; + +THREE.SpotLightHelper.prototype.update = function () { + + var vector = new THREE.Vector3(); + var vector2 = new THREE.Vector3(); + + return function () { + + var coneLength = this.light.distance ? this.light.distance : 10000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + }; + +}(); + +// File:src/extras/helpers/VertexNormalsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + var geometry = new THREE.Geometry(); + + var faces = object.geometry.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() ); + + } + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); + + this.matrixAutoUpdate = false; + + this.normalMatrix = new THREE.Matrix3(); + + this.update(); + +}; + +THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper; + +THREE.VertexNormalsHelper.prototype.update = ( function ( object ) { + + var v1 = new THREE.Vector3(); + + return function( object ) { + + var keys = [ 'a', 'b', 'c', 'd' ]; + + this.object.updateMatrixWorld( true ); + + this.normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var vertices = this.geometry.vertices; + + var verts = this.object.geometry.vertices; + + var faces = this.object.geometry.faces; + + var worldMatrix = this.object.matrixWorld; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + var vertexId = face[ keys[ j ] ]; + var vertex = verts[ vertexId ]; + + var normal = face.vertexNormals[ j ]; + + vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix ); + + v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size ); + + v1.add( vertices[ idx ] ); + idx = idx + 1; + + vertices[ idx ].copy( v1 ); + idx = idx + 1; + + } + + } + + this.geometry.verticesNeedUpdate = true; + + return this; + + } + +}()); + +// File:src/extras/helpers/VertexTangentsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley +*/ + +THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0x0000ff; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + var geometry = new THREE.Geometry(); + + var faces = object.geometry.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.vertices.push( new THREE.Vector3() ); + + } + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces ); + + this.matrixAutoUpdate = false; + + this.update(); + +}; + +THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.VertexTangentsHelper.prototype.constructor = THREE.VertexTangentsHelper; + +THREE.VertexTangentsHelper.prototype.update = ( function ( object ) { + + var v1 = new THREE.Vector3(); + + return function( object ) { + + var keys = [ 'a', 'b', 'c', 'd' ]; + + this.object.updateMatrixWorld( true ); + + var vertices = this.geometry.vertices; + + var verts = this.object.geometry.vertices; + + var faces = this.object.geometry.faces; + + var worldMatrix = this.object.matrixWorld; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) { + + var vertexId = face[ keys[ j ] ]; + var vertex = verts[ vertexId ]; + + var tangent = face.vertexTangents[ j ]; + + vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix ); + + v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size ); + + v1.add( vertices[ idx ] ); + idx = idx + 1; + + vertices[ idx ].copy( v1 ); + idx = idx + 1; + + } + + } + + this.geometry.verticesNeedUpdate = true; + + return this; + + } + +}()); + +// File:src/extras/helpers/WireframeHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WireframeHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0xffffff; + + var edge = [ 0, 0 ], hash = {}; + var sortFunction = function ( a, b ) { return a - b }; + + var keys = [ 'a', 'b', 'c' ]; + var geometry = new THREE.BufferGeometry(); + + if ( object.geometry instanceof THREE.Geometry ) { + + var vertices = object.geometry.vertices; + var faces = object.geometry.faces; + var numEdges = 0; + + // allocate maximal size + var edges = new Uint32Array( 6 * faces.length ); + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = face[ keys[ j ] ]; + edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numEdges; i < l; i ++ ) { + + for ( var j = 0; j < 2; j ++ ) { + + var vertex = vertices[ edges [ 2 * i + j] ]; + + var index = 6 * i + 3 * j; + coords[ index + 0 ] = vertex.x; + coords[ index + 1 ] = vertex.y; + coords[ index + 2 ] = vertex.z; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else if ( object.geometry instanceof THREE.BufferGeometry ) { + + if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry + + var vertices = object.geometry.attributes.position.array; + var indices = object.geometry.attributes.index.array; + var drawcalls = object.geometry.drawcalls; + var numEdges = 0; + + if ( drawcalls.length === 0 ) { + + drawcalls = [ { count : indices.length, index : 0, start : 0 } ]; + + } + + // allocate maximal size + var edges = new Uint32Array( 2 * indices.length ); + + for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) { + + var start = drawcalls[ o ].start; + var count = drawcalls[ o ].count; + var index = drawcalls[ o ].index; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = index + indices[ i + j ]; + edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; + + } + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numEdges; i < l; i ++ ) { + + for ( var j = 0; j < 2; j ++ ) { + + var index = 6 * i + 3 * j; + var index2 = 3 * edges[ 2 * i + j]; + coords[ index + 0 ] = vertices[ index2 ]; + coords[ index + 1 ] = vertices[ index2 + 1 ]; + coords[ index + 2 ] = vertices[ index2 + 2 ]; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else { // non-indexed BufferGeometry + + var vertices = object.geometry.attributes.position.array; + var numEdges = vertices.length / 3; + var numTris = numEdges / 3; + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numTris; i < l; i ++ ) { + + for ( var j = 0; j < 3; j ++ ) { + + var index = 18 * i + 6 * j; + + var index1 = 9 * i + 3 * j; + coords[ index + 0 ] = vertices[ index1 ]; + coords[ index + 1 ] = vertices[ index1 + 1 ]; + coords[ index + 2 ] = vertices[ index1 + 2 ]; + + var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); + coords[ index + 3 ] = vertices[ index2 ]; + coords[ index + 4 ] = vertices[ index2 + 1 ]; + coords[ index + 5 ] = vertices[ index2 + 2 ]; + + } + + } + + geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } + + } + + THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype ); +THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper; + +// File:src/extras/objects/ImmediateRenderObject.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ImmediateRenderObject = function () { + + THREE.Object3D.call( this ); + + this.render = function ( renderCallback ) {}; + +}; + +THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype ); +THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject; + +// File:src/extras/objects/MorphBlendMesh.js + +/** + * @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.constructor = THREE.MorphBlendMesh; + +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 ]; + + 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 { + + THREE.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); + + } + +}; + +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; + + } + +}; + diff --git a/examples/canvas3d/canvas3d/3rdparty/threex.planets.js b/examples/canvas3d/canvas3d/3rdparty/threex.planets.js new file mode 100644 index 0000000000000000000000000000000000000000..799493de005a57c73e37b7fc3903b8205b40339e --- /dev/null +++ b/examples/canvas3d/canvas3d/3rdparty/threex.planets.js @@ -0,0 +1,435 @@ +/******************************************************************************** +** +** The MIT License +** +** Copyright © 2014 threex.planets Jerome Etienne +** +** Permission is hereby granted, free of charge, to any person obtaining a copy +** of this software and associated documentation files (the "Software"), to deal +** in the Software without restriction, including without limitation the rights +** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +** copies of the Software, and to permit persons to whom the Software is +** furnished to do so, subject to the following conditions: +** +** The above copyright notice and this permission notice shall be included in +** all copies or substantial portions of the Software. +** +** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +** IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +** AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +** LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +** OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +** THE SOFTWARE. +** +********************************************************************************/ + +var THREEx = THREEx || {} + +THREEx.Planets = {} + +THREEx.Planets.baseURL = '../' + +// from http://planetpixelemporium.com/ + +THREEx.Planets.createSun = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/sunmap.jpg') + var material = new THREE.MeshPhongMaterial({ + map : texture, + bumpMap : texture, + bumpScale: 0.05, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createMercury = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/mercurymap.jpg'), + bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/mercurybump.jpg'), + bumpScale: 0.005, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createVenus = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/venusmap.jpg'), + bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/venusbump.jpg'), + bumpScale: 0.005, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createEarth = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/earthmap1k.jpg'), + bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/earthbump1k.jpg'), + bumpScale : 0.05, + specularMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/earthspec1k.jpg'), + specular : new THREE.Color('grey'), + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createEarthCloud = function(){ + // create destination canvas + var canvasResult = document.createElement('canvas') + canvasResult.width = 1024 + canvasResult.height = 512 + var contextResult = canvasResult.getContext('2d') + + // load earthcloudmap + var imageMap = new Image(); + imageMap.addEventListener("load", function() { + + // create dataMap ImageData for earthcloudmap + var canvasMap = document.createElement('canvas') + canvasMap.width = imageMap.width + canvasMap.height= imageMap.height + var contextMap = canvasMap.getContext('2d') + contextMap.drawImage(imageMap, 0, 0) + var dataMap = contextMap.getImageData(0, 0, canvasMap.width, canvasMap.height) + + // load earthcloudmaptrans + var imageTrans = new Image(); + imageTrans.addEventListener("load", function(){ + // create dataTrans ImageData for earthcloudmaptrans + var canvasTrans = document.createElement('canvas') + canvasTrans.width = imageTrans.width + canvasTrans.height = imageTrans.height + var contextTrans = canvasTrans.getContext('2d') + contextTrans.drawImage(imageTrans, 0, 0) + var dataTrans = contextTrans.getImageData(0, 0, canvasTrans.width, canvasTrans.height) + // merge dataMap + dataTrans into dataResult + var dataResult = contextMap.createImageData(canvasMap.width, canvasMap.height) + for(var y = 0, offset = 0; y < imageMap.height; y++){ + for(var x = 0; x < imageMap.width; x++, offset += 4){ + dataResult.data[offset+0] = dataMap.data[offset+0] + dataResult.data[offset+1] = dataMap.data[offset+1] + dataResult.data[offset+2] = dataMap.data[offset+2] + dataResult.data[offset+3] = 255 - dataTrans.data[offset+0] + } + } + // update texture with result + contextResult.putImageData(dataResult,0,0) + material.map.needsUpdate = true; + }) + imageTrans.src = THREEx.Planets.baseURL+'images/earthcloudmaptrans.jpg'; + }, false); + imageMap.src = THREEx.Planets.baseURL+'images/earthcloudmap.jpg'; + + var geometry = new THREE.SphereGeometry(0.51, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : new THREE.Texture(canvasResult), + side : THREE.DoubleSide, + transparent : true, + opacity : 0.8, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + + +THREEx.Planets.createMoon = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/moonmap1k.jpg'), + bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/moonbump1k.jpg'), + bumpScale: 0.002, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createMars = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/marsmap1k.jpg'), + bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/marsbump1k.jpg'), + bumpScale: 0.05, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createJupiter = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/jupitermap.jpg') + var material = new THREE.MeshPhongMaterial({ + map : texture, + bumpMap : texture, + bumpScale: 0.02, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + + +THREEx.Planets.createSaturn = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/saturnmap.jpg') + var material = new THREE.MeshPhongMaterial({ + map : texture, + bumpMap : texture, + bumpScale: 0.05, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + + +THREEx.Planets.createSaturnRing = function(){ + // create destination canvas + var canvasResult = document.createElement('canvas') + canvasResult.width = 915 + canvasResult.height = 64 + var contextResult = canvasResult.getContext('2d') + + // load earthcloudmap + var imageMap = new Image(); + imageMap.addEventListener("load", function() { + + // create dataMap ImageData for earthcloudmap + var canvasMap = document.createElement('canvas') + canvasMap.width = imageMap.width + canvasMap.height= imageMap.height + var contextMap = canvasMap.getContext('2d') + contextMap.drawImage(imageMap, 0, 0) + var dataMap = contextMap.getImageData(0, 0, canvasMap.width, canvasMap.height) + + // load earthcloudmaptrans + var imageTrans = new Image(); + imageTrans.addEventListener("load", function(){ + // create dataTrans ImageData for earthcloudmaptrans + var canvasTrans = document.createElement('canvas') + canvasTrans.width = imageTrans.width + canvasTrans.height = imageTrans.height + var contextTrans = canvasTrans.getContext('2d') + contextTrans.drawImage(imageTrans, 0, 0) + var dataTrans = contextTrans.getImageData(0, 0, canvasTrans.width, canvasTrans.height) + // merge dataMap + dataTrans into dataResult + var dataResult = contextMap.createImageData(canvasResult.width, canvasResult.height) + for(var y = 0, offset = 0; y < imageMap.height; y++){ + for(var x = 0; x < imageMap.width; x++, offset += 4){ + dataResult.data[offset+0] = dataMap.data[offset+0] + dataResult.data[offset+1] = dataMap.data[offset+1] + dataResult.data[offset+2] = dataMap.data[offset+2] + dataResult.data[offset+3] = 255 - dataTrans.data[offset+0]/4 + } + } + // update texture with result + contextResult.putImageData(dataResult,0,0) + material.map.needsUpdate = true; + }) + imageTrans.src = THREEx.Planets.baseURL+'images/saturnringpattern.gif'; + }, false); + imageMap.src = THREEx.Planets.baseURL+'images/saturnringcolor.jpg'; + + var geometry = new THREEx.Planets._RingGeometry(0.55, 0.75, 64); + var material = new THREE.MeshPhongMaterial({ + map : new THREE.Texture(canvasResult), + // map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/ash_uvgrid01.jpg'), + side : THREE.DoubleSide, + transparent : true, + opacity : 0.8, + }) + var mesh = new THREE.Mesh(geometry, material) + mesh.lookAt(new THREE.Vector3(0.5,-4,1)) + return mesh +} + + +THREEx.Planets.createUranus = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/uranusmap.jpg') + var material = new THREE.MeshPhongMaterial({ + map : texture, + bumpMap : texture, + bumpScale: 0.05, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createUranusRing = function(){ + // create destination canvas + var canvasResult = document.createElement('canvas') + canvasResult.width = 1024 + canvasResult.height = 72 + var contextResult = canvasResult.getContext('2d') + + // load earthcloudmap + var imageMap = new Image(); + imageMap.addEventListener("load", function() { + + // create dataMap ImageData for earthcloudmap + var canvasMap = document.createElement('canvas') + canvasMap.width = imageMap.width + canvasMap.height= imageMap.height + var contextMap = canvasMap.getContext('2d') + contextMap.drawImage(imageMap, 0, 0) + var dataMap = contextMap.getImageData(0, 0, canvasMap.width, canvasMap.height) + + // load earthcloudmaptrans + var imageTrans = new Image(); + imageTrans.addEventListener("load", function(){ + // create dataTrans ImageData for earthcloudmaptrans + var canvasTrans = document.createElement('canvas') + canvasTrans.width = imageTrans.width + canvasTrans.height = imageTrans.height + var contextTrans = canvasTrans.getContext('2d') + contextTrans.drawImage(imageTrans, 0, 0) + var dataTrans = contextTrans.getImageData(0, 0, canvasTrans.width, canvasTrans.height) + // merge dataMap + dataTrans into dataResult + var dataResult = contextMap.createImageData(canvasResult.width, canvasResult.height) + for(var y = 0, offset = 0; y < imageMap.height; y++){ + for(var x = 0; x < imageMap.width; x++, offset += 4){ + dataResult.data[offset+0] = dataMap.data[offset+0] + dataResult.data[offset+1] = dataMap.data[offset+1] + dataResult.data[offset+2] = dataMap.data[offset+2] + dataResult.data[offset+3] = 255 - dataTrans.data[offset+0]/2 + } + } + // update texture with result + contextResult.putImageData(dataResult,0,0) + material.map.needsUpdate = true; + }) + imageTrans.src = THREEx.Planets.baseURL+'images/uranusringtrans.gif'; + }, false); + imageMap.src = THREEx.Planets.baseURL+'images/uranusringcolour.jpg'; + + var geometry = new THREEx.Planets._RingGeometry(0.55, 0.75, 64); + var material = new THREE.MeshPhongMaterial({ + map : new THREE.Texture(canvasResult), + // map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/ash_uvgrid01.jpg'), + side : THREE.DoubleSide, + transparent : true, + opacity : 0.8, + }) + var mesh = new THREE.Mesh(geometry, material) + mesh.lookAt(new THREE.Vector3(0.5,-4,1)) + return mesh +} + + +THREEx.Planets.createNeptune = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/neptunemap.jpg') + var material = new THREE.MeshPhongMaterial({ + map : texture, + bumpMap : texture, + bumpScale: 0.05, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + + + +THREEx.Planets.createPluto = function(){ + var geometry = new THREE.SphereGeometry(0.5, 32, 32) + var material = new THREE.MeshPhongMaterial({ + map : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/plutomap1k.jpg'), + bumpMap : THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/plutobump1k.jpg'), + bumpScale: 0.005, + }) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + +THREEx.Planets.createStarfield = function(radius){ + var texture = THREE.ImageUtils.loadTexture(THREEx.Planets.baseURL+'images/galaxy_starfield.png') + var material = new THREE.MeshBasicMaterial({ + map : texture, + side : THREE.BackSide + }) + var geometry = new THREE.SphereGeometry(radius, 32, 32) + var mesh = new THREE.Mesh(geometry, material) + return mesh +} + + +////////////////////////////////////////////////////////////////////////////////// +// comment // +////////////////////////////////////////////////////////////////////////////////// + +/** + * change the original from three.js because i needed different UV + * + * @author Kaleb Murphy + * @author jerome etienne + * + * Minor changes + * @author Titta Heikkala + */ +THREEx.Planets._RingGeometry = function ( innerRadius, outerRadius, thetaSegments ) { + + THREE.Geometry.call( this ) + + innerRadius = innerRadius || 0 + outerRadius = outerRadius || 50 + thetaSegments = thetaSegments || 8 + + var normal = new THREE.Vector3( 0, 0, 1 ) + + for(var i = 0; i < thetaSegments; i++ ){ + var angleLo = (i / thetaSegments) *Math.PI*2 + var angleHi = ((i+1) / thetaSegments) *Math.PI*2 + + var vertex1 = new THREE.Vector3(innerRadius * Math.cos(angleLo), innerRadius * Math.sin(angleLo), 0); + var vertex2 = new THREE.Vector3(outerRadius * Math.cos(angleLo), outerRadius * Math.sin(angleLo), 0); + var vertex3 = new THREE.Vector3(innerRadius * Math.cos(angleHi), innerRadius * Math.sin(angleHi), 0); + var vertex4 = new THREE.Vector3(outerRadius * Math.cos(angleHi), outerRadius * Math.sin(angleHi), 0); + + this.vertices.push( vertex1 ); + this.vertices.push( vertex2 ); + this.vertices.push( vertex3 ); + this.vertices.push( vertex4 ); + + + var vertexIdx = i * 4; + + // Create the first triangle + var face = new THREE.Face3(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal); + var uvs = [] + + var uv = new THREE.Vector2(0, 0) + uvs.push(uv) + var uv = new THREE.Vector2(1, 0) + uvs.push(uv) + var uv = new THREE.Vector2(0, 1) + uvs.push(uv) + + this.faces.push(face); + this.faceVertexUvs[0].push(uvs); + + // Create the second triangle + var face = new THREE.Face3(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal); + var uvs = [] + + var uv = new THREE.Vector2(0, 1) + uvs.push(uv) + var uv = new THREE.Vector2(1, 0) + uvs.push(uv) + var uv = new THREE.Vector2(1, 1) + uvs.push(uv) + + this.faces.push(face); + this.faceVertexUvs[0].push(uvs); + } + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), outerRadius ); + +}; +THREEx.Planets._RingGeometry.prototype = Object.create( THREE.Geometry.prototype ); + diff --git a/examples/canvas3d/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d/canvas3d.pro index ef545b0c1fb6573ee7998f44fadfa3505c7d79fb..a6542ca8a7fc2291932fac25f214df01698e0880 100644 --- a/examples/canvas3d/canvas3d/canvas3d.pro +++ b/examples/canvas3d/canvas3d/canvas3d.pro @@ -2,4 +2,7 @@ TEMPLATE = subdirs SUBDIRS += textureandlight \ framebuffer \ interaction \ - jsonmodels + jsonmodels \ + threejs + +OTHER_FILES += 3rdparty/* diff --git a/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png b/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png index 4a4ca678ba0b48fb80104a7dea50615bf6b2d8e1..055bf628ae9baad88bd616eb4a9f7e9ab200dfda 100644 Binary files a/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png and b/examples/canvas3d/canvas3d/framebuffer/doc/images/framebuffer-example.png differ diff --git a/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc b/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc index af7a213cf62339533bccbbf14fb5ba3970fecc1b..646c76a020ba3bb0c9385dd9871dce7521d0fb8d 100644 --- a/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc +++ b/examples/canvas3d/canvas3d/framebuffer/framebuffer.qrc @@ -1,8 +1,8 @@ <RCC> <qresource prefix="/"> - <file>../../3rdparty/gl-matrix.js</file> - <file>qml/framebuffer/main.qml</file> - <file>qml/framebuffer/qtlogo.png</file> - <file>qml/framebuffer/framebuffer.js</file> + <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file> + <file alias="main.qml">qml/framebuffer/main.qml</file> + <file alias="qtlogo.png">qml/framebuffer/qtlogo.png</file> + <file alias="framebuffer.js">qml/framebuffer/framebuffer.js</file> </qresource> </RCC> diff --git a/examples/canvas3d/canvas3d/framebuffer/main.cpp b/examples/canvas3d/canvas3d/framebuffer/main.cpp index f6aff120f277d6ae0385c4e76779fc0ff09a1175..dc9ef5c31f8c9a64201eada89be5316196b30c39 100644 --- a/examples/canvas3d/canvas3d/framebuffer/main.cpp +++ b/examples/canvas3d/canvas3d/framebuffer/main.cpp @@ -55,7 +55,7 @@ int main(int argc, char *argv[]) viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(), QString::fromLatin1("qml"))); - viewer.setSource(QUrl(QStringLiteral("qrc:///qml/framebuffer/main.qml"))); + viewer.setSource(QUrl(QStringLiteral("qrc:/main.qml"))); viewer.setTitle(QStringLiteral("Render into FrameBuffer")); viewer.setResizeMode(QQuickView::SizeRootObjectToView); diff --git a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js index a8ad597e836345e21dde615a4a2a563b14447b44..f268682a3d5b2a15111d05de96a77dd90f6e015d 100644 --- a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js +++ b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/framebuffer.js @@ -34,7 +34,7 @@ ** ****************************************************************************/ -Qt.include("../../3rdparty/gl-matrix.js") +Qt.include("gl-matrix.js") // // Draws a cube that has the Qt logo as decal texture on each face in to a texture. @@ -109,7 +109,7 @@ function initializeGL(canvas, textureLoader) { qtLogoImage.imageLoadingFailed.connect(function() { console.log("Texture load FAILED, "+qtLogoImage.errorString); }); - qtLogoImage.src = "qrc:/qml/framebuffer/qtlogo.png"; + qtLogoImage.src = "qrc:/qtlogo.png"; //! [1] // Create the framebuffer object diff --git a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml index 221cd02de663b93d623df1e8733d872d0c7eab7e..68798cdf4e30169375eccbafd7e370875604b208 100644 --- a/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml +++ b/examples/canvas3d/canvas3d/framebuffer/qml/framebuffer/main.qml @@ -155,9 +155,9 @@ Item { RowLayout { id: controlLayout spacing: 5 - x: 0 - y: parent.height-100 - width: parent.width + x: 12 + y: parent.height - 100 + width: parent.width - (x * 2) height: 100 visible: true @@ -166,13 +166,11 @@ Item { Layout.alignment: Qt.AlignRight Layout.fillWidth: false text: "X-axis:" - color: "#FFFFFF" } Slider { id: xSlider Layout.alignment: Qt.AlignLeft - Layout.preferredWidth : 300 Layout.fillWidth: true minimumValue: 0; maximumValue: 360; @@ -184,13 +182,11 @@ Item { Layout.alignment: Qt.AlignRight Layout.fillWidth: false text: "Y-axis:" - color: "#FFFFFF" } Slider { id: ySlider Layout.alignment: Qt.AlignLeft - Layout.preferredWidth : 300 Layout.fillWidth: true minimumValue: 0; maximumValue: 360; @@ -202,13 +198,11 @@ Item { Layout.alignment: Qt.AlignRight Layout.fillWidth: false text: "Z-axis:" - color: "#FFFFFF" } Slider { id: zSlider Layout.alignment: Qt.AlignLeft - Layout.preferredWidth : 300 Layout.fillWidth: true minimumValue: 0; maximumValue: 360; diff --git a/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png b/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png index a72efc86840ef947ea94e11897ed6ad56f85c74c..20f743495fc7bc50dad98990f03419134fb01fd0 100644 Binary files a/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png and b/examples/canvas3d/canvas3d/interaction/doc/images/interaction-example.png differ diff --git a/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc b/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc index fba02683ab912ba8f76d7cbcfd1f015ec046e107..3349575f8956d486aa534fd75fcd207545a4e1bd 100644 --- a/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc +++ b/examples/canvas3d/canvas3d/interaction/doc/src/interaction.qdoc @@ -59,7 +59,7 @@ \snippet canvas3d/interaction/qml/interaction/main.qml 1 And then we add three sliders to the layout. Here's the one for - controlling x axis rotation: + controlling x-axis rotation: \snippet canvas3d/interaction/qml/interaction/main.qml 2 @@ -71,7 +71,7 @@ \snippet canvas3d/interaction/qml/interaction/main.qml 3 The \c onValueChanged signal handlers of the \l[QML]{Slider} components - are connected to the above properties. Here's the connection in x rotation + are connected to the above properties. Here's the connection in x-rotation slider as an example: \snippet canvas3d/interaction/qml/interaction/main.qml 4 @@ -81,10 +81,10 @@ \snippet canvas3d/interaction/qml/interaction/interaction.js 0 - \section1 Drawing in Three Ways + \section1 Three Ways of Drawing - The actual drawing is done in the same way as everywhere else we are - drawing the same object multiple times. Only in this case, we use a + The actual drawing is no different from any situation where + the same object is drawn multiple times. Only in this case we use a different drawing mode for each: \snippet canvas3d/interaction/qml/interaction/interaction.js 1 diff --git a/examples/canvas3d/canvas3d/interaction/interaction.qrc b/examples/canvas3d/canvas3d/interaction/interaction.qrc index 674f0ada3b3415568256dbd7b3f28645596e631f..5bfd073c785720961b33198501e7778bfa977b2d 100644 --- a/examples/canvas3d/canvas3d/interaction/interaction.qrc +++ b/examples/canvas3d/canvas3d/interaction/interaction.qrc @@ -1,10 +1,10 @@ <RCC> <qresource prefix="/"> - <file>../../3rdparty/gl-matrix.js</file> - <file>../../3rdparty/ThreeJSLoader.js</file> + <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file> + <file alias="ThreeJSLoader.js">../3rdparty/ThreeJSLoader.js</file> <file>qml/interaction/barrel.jpg</file> <file>qml/interaction/barrel.json</file> - <file>qml/interaction/interaction.js</file> - <file>qml/interaction/main.qml</file> + <file alias="main.qml">qml/interaction/main.qml</file> + <file alias="interaction.js">qml/interaction/interaction.js</file> </qresource> </RCC> diff --git a/examples/canvas3d/canvas3d/interaction/main.cpp b/examples/canvas3d/canvas3d/interaction/main.cpp index bb070e5479a70815f884d0b1163bee011c5c480d..05e00a0ca6be86cb753c1326e6c043d30b5c8d32 100644 --- a/examples/canvas3d/canvas3d/interaction/main.cpp +++ b/examples/canvas3d/canvas3d/interaction/main.cpp @@ -55,7 +55,7 @@ int main(int argc, char *argv[]) viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(), QString::fromLatin1("qml"))); - viewer.setSource(QUrl("qrc:/qml/interaction/main.qml")); + viewer.setSource(QUrl("qrc:/main.qml")); viewer.setTitle(QStringLiteral("Interaction")); viewer.setResizeMode(QQuickView::SizeRootObjectToView); diff --git a/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js b/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js index edd35bec3d46014fe63e1ab64b341a2a45d73bd1..e8ca513ebce13f1347f57fde074f6d27043ca702 100644 --- a/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js +++ b/examples/canvas3d/canvas3d/interaction/qml/interaction/interaction.js @@ -34,8 +34,8 @@ ** ****************************************************************************/ -Qt.include("../../3rdparty/gl-matrix.js") -Qt.include("../../3rdparty/ThreeJSLoader.js") +Qt.include("gl-matrix.js") +Qt.include("ThreeJSLoader.js") var gl; @@ -150,16 +150,18 @@ function initializeGL(canvas) { barrelImage.imageLoadingFailed.connect(function() { console.log("Texture load FAILED, "+barrelImage.errorString); }); + // Aliasing doesn't work correctly with QtQuick compiler for some reason, + // so use full names for barrel.jpg and barrel.json barrelImage.src = "qrc:/qml/interaction/barrel.jpg"; // Load the model log(" Create XMLHttpRequest") var request = new XMLHttpRequest(); log(" XMLHttpRequest.open") - request.open("GET", "barrel.json"); + request.open("GET", "qrc:/qml/interaction/barrel.json"); log(" XMLHttpRequest.onreadystatechange") request.onreadystatechange = function () { - if (request.readyState == XMLHttpRequest.DONE) { + if (request.readyState === XMLHttpRequest.DONE) { handleLoadedModel(JSON.parse(request.responseText)); } } diff --git a/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml b/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml index 7ef628436edaf66804e0305f77a4c2b7cab6edeb..88e9b31d799c4a95e258496d6ce28ebb099174e2 100644 --- a/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml +++ b/examples/canvas3d/canvas3d/interaction/qml/interaction/main.qml @@ -78,8 +78,9 @@ Item { RowLayout { id: controlLayout spacing: 5 + x: 12 y: parent.height - 100 - width: parent.width + width: parent.width - (2 * x) height: 100 visible: true //! [1] @@ -89,14 +90,12 @@ Item { Layout.alignment: Qt.AlignRight Layout.fillWidth: false text: "X-axis:" - color: "#FFFFFF" } //! [2] Slider { id: xSlider Layout.alignment: Qt.AlignLeft - Layout.preferredWidth : 300 Layout.fillWidth: true minimumValue: 0; maximumValue: 360; @@ -111,13 +110,11 @@ Item { Layout.alignment: Qt.AlignRight Layout.fillWidth: false text: "Y-axis:" - color: "#FFFFFF" } Slider { id: ySlider Layout.alignment: Qt.AlignLeft - Layout.preferredWidth : 300 Layout.fillWidth: true minimumValue: 0; maximumValue: 360; @@ -129,13 +126,11 @@ Item { Layout.alignment: Qt.AlignRight Layout.fillWidth: false text: "Z-axis:" - color: "#FFFFFF" } Slider { id: zSlider Layout.alignment: Qt.AlignLeft - Layout.preferredWidth : 300 Layout.fillWidth: true minimumValue: 0; maximumValue: 360; diff --git a/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png b/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png index e2b3697f3d88dc4016bd1b7a77f923a7c54b9dd2..0bf0f3ca7ac7e460330f56d92e35c8652567f9ff 100644 Binary files a/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png and b/examples/canvas3d/canvas3d/jsonmodels/doc/images/jsonmodels-example.png differ diff --git a/examples/canvas3d/canvas3d/jsonmodels/main.cpp b/examples/canvas3d/canvas3d/jsonmodels/main.cpp index 06ab9cc86333b59561c70c7d1692814a5af48586..ee3caa9913b0fb98fc092197715fdba288b661ef 100644 --- a/examples/canvas3d/canvas3d/jsonmodels/main.cpp +++ b/examples/canvas3d/canvas3d/jsonmodels/main.cpp @@ -45,9 +45,9 @@ int main(int argc, char *argv[]) QQmlApplicationEngine engine; #ifdef NO_ENTERPRISE - engine.load(QUrl(QStringLiteral("qrc:///jsonmodelsbasic.qml"))); + engine.load(QUrl(QStringLiteral("qrc:/jsonmodelsbasic.qml"))); #else - engine.load(QUrl(QStringLiteral("qrc:///jsonmodels.qml"))); + engine.load(QUrl(QStringLiteral("qrc:/jsonmodels.qml"))); #endif return app.exec(); diff --git a/examples/canvas3d/canvas3d/jsonmodels/qml.qrc b/examples/canvas3d/canvas3d/jsonmodels/qml.qrc index 89ef89f65a3550127e2ac8baa20f49d6085b3d7a..ec83f789ae2771c86b3b9780e5404772c7ffb2ca 100644 --- a/examples/canvas3d/canvas3d/jsonmodels/qml.qrc +++ b/examples/canvas3d/canvas3d/jsonmodels/qml.qrc @@ -1,19 +1,19 @@ <RCC> <qresource prefix="/"> - <file alias="gl-matrix.js">../../3rdparty/gl-matrix.js</file> - <file alias="ThreeJSLoader.js">../../3rdparty/ThreeJSLoader.js</file> - <file>gold.json</file> - <file>woodbox.json</file> - <file>bush.json</file> - <file>pallet.json</file> - <file>rock.json</file> - <file>pallet.jpg</file> - <file>rock.jpg</file> - <file>gold.jpg</file> - <file>woodbox.jpg</file> - <file>bush.png</file> - <file>jsonmodels.js</file> - <file>jsonmodels.qml</file> - <file>jsonmodelsbasic.qml</file> + <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file> + <file alias="ThreeJSLoader.js">../3rdparty/ThreeJSLoader.js</file> + <file alias="bush.json">qml/jsonmodels/bush.json</file> + <file alias="bush.png">qml/jsonmodels/bush.png</file> + <file alias="gold.jpg">qml/jsonmodels/gold.jpg</file> + <file alias="gold.json">qml/jsonmodels/gold.json</file> + <file alias="jsonmodels.js">qml/jsonmodels/jsonmodels.js</file> + <file alias="jsonmodels.qml">qml/jsonmodels/jsonmodels.qml</file> + <file alias="jsonmodelsbasic.qml">qml/jsonmodels/jsonmodelsbasic.qml</file> + <file alias="pallet.jpg">qml/jsonmodels/pallet.jpg</file> + <file alias="pallet.json">qml/jsonmodels/pallet.json</file> + <file alias="rock.jpg">qml/jsonmodels/rock.jpg</file> + <file alias="rock.json">qml/jsonmodels/rock.json</file> + <file alias="woodbox.jpg">qml/jsonmodels/woodbox.jpg</file> + <file alias="woodbox.json">qml/jsonmodels/woodbox.json</file> </qresource> </RCC> diff --git a/examples/canvas3d/canvas3d/jsonmodels/bush.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.json similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/bush.json rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.json diff --git a/examples/canvas3d/canvas3d/jsonmodels/bush.png b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.png similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/bush.png rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/bush.png diff --git a/examples/canvas3d/canvas3d/jsonmodels/gold.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.jpg similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/gold.jpg rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.jpg diff --git a/examples/canvas3d/canvas3d/jsonmodels/gold.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.json similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/gold.json rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/gold.json diff --git a/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.js similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/jsonmodels.js rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.js diff --git a/examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.qml similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/jsonmodels.qml rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodels.qml diff --git a/examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodelsbasic.qml similarity index 90% rename from examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodelsbasic.qml index 3583131d06646f15cdbd001e480272de907d9e5b..bbc93facd8ec8cbc5a694ef837b18ea9f67155a4 100644 --- a/examples/canvas3d/canvas3d/jsonmodels/jsonmodelsbasic.qml +++ b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/jsonmodelsbasic.qml @@ -50,6 +50,40 @@ Window { property int previousY: 0 property int previousX: 0 + Rectangle { + id: valuePanel + width: 150 + height: 100 + anchors.left: parent.left + anchors.top: parent.top + opacity: 0.3 + border.color: "black" + border.width: 2 + radius: 5 + z: 1 + } + ColumnLayout { + width: valuePanel.width + height: valuePanel.height + x: 10 + z: 2 + Label { + font.pixelSize: 20 + text: "x angle: " + angle + readonly property int angle: canvas3d.xRot + } + Label { + font.pixelSize: 20 + text: "y angle: " + angle + readonly property int angle: canvas3d.yRot + } + Label { + font.pixelSize: 20 + text: "distance: " + distance + readonly property int distance: canvas3d.distance * 10 + } + } + ColumnLayout { anchors.fill: parent RowLayout { @@ -115,33 +149,6 @@ Window { } } } - - ColumnLayout { - Label { - width: 150 - Text { - font.pixelSize: 20 - text: "x angle: " + angle - readonly property int angle: canvas3d.xRot - } - } - Label { - width: 150 - Text { - font.pixelSize: 20 - text: "y angle: " + angle - readonly property int angle: canvas3d.yRot - } - } - Label { - width: 150 - Text { - font.pixelSize: 20 - text: "distance: " + distance - readonly property int distance: canvas3d.distance * 10 - } - } - } } RowLayout { Layout.fillWidth: true diff --git a/examples/canvas3d/canvas3d/jsonmodels/pallet.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.jpg similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/pallet.jpg rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.jpg diff --git a/examples/canvas3d/canvas3d/jsonmodels/pallet.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.json similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/pallet.json rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/pallet.json diff --git a/examples/canvas3d/canvas3d/jsonmodels/rock.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.jpg similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/rock.jpg rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.jpg diff --git a/examples/canvas3d/canvas3d/jsonmodels/rock.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.json similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/rock.json rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/rock.json diff --git a/examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.jpg similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/woodbox.jpg rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.jpg diff --git a/examples/canvas3d/canvas3d/jsonmodels/woodbox.json b/examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.json similarity index 100% rename from examples/canvas3d/canvas3d/jsonmodels/woodbox.json rename to examples/canvas3d/canvas3d/jsonmodels/qml/jsonmodels/woodbox.json diff --git a/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png b/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png index cd63f9ef6d7173e6a032f097b2eac6aee007e439..d148aa04d70dc59c96a74c4ed9895a85bf001f9e 100644 Binary files a/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png and b/examples/canvas3d/canvas3d/textureandlight/doc/images/textureandlight-example.png differ diff --git a/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc b/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc index 3c7a644106e6c8d464799a4de9c3deb62bba85a9..ce63f973cd91a3743c0a9a6679e6ac0ca72f4bd8 100644 --- a/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc +++ b/examples/canvas3d/canvas3d/textureandlight/doc/src/textureandlight.qdoc @@ -107,7 +107,7 @@ \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 4 - Then we need to create the shader program (Program3D), attach the shaders + Then we need to create the shader program (Canvas3DProgram), attach the shaders to it, and then link and use the program: \snippet canvas3d/textureandlight/qml/textureandlight/textureandlight.js 5 diff --git a/examples/canvas3d/canvas3d/textureandlight/main.cpp b/examples/canvas3d/canvas3d/textureandlight/main.cpp index 53262ace50d24257746f41ba95e00441eac11a34..d2472a242150756312c3c8a40bd43444e5ab3fde 100644 --- a/examples/canvas3d/canvas3d/textureandlight/main.cpp +++ b/examples/canvas3d/canvas3d/textureandlight/main.cpp @@ -65,7 +65,7 @@ int main(int argc, char *argv[]) viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(), QString::fromLatin1("qml"))); - viewer.setSource(QUrl("qrc:/qml/textureandlight/main.qml")); + viewer.setSource(QUrl("qrc:/main.qml")); viewer.setTitle(QStringLiteral("Textured and Lit Cube")); viewer.setResizeMode(QQuickView::SizeRootObjectToView); diff --git a/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js index 9be4cefefbc83be5ee30b0a54d2b90226cfaddda..d80cb8fa54557870eac4c2d2e23927c712e74e30 100644 --- a/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js +++ b/examples/canvas3d/canvas3d/textureandlight/qml/textureandlight/textureandlight.js @@ -35,7 +35,7 @@ ****************************************************************************/ //! [0] -Qt.include("/gl-matrix.js") +Qt.include("gl-matrix.js") //! [0] // @@ -69,7 +69,7 @@ function initializeGL(canvas) { //! [2] // Setup the OpenGL state gl.enable(gl.DEPTH_TEST); - gl.depthFunc(gl.DEPTH_LESS); + gl.depthFunc(gl.LESS); gl.enable(gl.CULL_FACE); gl.cullFace(gl.BACK); gl.clearColor(0.98, 0.98, 0.98, 1.0); @@ -91,7 +91,7 @@ function initializeGL(canvas) { //! [8] qtLogoImage.imageLoaded.connect(function() { console.log("Texture loaded, "+qtLogoImage.src); - // Create the Texture3D object + // Create the Canvas3DTexture object cubeTexture = gl.createTexture(); // Bind it gl.bindTexture(gl.TEXTURE_2D, cubeTexture); @@ -112,7 +112,7 @@ function initializeGL(canvas) { qtLogoImage.imageLoadingFailed.connect(function() { console.log("Texture load FAILED, "+qtLogoImage.errorString); }); - qtLogoImage.src = "qrc:/qml/textureandlight/qtlogo.png"; + qtLogoImage.src = "qrc:/qtlogo.png"; } function resizeGL(canvas) @@ -349,7 +349,7 @@ function initShaders() }", gl.FRAGMENT_SHADER); //! [4] //! [5] - // Create the Program3D for shader + // Create the Canvas3DProgram for shader var shaderProgram = gl.createProgram(); // Attach the shader sources to the shader program diff --git a/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc b/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc index 56b2fa779ce10c2bef13d42bb226885d460a41ca..bd485d1d7458267737257a3129c3d7f191d7e1bc 100644 --- a/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc +++ b/examples/canvas3d/canvas3d/textureandlight/textureandlight.qrc @@ -1,8 +1,8 @@ <RCC> <qresource prefix="/"> - <file>qml/textureandlight/main.qml</file> - <file>qml/textureandlight/textureandlight.js</file> - <file>qml/textureandlight/qtlogo.png</file> - <file alias="gl-matrix.js">../../3rdparty/gl-matrix.js</file> + <file alias="main.qml">qml/textureandlight/main.qml</file> + <file alias="textureandlight.js">qml/textureandlight/textureandlight.js</file> + <file alias="qtlogo.png">qml/textureandlight/qtlogo.png</file> + <file alias="gl-matrix.js">../3rdparty/gl-matrix.js</file> </qresource> </RCC> diff --git a/examples/canvas3d/threejs/controls/ControlEventSource.qml b/examples/canvas3d/canvas3d/threejs/controls/ControlEventSource.qml similarity index 100% rename from examples/canvas3d/threejs/controls/ControlEventSource.qml rename to examples/canvas3d/canvas3d/threejs/controls/ControlEventSource.qml diff --git a/examples/canvas3d/threejs/oneqt/ImageCube.qml b/examples/canvas3d/canvas3d/threejs/oneqt/ImageCube.qml similarity index 53% rename from examples/canvas3d/threejs/oneqt/ImageCube.qml rename to examples/canvas3d/canvas3d/threejs/oneqt/ImageCube.qml index 4fd5b15ad6a2c0ab19b2e7f23fdbf99b9f3b3e32..f08988cb43b7e684c1024393d63d9e31659664b1 100644 --- a/examples/canvas3d/threejs/oneqt/ImageCube.qml +++ b/examples/canvas3d/canvas3d/threejs/oneqt/ImageCube.qml @@ -42,9 +42,9 @@ import "imagecube.js" as GLCode Canvas3D { id: cube //! [0] - property real xRotation: 0 - property real yRotation: 0 - property real zRotation: 0 + state: "image6" + property color backgroundColor: "#FCFCFC" + property real angleOffset: -180 / 8.0 property string image1: "" //! [0] property string image2: "" @@ -52,58 +52,63 @@ Canvas3D { property string image4: "" property string image5: "" property string image6: "" - state: "image6" + property real xRotation: 0 + property real yRotation: 0 + property real zRotation: 0 + + onBackgroundColorChanged: { GLCode.setBackgroundColor(cube.backgroundColor); } //! [1] states: [ - State { name: "image1" PropertyChanges { target: cube; xRotation: 0; } - PropertyChanges { target: cube; yRotation: Math.PI + Math.PI / 4.0; } + PropertyChanges { target: cube; yRotation: 180 * 1.5 + angleOffset; } PropertyChanges { target: cube; zRotation: 0 } }, - //! [1] + //! [1] State { name: "image2" PropertyChanges { target: cube; xRotation: 0; } - PropertyChanges { target: cube; yRotation: Math.PI * 0.5 + Math.PI / 4.0; } + PropertyChanges { target: cube; yRotation: 180 * 1.0 + angleOffset; } PropertyChanges { target: cube; zRotation: 0 } }, State { name: "image3" PropertyChanges { target: cube; xRotation: 0; } - PropertyChanges { target: cube; yRotation: 0 + Math.PI / 4.0; } + PropertyChanges { target: cube; yRotation: 180 * 0.5 + angleOffset; } PropertyChanges { target: cube; zRotation: 0 } }, State { name: "image4" PropertyChanges { target: cube; xRotation: 0; } - PropertyChanges { target: cube; yRotation: -Math.PI * .5 + Math.PI / 4.0; } + PropertyChanges { target: cube; yRotation: 0 + angleOffset; } PropertyChanges { target: cube; zRotation: 0 } }, State { name: "image5" - PropertyChanges { target: cube; xRotation: Math.PI / 2.0; } + PropertyChanges { target: cube; xRotation: 180 / 2.0; } PropertyChanges { target: cube; yRotation: 0; } - PropertyChanges { target: cube; zRotation: Math.PI / 4.0; } + PropertyChanges { target: cube; zRotation: -angleOffset; } }, State { name: "image6" - PropertyChanges { target: cube; xRotation: -Math.PI / 2.0; } + PropertyChanges { target: cube; xRotation: -180 / 2.0; } PropertyChanges { target: cube; yRotation: 0; } - PropertyChanges { target: cube; zRotation: -Math.PI / 4.0; } + PropertyChanges { target: cube; zRotation: angleOffset; } } ] //! [2] transitions: [ Transition { + id: turnTransition from: "*" to: "*" - NumberAnimation { + RotationAnimation { properties: "xRotation,yRotation,zRotation" easing.type: Easing.InOutCubic + direction: RotationAnimation.Shortest duration: 450 } } @@ -120,8 +125,74 @@ Canvas3D { } onResizeGL: { - GLCode.onResizeGL(cube); + GLCode.resizeGL(cube); } //! [3] + + SwipeArea { + id: swipeArea + anchors.fill: parent + + onSwipeRight: { + if (cube.state === "image1") + cube.state = "image4"; + else if (cube.state == "image2") + cube.state = "image1"; + else if (cube.state == "image3") + cube.state = "image2"; + else if (cube.state == "image4") + cube.state = "image3"; + else if (cube.state == "image5") + cube.state = "image3"; + else if (cube.state == "image6") + cube.state = "image3"; + } + + onSwipeLeft: { + if (cube.state === "image1") + cube.state = "image2"; + else if (cube.state == "image2") + cube.state = "image3"; + else if (cube.state == "image3") + cube.state = "image4"; + else if (cube.state == "image4") + cube.state = "image1"; + else if (cube.state == "image5") + cube.state = "image1"; + else if (cube.state == "image6") + cube.state = "image1"; + } + + onSwipeUp: { + if (cube.state === "image1") + cube.state = "image6"; + else if (cube.state == "image2") + cube.state = "image6"; + else if (cube.state == "image3") + cube.state = "image6"; + else if (cube.state == "image4") + cube.state = "image6"; + else if (cube.state == "image5") + cube.state = "image4"; + else if (cube.state == "image6") + cube.state = "image2"; + } + + onSwipeDown: { + if (cube.state === "image1") + cube.state = "image5"; + else if (cube.state == "image2") + cube.state = "image5"; + else if (cube.state == "image3") + cube.state = "image5"; + else if (cube.state == "image4") + cube.state = "image5"; + else if (cube.state == "image5") + cube.state = "image2"; + else if (cube.state == "image6") + cube.state = "image4"; + } + } + } diff --git a/examples/canvas3d/threejs/oneqt/InfoSheet.qml b/examples/canvas3d/canvas3d/threejs/oneqt/InfoSheet.qml similarity index 100% rename from examples/canvas3d/threejs/oneqt/InfoSheet.qml rename to examples/canvas3d/canvas3d/threejs/oneqt/InfoSheet.qml diff --git a/examples/canvas3d/threejs/oneqt/Navibutton.qml b/examples/canvas3d/canvas3d/threejs/oneqt/Navibutton.qml similarity index 100% rename from examples/canvas3d/threejs/oneqt/Navibutton.qml rename to examples/canvas3d/canvas3d/threejs/oneqt/Navibutton.qml diff --git a/examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml b/examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml new file mode 100644 index 0000000000000000000000000000000000000000..13b7b441bb5c77f1102375215e9afd591112fbd6 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/oneqt/SwipeArea.qml @@ -0,0 +1,95 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 + +MouseArea { + id: mouseSwipeArea + preventStealing: true + + property real prevX: 0 + property real prevY: 0 + property real velocityX: 0.0 + property real velocityY: 0.0 + property int startX: 0 + property int startY: 0 + property bool tracing: false + + signal swipeLeft() + signal swipeRight() + signal swipeUp() + signal swipeDown() + + onPressed: { + startX = mouse.x + startY = mouse.y + prevX = mouse.x + prevY = mouse.y + velocityX = 0 + velocityY = 0 + tracing = true + } + + onPositionChanged: { + if ( !tracing ) return + var currVelX = (mouse.x-prevX) + var currVelY = (mouse.y-prevY) + + velocityX = (velocityX + currVelX)/2.0; + velocityY = (velocityY + currVelY)/2.0; + + prevX = mouse.x + prevY = mouse.y + + if ( velocityX > 15 && mouse.x > mouseSwipeArea.width * 0.25 ) { + tracing = false + // Swipe Right + mouseSwipeArea.swipeRight() + } else if ( velocityX < -15 && mouse.x < mouseSwipeArea.width * 0.75 ) { + tracing = false + // Swipe Left + mouseSwipeArea.swipeLeft() + } else if (velocityY > 15 && mouse.y > mouseSwipeArea.height * 0.25 ) { + tracing = false + // Swipe Down + mouseSwipeArea.swipeDown() + } else if ( velocityY < -15 && mouse.y < mouseSwipeArea.height * 0.75 ) { + tracing = false + // Swipe Up + mouseSwipeArea.swipeUp() + } + } +} diff --git a/examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png b/examples/canvas3d/canvas3d/threejs/oneqt/doc/images/oneqt-example.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/doc/images/oneqt-example.png rename to examples/canvas3d/canvas3d/threejs/oneqt/doc/images/oneqt-example.png diff --git a/examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc b/examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc new file mode 100644 index 0000000000000000000000000000000000000000..54f535dc9059663759891e5682e6bfcc0a5747d3 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc @@ -0,0 +1,147 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example canvas3d/threejs/oneqt + \since QtCanvas3D 1.0 + \title One Qt Example + \ingroup qtcanvas3d-examples + \brief Demonstrates combining Qt Quick and three.js rendering. + + One Qt example demonstrates how to implement a simple QML 3D control that combines the use + of \c{three.js} library-based Canvas3D rendering with Qt Quick 2D elements. The example shows + a view with various benefits of using Qt with related images picked from + \l {http://qt.io} {http://qt.io}. The images are displayed on the side of a spinning 3D cube + that spins to show the correct image when the tabs at the top of the application are selected. + You can also use swipe gestures to spin the cube to navigate between the tabs. The 3D cube + control has been implemented as a simple QML type that internaly uses \c{three.js} library and + \l{Qt Canvas 3D}. + + \image oneqt-example.png + + \section1 Main QML File + + In \l{canvas3d/threejs/oneqt/oneqt.qml}{oneqt.qml}, we build the 2D content as normal in QML. + Then we add a custom \c {ImageCube} type into the scene behind the text elements. + This custom type, implemented using \c{three.js} library, handles the painting of the 3D + cube. + + \snippet canvas3d/threejs/oneqt/oneqt.qml 0 + \dots + + \note The \c {ImageCube} 3D UI component can be created and anchored just like any other + QML type. + + \section1 The Custom 3D QML Control + + The \l{canvas3d/threejs/oneqt/ImageCube.qml}{ImageCube.qml} takes six images that it loads + and places to the sides of the cube. In addition, the type has a state that defines which of + these images are visible and a \c {backgroundColor} property that is used when painting the 3D + cube. The \c {angleOffset} property can be used to adjust the cube's direction when displaying + the selected image. In this example the cube component sits on the right edge of the screen so + we twist it slightly to the left so that it appears to be facing the rest of the content. + This angle is also used by the 3D light so that the light always illuminates the selected face + of the cube. + + \snippet canvas3d/threejs/oneqt/ImageCube.qml 0 + \dots + + The custom type defines six states, one for each side of the cube along with the x-, y-, and + z-rotations, that must be set to show the face of the cube corresponding to the state. + + \snippet canvas3d/threejs/oneqt/ImageCube.qml 1 + \dots + + We use \c {RotationAnimation} to animate the transition between angles. It enables us to get + smooth transitions between different cube orientations and to always rotate the cube along the + shortest possible angle distance. + + \snippet canvas3d/threejs/oneqt/ImageCube.qml 2 + \dots + + We call the JavaScript code that uses \c{three.js} to do the rendering of the cube, calling + it on the \c{initializeGL}, \c{paintGL}, and \c{resizeGL} signals. + + \snippet canvas3d/threejs/oneqt/ImageCube.qml 3 + + \section1 The JavaScript Code + + The JavaScript side of the implementation, + \l{canvas3d/threejs/oneqt/imagecube.js}{imagecube.js}, + is done using a version of \c{three.js} that is ported for \l{Qt Canvas 3D}: + \l{https://github.com/tronlec/three.js}{three.js}. + + In \l{canvas3d/threejs/oneqt/imagecube.js}{imagecube.js}, we start by creating the camera and + the scene that contains all the rest of the \c{three.js} objects. + + \snippet canvas3d/threejs/oneqt/imagecube.js 0 + \dots + + Then we start the asynchronous loading of the textures and create a material array for the sides + of the cube (note that the cube needs 12 materials as each side consists of two triangles). + + \snippet canvas3d/threejs/oneqt/imagecube.js 1 + \dots + + We then create the needed geometry as \c {BoxGeometry} binding the created materials to the + faces of the cube. We then create a \c {MeshFaceMaterial} from the array of materials. + + \snippet canvas3d/threejs/oneqt/imagecube.js 2 + + Finally we create the cube mesh from the geometry and material, position it, and add it + to the 3D scene. + + \snippet canvas3d/threejs/oneqt/imagecube.js 3 + + Next we create and add some lights to the scene. \c{AmbientLight} defines the surrounding light + amount and the directional light is positioned so that it highlights the face of the cube that + is currently selected. + + \snippet canvas3d/threejs/oneqt/imagecube.js 6 + + Final step in the initialization phase is to create the \c {Canvas3D} renderer and set the + initial size and clear color (color of the background) to the renderer. + + \snippet canvas3d/threejs/oneqt/imagecube.js 4 + + When we need to render the scene in response to the \c{paintGL} signal from Canvas3D, we just + copy the current rotation values from the QML side to the cube mesh in the \c{paintGL()} method. + + \snippet canvas3d/threejs/oneqt/imagecube.js 5 + + For more information on how to use \c {three.js} the documentation is available here: + \l{http://threejs.org/docs/}{three.js/docs} +*/ diff --git a/examples/canvas3d/threejs/oneqt/imagecube.js b/examples/canvas3d/canvas3d/threejs/oneqt/imagecube.js similarity index 86% rename from examples/canvas3d/threejs/oneqt/imagecube.js rename to examples/canvas3d/canvas3d/threejs/oneqt/imagecube.js index 666aa0eed2481be1b6698733e568533a6ca048c9..d961284e78e62e080e6ea9ce159e16618e3b780f 100644 --- a/examples/canvas3d/threejs/oneqt/imagecube.js +++ b/examples/canvas3d/canvas3d/threejs/oneqt/imagecube.js @@ -43,7 +43,8 @@ var pointLight; function initializeGL(canvas) { //! [0] camera = new THREE.PerspectiveCamera(50, canvas.width / canvas.height, 1, 2000); - camera.position.z = 700; + camera.position.z = 400; + camera.position.y = 140; scene = new THREE.Scene(); //! [0] @@ -86,22 +87,20 @@ function initializeGL(canvas) { //! [3] cube = new THREE.Mesh(geometry, faceMaterial); - cube.position.x = 350; - cube.position.y = -130; - cube.rotation.x = 0; - cube.rotation.y = 0; - cube.rotation.z = 0; scene.add(cube); //! [3] + camera.lookAt(cube.position); + // Lights //! [6] scene.add(new THREE.AmbientLight(0x444444)); var directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); - directionalLight.position.x = -350; + directionalLight.position.y = 130; directionalLight.position.z = 700; + directionalLight.position.x = Math.tan(canvas.angleOffset) * directionalLight.position.z; directionalLight.position.normalize(); scene.add(directionalLight); //! [6] @@ -109,26 +108,34 @@ function initializeGL(canvas) { //! [4] renderer = new THREE.Canvas3DRenderer( { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio }); + renderer.setPixelRatio(canvas.devicePixelRatio); renderer.setSize(canvas.width, canvas.height); - renderer.setClearColor(0xfcfcfc); + setBackgroundColor(canvas.backgroundColor); //! [4] } -function onResizeGL(canvas) { +function setBackgroundColor(backgroundColor) { + var str = ""+backgroundColor; + var color = parseInt(str.substring(1), 16); + if (renderer) + renderer.setClearColor(color); +} + +function resizeGL(canvas) { if (camera === undefined) return; camera.aspect = canvas.width / canvas.height; camera.updateProjectionMatrix(); - renderer.devicePixelRatio = canvas.devicePixelRatio; + renderer.setPixelRatio(canvas.devicePixelRatio); renderer.setSize(canvas.width, canvas.height); } //! [5] function paintGL(canvas) { - cube.rotation.x = canvas.xRotation; - cube.rotation.y = canvas.yRotation; - cube.rotation.z = canvas.zRotation; + cube.rotation.x = canvas.xRotation * Math.PI / 180; + cube.rotation.y = canvas.yRotation * Math.PI / 180; + cube.rotation.z = canvas.zRotation * Math.PI / 180; renderer.render(scene, camera); } //! [5] diff --git a/examples/canvas3d/threejs/oneqt/main.cpp b/examples/canvas3d/canvas3d/threejs/oneqt/main.cpp similarity index 100% rename from examples/canvas3d/threejs/oneqt/main.cpp rename to examples/canvas3d/canvas3d/threejs/oneqt/main.cpp diff --git a/examples/canvas3d/threejs/oneqt/oneqt.pro b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.pro similarity index 85% rename from examples/canvas3d/threejs/oneqt/oneqt.pro rename to examples/canvas3d/canvas3d/threejs/oneqt/oneqt.pro index 08551ae2d129342820bc4c8fb51372c2f87909da..96515f03e40e8416b93f7ae286c81e6c65e082c0 100644 --- a/examples/canvas3d/threejs/oneqt/oneqt.pro +++ b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.pro @@ -1,4 +1,4 @@ -!include( ../../../examples.pri ) { +!include( ../../../../examples.pri ) { error( "Couldn't find the examples.pri file!" ) } diff --git a/examples/canvas3d/threejs/oneqt/oneqt.qml b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qml similarity index 65% rename from examples/canvas3d/threejs/oneqt/oneqt.qml rename to examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qml index 513f60402ddab3aa7912444cd2661182baaa8d7f..cc1a16c1ec1b7ee64a12f5c4c0791132640422b4 100644 --- a/examples/canvas3d/threejs/oneqt/oneqt.qml +++ b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qml @@ -38,124 +38,123 @@ import QtQuick 2.0 import QtCanvas3D 1.0 import QtQuick.Layouts 1.1 -Item { +Rectangle { id: mainview width: 1280 height: 768 visible: true focus: true - state: "page6" - - onStateChanged: { - if (state == "page1") { - imageCube.state="image1"; - page1Button.selected = true; - page2Button.selected = false; - page3Button.selected = false; - page4Button.selected = false; - page5Button.selected = false; - page6Button.selected = false; - page1.visible = true; - page2.visible = false; - page4.visible = false; - page3.visible = false; - page5.visible = false; - page6.visible = false; - } else if (state == "page2") { - imageCube.state="image2"; - page1Button.selected = false; - page2Button.selected = true; - page3Button.selected = false; - page4Button.selected = false; - page5Button.selected = false; - page6Button.selected = false; - page1.visible = false; - page2.visible = true; - page4.visible = false; - page3.visible = false; - page5.visible = false; - page6.visible = false; - } else if (state == "page3") { - imageCube.state="image3"; - page1Button.selected = false; - page2Button.selected = false; - page3Button.selected = true; - page4Button.selected = false; - page5Button.selected = false; - page6Button.selected = false; - page1.visible = false; - page2.visible = false; - page3.visible = true; - page4.visible = false; - page5.visible = false; - page6.visible = false; - } else if (state == "page4") { - imageCube.state="image4"; - page1Button.selected = false; - page2Button.selected = false; - page3Button.selected = false; - page4Button.selected = true; - page5Button.selected = false; - page6Button.selected = false; - page1.visible = false; - page2.visible = false; - page3.visible = false; - page4.visible = true; - page5.visible = false; - page6.visible = false; - } else if (state == "page5") { - imageCube.state="image5"; - page1Button.selected = false; - page2Button.selected = false; - page3Button.selected = false; - page4Button.selected = false; - page5Button.selected = true; - page6Button.selected = false; - page1.visible = false; - page2.visible = false; - page3.visible = false; - page4.visible = false; - page5.visible = true; - page6.visible = false; - } else if (state == "page6") { - imageCube.state="image6"; - page1Button.selected = false; - page2Button.selected = false; - page3Button.selected = false; - page4Button.selected = false; - page5Button.selected = false; - page6Button.selected = true; - page1.visible = false; - page2.visible = false; - page3.visible = false; - page4.visible = false; - page5.visible = false; - page6.visible = true; - } - } + color: "#FCFCFC" Keys.onPressed: { - if (event.key == Qt.Key_1) state = 'page1'; - else if (event.key == Qt.Key_2) state = 'page2'; - else if (event.key == Qt.Key_3) state = 'page3'; - else if (event.key == Qt.Key_4) state = 'page4'; - else if (event.key == Qt.Key_5) state = 'page5'; - else if (event.key == Qt.Key_6) state = 'page6'; + if (event.key === Qt.Key_1) imageCube.state = 'image1'; + else if (event.key === Qt.Key_2) imageCube.state = 'image2'; + else if (event.key === Qt.Key_3) imageCube.state = 'image3'; + else if (event.key === Qt.Key_4) imageCube.state = 'image4'; + else if (event.key === Qt.Key_5) imageCube.state = 'image5'; + else if (event.key === Qt.Key_6) imageCube.state = 'image6'; } //! [0] ImageCube { id: imageCube - anchors.fill:parent - state: "image1" + width: 512 * (parent.width / 1280) + height: 512 * (parent.height / 768) + anchors.bottom: parent.bottom + anchors.right: parent.right + //! [0] + angleOffset: -180 / 8.0 + backgroundColor: "#FCFCFC" + state: "image6" image1: "qrc:/textures/devices.png" image2: "qrc:/textures/iot.png" image3: "qrc:/textures/embedded.png" image4: "qrc:/textures/dataviz.jpg" image5: "qrc:/textures/multiscreen.png" image6: "qrc:/textures/puzzle-pieces.png" + + onStateChanged: { + if (imageCube.state == "image1") { + page1Button.selected = true; + page2Button.selected = false; + page3Button.selected = false; + page4Button.selected = false; + page5Button.selected = false; + page6Button.selected = false; + info1.visible = true; + info2.visible = false; + info4.visible = false; + info3.visible = false; + info5.visible = false; + info6.visible = false; + } else if (imageCube.state == "image2") { + page1Button.selected = false; + page2Button.selected = true; + page3Button.selected = false; + page4Button.selected = false; + page5Button.selected = false; + page6Button.selected = false; + info1.visible = false; + info2.visible = true; + info4.visible = false; + info3.visible = false; + info5.visible = false; + info6.visible = false; + } else if (imageCube.state == "image3") { + page1Button.selected = false; + page2Button.selected = false; + page3Button.selected = true; + page4Button.selected = false; + page5Button.selected = false; + page6Button.selected = false; + info1.visible = false; + info2.visible = false; + info3.visible = true; + info4.visible = false; + info5.visible = false; + info6.visible = false; + } else if (imageCube.state == "image4") { + page1Button.selected = false; + page2Button.selected = false; + page3Button.selected = false; + page4Button.selected = true; + page5Button.selected = false; + page6Button.selected = false; + info1.visible = false; + info2.visible = false; + info3.visible = false; + info4.visible = true; + info5.visible = false; + info6.visible = false; + } else if (imageCube.state == "image5") { + page1Button.selected = false; + page2Button.selected = false; + page3Button.selected = false; + page4Button.selected = false; + page5Button.selected = true; + page6Button.selected = false; + info1.visible = false; + info2.visible = false; + info3.visible = false; + info4.visible = false; + info5.visible = true; + info6.visible = false; + } else if (imageCube.state == "image6") { + page1Button.selected = false; + page2Button.selected = false; + page3Button.selected = false; + page4Button.selected = false; + page5Button.selected = false; + page6Button.selected = true; + info1.visible = false; + info2.visible = false; + info3.visible = false; + info4.visible = false; + info5.visible = false; + info6.visible = true; + } + } } - //! [0] Rectangle { id: menuBar @@ -180,8 +179,8 @@ Item { Navibutton { id: page1Button text: "Device Creation" - stateTarget: mainview - stateSelect: "page1" + stateTarget: imageCube + stateSelect: "image1" Layout.minimumHeight:52 Layout.preferredHeight: 52 Layout.maximumHeight: 52 @@ -190,8 +189,8 @@ Item { Navibutton { id: page2Button text: "IoT" - stateTarget: mainview - stateSelect: "page2" + stateTarget: imageCube + stateSelect: "image2" Layout.minimumHeight:52 Layout.preferredHeight: 52 Layout.maximumHeight: 52 @@ -200,8 +199,8 @@ Item { Navibutton { id: page3Button text: "Rapid Development" - stateTarget: mainview - stateSelect: "page3" + stateTarget: imageCube + stateSelect: "image3" Layout.minimumHeight:52 Layout.preferredHeight: 52 Layout.maximumHeight: 52 @@ -210,8 +209,8 @@ Item { Navibutton { id: page4Button text: "Modern UX" - stateTarget: mainview - stateSelect: "page4" + stateTarget: imageCube + stateSelect: "image4" Layout.minimumHeight:52 Layout.preferredHeight: 52 Layout.maximumHeight: 52 @@ -220,8 +219,8 @@ Item { Navibutton { id: page5Button text: "Cross Platform" - stateTarget: mainview - stateSelect: "page5" + stateTarget: imageCube + stateSelect: "image5" Layout.minimumHeight:52 Layout.preferredHeight: 52 Layout.maximumHeight: 52 @@ -230,8 +229,8 @@ Item { Navibutton { id: page6Button text: "In the Box" - stateTarget: mainview - stateSelect: "page6" + stateTarget: imageCube + stateSelect: "image6" Layout.minimumHeight:52 Layout.preferredHeight: 52 Layout.maximumHeight: 52 @@ -248,7 +247,7 @@ Item { } InfoSheet { - id: page1 + id: info1 width: parent.width anchors.top: separator.bottom anchors.left: parent.left @@ -263,7 +262,7 @@ Item { } InfoSheet { - id: page2 + id: info2 visible: false width: parent.width anchors.top: separator.bottom @@ -280,7 +279,7 @@ Item { } InfoSheet { - id: page3 + id: info3 visible: false width: parent.width anchors.top: separator.bottom @@ -297,7 +296,7 @@ Item { } InfoSheet { - id: page4 + id: info4 visible: false width: parent.width anchors.top: separator.bottom @@ -313,7 +312,7 @@ Item { } InfoSheet { - id: page5 + id: info5 visible: false width: parent.width anchors.top: separator.bottom @@ -330,7 +329,7 @@ Item { } InfoSheet { - id: page6 + id: info6 visible: false width: parent.width anchors.top: separator.bottom diff --git a/examples/canvas3d/threejs/oneqt/oneqt.qrc b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qrc similarity index 94% rename from examples/canvas3d/threejs/oneqt/oneqt.qrc rename to examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qrc index cc44d6d66650e78164c02fcafa6686ca24a1b732..bb641b23daa6d812d2fc88ad85f70b48dd143a33 100644 --- a/examples/canvas3d/threejs/oneqt/oneqt.qrc +++ b/examples/canvas3d/canvas3d/threejs/oneqt/oneqt.qrc @@ -14,5 +14,6 @@ <file>textures/multiscreen.png</file> <file>textures/puzzle-pieces.png</file> <file>ImageCube.qml</file> + <file>SwipeArea.qml</file> </qresource> </RCC> diff --git a/examples/canvas3d/threejs/oneqt/textures/dataviz.jpg b/examples/canvas3d/canvas3d/threejs/oneqt/textures/dataviz.jpg similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/dataviz.jpg rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/dataviz.jpg diff --git a/examples/canvas3d/threejs/oneqt/textures/devices.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/devices.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/devices.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/devices.png diff --git a/examples/canvas3d/threejs/oneqt/textures/embedded.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/embedded.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/embedded.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/embedded.png diff --git a/examples/canvas3d/threejs/oneqt/textures/iot.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/iot.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/iot.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/iot.png diff --git a/examples/canvas3d/threejs/oneqt/textures/multiscreen.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/multiscreen.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/multiscreen.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/multiscreen.png diff --git a/examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/puzzle-pieces.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/puzzle-pieces.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/puzzle-pieces.png diff --git a/examples/canvas3d/threejs/oneqt/textures/qtlogo.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogo.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/qtlogo.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogo.png diff --git a/examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png b/examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogosmall.png similarity index 100% rename from examples/canvas3d/threejs/oneqt/textures/qtlogosmall.png rename to examples/canvas3d/canvas3d/threejs/oneqt/textures/qtlogosmall.png diff --git a/examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml b/examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml new file mode 100644 index 0000000000000000000000000000000000000000..c0dad195e0a68cfa98c27f53f3cbcafb5fc6cb5c --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/FpsDisplay.qml @@ -0,0 +1,101 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 + +Item { + id: fpsDisplayControl + property bool hidden: true + property real fps: 0.0 + + onHiddenChanged: { + if (fpsDisplayControl.hidden) + fpsDisplay.color = "transparent"; + else + fpsDisplay.color = "#000000FF"; + } + + onFpsChanged: { + fpsDisplay.updateFps(); + } + + Rectangle { + anchors.fill: parent + id: fpsDisplay + color: "transparent" + + property real maxFps: 60.0 + property color maxFpsColor: "#00FF00" + property color minFpsColor: "#FF0000" + + function updateFps() { + var scale = (fps > maxFps)?1.0:(fps/maxFps); + var r = (1 - scale) * minFpsColor.r + scale * maxFpsColor.r; + var g = (1 - scale) * minFpsColor.g + scale * maxFpsColor.g; + var b = (1 - scale) * minFpsColor.b + scale * maxFpsColor.b; + var a = (1 - scale) * minFpsColor.a + scale * maxFpsColor.a; + fpsCauge.height = scale * fpsDisplay.height; + fpsCauge.color = Qt.rgba(r,g,b,a); + } + + Rectangle { + id: fpsCauge + width: parent.width + anchors.bottom: parent.bottom + visible: !fpsDisplayControl.hidden + } + + Text { + id: fpsText + text: ""+(fps | 0) + font.family: "Helvetica" + font.pixelSize: 16 + font.weight: Font.Light + color: "white" + anchors.fill: parent + verticalAlignment: Text.AlignVCenter + horizontalAlignment: Text.AlignHCenter + visible: !fpsDisplayControl.hidden + } + } + MouseArea { + anchors.fill: parent + onClicked: { + fpsDisplayControl.hidden = !fpsDisplayControl.hidden; + } + } +} + diff --git a/examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml b/examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml new file mode 100644 index 0000000000000000000000000000000000000000..6db7e53666f98848728ee736f7d5ff3723968462 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/InfoSheet.qml @@ -0,0 +1,111 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 + +Rectangle { + id: infoSheet + + width: 200 + height: 450 + anchors.verticalCenter: parent.verticalCenter + + property alias planet: planetText.planet + property alias radius: infoText.radius + property alias temperature: infoText.temperature + property alias orbitalPeriod: infoText.orbitalPeriod + property alias distance: infoText.distance + property alias exampleDetails: infoText.exampleDetails + + Behavior on opacity { PropertyAnimation {} } + + color: "black" + + Text { + id: planetText + anchors.top: parent.top + anchors.topMargin: 20 + anchors.horizontalCenter: parent.horizontalCenter + + property string planet: "" + + font.family: "Helvetica" + font.pixelSize: 32 + font.weight: Font.Light + color: "white" + + text: "<p>" + planet + "</p>" + + } + + Text { + id: infoText + anchors.top: planetText.bottom + anchors.horizontalCenter: parent.horizontalCenter + + property string radius: "" + property string temperature: "" + property string orbitalPeriod: "" + property string distance: "" + property string exampleDetails: "" + + font.family: "Helvetica" + font.pixelSize: 16 + font.weight: Font.Light + lineHeight: 1.625 * 16 + lineHeightMode: Text.FixedHeight + color: "white" + + text: { + if (planet == "Solar System") { + "<p>" + exampleDetails + "</p>" + } else if (planet == "Sun") { + "<p>Equatorial Diameter:</p><p>" + radius + "</p></br>" + + "<p>Surface Temperature:</p><p>" + temperature + "</p>" + } else { + "<p>Equatorial Diameter:</p><p>" + radius + "</p></br>" + + "<p>Surface Temperature:</p><p>" + temperature + "</p></br>" + + "<p>Solar Orbit Period:</p><p>" + orbitalPeriod + "</p></br>" + + "<p>Distance from Sun:</p><p>" + distance + "</p>" + } + } + + onLinkActivated: Qt.openUrlExternally(link); + + } + +} + diff --git a/examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml b/examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml new file mode 100644 index 0000000000000000000000000000000000000000..a5188599f77f39142984292dc1f9f835cee5f5e0 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/PlanetButton.qml @@ -0,0 +1,89 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 + +Rectangle { + + id: planetButton + property alias text: planetText.text + property alias source: planetImage.source + property alias focusPlanet: planetImage.focusPlanet + property Item planetSelector: parent.parent + property int buttonSize: 70 + + width: buttonSize; height: buttonSize + color: "transparent" + + Image { + id: planetImage + anchors.fill: parent + property int focusPlanet + + MouseArea { + anchors.fill: parent + hoverEnabled: true + onClicked: { planetSelector.focusedPlanet = focusPlanet; } + onEntered: PropertyAnimation { target: planetText; property: "opacity"; to: 1 } + onExited: PropertyAnimation { target: planetText; + property: "opacity"; + to: { + if (planetText.text != "Solar System") + 0 + else + 1 + } + } + } + } + + Text { + id: planetText + anchors.centerIn: parent + font.family: "Helvetica" + font.pixelSize: 16 + font.weight: Font.Light + color: "white" + opacity: { + if (text == "Solar System") { + opacity = 1; + } else { + opacity = 0; + } + } + } + +} diff --git a/examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml b/examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml new file mode 100644 index 0000000000000000000000000000000000000000..1601dd37822efe7fa0dbfc13607fe4a5617e2a32 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/StyledSlider.qml @@ -0,0 +1,69 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 +import QtQuick.Controls 1.2 +import QtQuick.Controls.Styles 1.3 + +Slider { + id: styledSlider + + style: SliderStyle { + groove: Rectangle { + implicitWidth: 200 + implicitHeight: 5 + color: "#5d5b59" + Rectangle { + anchors.verticalCenter: parent.verticalCenter + width: styleData.handlePosition + height: 5 + gradient: Gradient { + GradientStop { position: 0.0; color: "#80c342" } + GradientStop { position: 1.0; color: "#328930" } + } + } + } + handle: Rectangle { + anchors.centerIn: parent + color: "#aeadac" + border.color: "#1e1b18" + border.width: 1 + implicitWidth: 8 + implicitHeight: 20 + } + } +} + diff --git a/examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpg b/examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpg new file mode 100644 index 0000000000000000000000000000000000000000..7177c2713d4dae25c5437c09e5db24c2ffdb32a9 Binary files /dev/null and b/examples/canvas3d/canvas3d/threejs/planets/doc/images/planets-example.jpg differ diff --git a/examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc b/examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc new file mode 100644 index 0000000000000000000000000000000000000000..cbadcbb58ca80c7b5443e49c21f8bdd2eb41c143 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/doc/src/planets.qdoc @@ -0,0 +1,126 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example canvas3d/threejs/planets + \since QtCanvas3D 1.0 + \title Planets Example + \ingroup qtcanvas3d-examples + \brief Demonstrates combining Qt Quick and three.js rendering. + + The Planets example demonstrates how to implement an application that combines the use of + three.js library-based Canvas3D rendering with Qt Quick 2D elements. The example shows the eight + planets of our Solar System with the Sun. + + \image planets-example.jpg + + The planets are rotating around the Sun based on their orbit at a given time. The rotation + starts at 2000 Jan 0.0 UT. The planet positions are calculated based on the formulas found here: + \l {http://www.stjarnhimlen.se/comp/ppcomp.html}{http://www.stjarnhimlen.se/comp/ppcomp.html} + and \l {http://www.davidcolarusso.com/astro/}{http://www.davidcolarusso.com/astro/}. + + \section1 Qt Quick Implementation + + The Qt Quick Implementation \l{canvas3d/threejs/planets/planets.qml}{planets.qml} of the example + renders the 3D content using Canvas3D type. The type calls JavaScript code that uses + \c{three.js} to initialize, paint, and resize the 3D view. + + \snippet canvas3d/threejs/planets/planets.qml 0 + + The planet related information is stored into \c{ListModel}. The selection buttons for the + planets and the information sheet are created based on the model. The 2D elements, selection + buttons and sliders, are implemented in the QML side. + + The selection buttons change the \c{focusedPlanet} property of the mainview. As the property + changes the planet information is updated and the camera is animated to the new position. The + camera position and the camera look at point are updated based on values that are animated on + QML side. + + \snippet canvas3d/threejs/planets/planets.qml 1 + + The sliders are used to adjust the rotation speed, the planet size, and the viewing distance. + When the slider value changes, JavaScript code is called to adjust the given property. For + example, changing the value of the "Viewing Distance" slider calls the \c{setCameraDistence()} + method. + + \snippet canvas3d/threejs/planets/planets.qml 2 + + \section1 The JavaScript Code + + The JavaScript side of the implementation, \l{canvas3d/threejs/planets/planets.js}{planets.js}, + is done using a version of \c{three.js} that is ported for \l{Qt Canvas 3D}: + \l{https://github.com/tronlec/three.js}{three.js}. + + The \c{initializeGL()} method creates the camera and the scene. It also adds the lights to the + scene and creates the planet meshes. The Canvas3D renderer needs to be created at initialization + phase too. + + Planet texture maps are Copyright (c) by James Hastings-Trew + \l{http://planetpixelemporium.com/planets.html}{http://planetpixelemporium.com/planets.html} + used with permission. To calculate the ring geometry for the planets with rings, the + \c{_RingGeometry()} method from + \l{https://github.com/jeromeetienne/threex.planets}{three.xplanets} extension is used. + + The scene is rendered in \c{paintGL()} method. That is also the place where the positions for + all of the planets are calculated. The planets are rotated based on their axial tilt and their + sidereal rotation period. In the \c{paintGL()} method the camera position and look at point are + updated based on the focused planet. + + For more information on how to use \c {three.js} the documentation is available here: + \l{http://threejs.org/docs/}{three.js/docs} + + \section1 Handling the Mouse Events + + In order to handle the mouse event in JavaScript code the Canvas3D type has to include the + \c{ControlEventSource} type. + + \snippet canvas3d/threejs/planets/planets.qml 3 + + This type is then passed to the JavaScript code on initialization. + + \snippet canvas3d/threejs/planets/planets.qml 4 + + On JavaScript code in the \c{initializeGL()} method the \c{eventSource} object is saved to a + global variable. In this example \c{mouseDown} event is connected to the + \c{onDocumentMouseDown()} method. + + \snippet canvas3d/threejs/planets/planets.js 5 + + Based on the mouse position variables passed to \c{onDocumentMouseDown()} method, it's checked + if the event takes place on top of a planet or not. The focused planet is changed according to + the mouse position. + +*/ diff --git a/examples/canvas3d/canvas3d/threejs/planets/images/earth.png b/examples/canvas3d/canvas3d/threejs/planets/images/earth.png new file mode 100644 index 0000000000000000000000000000000000000000..7bfef7cc719fc1c9a5edecf6858236f9c0c32932 Binary files /dev/null and b/examples/canvas3d/canvas3d/threejs/planets/images/earth.png differ diff --git a/examples/canvas3d/canvas3d/threejs/planets/images/earthbump1k.jpg b/examples/canvas3d/canvas3d/threejs/planets/images/earthbump1k.jpg new file mode 100644 index 0000000000000000000000000000000000000000..11690de90ea5c05af9a3b0a0b9113285e619d1b2 Binary files /dev/null and b/examples/canvas3d/canvas3d/threejs/planets/images/earthbump1k.jpg differ diff --git a/examples/canvas3d/canvas3d/threejs/planets/images/earthcloudmapcolortrans.png b/examples/canvas3d/canvas3d/threejs/planets/images/earthcloudmapcolortrans.png new file mode 100644 index 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--git a/examples/canvas3d/canvas3d/threejs/planets/images/venusmap.jpg b/examples/canvas3d/canvas3d/threejs/planets/images/venusmap.jpg new file mode 100644 index 0000000000000000000000000000000000000000..699f2804e25bab00686fa746c9b90c356d659e40 Binary files /dev/null and b/examples/canvas3d/canvas3d/threejs/planets/images/venusmap.jpg differ diff --git a/examples/canvas3d/canvas3d/threejs/planets/main.cpp b/examples/canvas3d/canvas3d/threejs/planets/main.cpp new file mode 100644 index 0000000000000000000000000000000000000000..59b10c6ee6c70fea156fef50544c67134e390cc6 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/main.cpp @@ -0,0 +1,65 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <QtGui/QGuiApplication> +#include <QtCore/QDir> +#include <QtQuick/QQuickView> +#include <QtQml/QQmlEngine> + +int main(int argc, char *argv[]) +{ + QGuiApplication app(argc, argv); + + QQuickView viewer; + + // The following are needed to make examples run without having to install the module + // in desktop environments. +#ifdef Q_OS_WIN + QString extraImportPath(QStringLiteral("%1/../../../../%2")); +#else + QString extraImportPath(QStringLiteral("%1/../../../%2")); +#endif + viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(), + QString::fromLatin1("qml"))); + + viewer.setSource(QUrl("qrc:/planets.qml")); + + viewer.setTitle(QStringLiteral("Qt Canvas 3D Examples - Planets")); + viewer.setResizeMode(QQuickView::SizeRootObjectToView); + viewer.show(); + + return app.exec(); +} diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.js b/examples/canvas3d/canvas3d/threejs/planets/planets.js new file mode 100644 index 0000000000000000000000000000000000000000..79c393323d851539a0d7565b9fe24b6f58bb4ce8 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/planets.js @@ -0,0 +1,681 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +Qt.include("three.js") +Qt.include("threex.planets.js") + +var SUN = 0; +var MERCURY = 1; +var VENUS = 2; +var EARTH = 3; +var MARS = 4; +var JUPITER = 5; +var SATURN = 6; +var URANUS = 7; +var NEPTUNE = 8; +var NUM_SELECTABLE_PLANETS = 9; +var MOON = 9; +var SOLAR_SYSTEM = 100; + +var camera, scene, renderer; +var planetCanvas, mouse, raycaster; + +var daysPerFrame; +var daysPerFrameScale; +var planetScale; +var cameraDistance; + +var objects = []; // Planet objects +var planets = []; // Planet data info + +var commonGeometry; +var solarDistance = 2600000; +var saturnOuterRadius = 120.700; +var uranusOuterRadius = 40; + +var qmlView; + +var oldFocusedPlanetPosition; +var oldCameraPosition; +var defaultCameraPosition; + +var y = 2000; +var m = 1; +var D = 1; +// Time scale formula based on http://www.stjarnhimlen.se/comp/ppcomp.html +var startD = 367 * y - 7 * (y + (m + 9) / 12) / 4 + 275 * m / 9 + D - 730530; +var oldTimeD = startD; +var currTimeD = startD; + +var auScale = 149597.870700; // AU in thousands of kilometers + +var focusedScaling = false; +var focusedMinimumScale = 20; +var actualScale; + +function initializeGL(canvas, eventSource, mainView) { + + planetCanvas = canvas; + qmlView = mainView; + + camera = new THREE.PerspectiveCamera(45, canvas.width / canvas.height, 2500000, 20000000); + defaultCameraPosition = new THREE.Vector3(solarDistance, solarDistance, solarDistance); + camera.position.set(defaultCameraPosition.x, defaultCameraPosition.y, defaultCameraPosition.z); + + scene = new THREE.Scene(); + + var starSphere = THREEx.Planets.createStarfield(8500000); + scene.add(starSphere); + + var light = new THREE.PointLight(0x777777, 2); + light.position.set(0, 0, 0); + scene.add(light); + + scene.add(new THREE.AmbientLight(0x111111)); + + loadPlanetData(); + createPlanets(); + setScale(1200); + + camera.lookAt(objects[0].position); // look at the Sun + + raycaster = new THREE.Raycaster(); + mouse = new THREE.Vector2(); + + renderer = new THREE.Canvas3DRenderer( + { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio }); + + renderer.setPixelRatio(canvas.devicePixelRatio); + renderer.setSize(canvas.width, canvas.height); + //! [5] + eventSource.mouseDown.connect(onDocumentMouseDown); + //! [5] +} + +function loadPlanetData() { + + // Planet Data + // radius - planet radius + // tilt - planet axis angle + // N1/2 - longitude of the ascending node + // i1/2 - inclination to the ecliptic (plane of the Earth's orbit) + // w1/2 - argument of perihelion + // a1/2 - semi-major axis, or mean distance from Sun + // e1/2 - eccentricity (0=circle, 0-1=ellipse, 1=parabola) + // M1/2 - mean anomaly (0 at perihelion; increases uniformly with time) + // period - sidereal rotation period + // centerOfOrbit - the planet in the center of the orbit + // (orbital elements based on http://www.stjarnhimlen.se/comp/ppcomp.html) + + var sun = { radius: 694.439, tilt: 63.87, period: 25.05 }; + planets.push(sun); + var mercury = { + radius: 2.433722, tilt: 0.04, N1: 48.3313, N2: 0.0000324587, + i1: 7.0047, i2: 0.0000000500, w1: 29.1241, w2: 0.0000101444, + a1: 0.387098, a2: 0, e1: 0.205635, e2: 0.000000000559, + M1: 168.6562, M2: 4.0923344368, period: 58.646, + centerOfOrbit: SUN + }; + planets.push(mercury); + var venus = { + radius: 6.046079, tilt: 177.36, N1: 76.6799, N2: 0.0000246590, + i1: 3.3946, i2: 0.0000000275, w1: 54.8910, w2: 0.0000138374, + a1: 0.723330, a2: 0, e1: 0.006773, e2: -0.000000001302, + M1: 48.0052, M2: 1.6021302244, period: 243.0185, + centerOfOrbit: SUN + }; + planets.push(venus); + var earth = { + radius: 6.371, tilt: 25.44, N1: 174.873, N2: 0, + i1: 0.00005, i2: 0, w1: 102.94719, w2: 0, + a1: 1, a2: 0, e1: 0.01671022, e2: 0, + M1: 357.529, M2: 0.985608, period: 0.997, + centerOfOrbit: SUN + }; + planets.push(earth); + var mars = { + radius: 3.389372, tilt: 25.19, N1: 49.5574, N2: 0.0000211081, + i1: 1.8497, i2: -0.0000000178, w1: 286.5016, w2: 0.0000292961, + a1: 1.523688, a2: 0, e1: 0.093405, e2: 0.000000002516, + M1: 18.6021, M2: 0.5240207766, period: 1.025957, + centerOfOrbit: SUN + }; + planets.push(mars); + var jupiter = { + radius: 71.41254, tilt: 3.13, N1: 100.4542, N2: 0.0000276854, + i1: 1.3030, i2: -0.0000001557, w1: 273.8777, w2: 0.0000164505, + a1: 5.20256, a2: 0, e1: 0.048498, e2: 0.000000004469, + M1: 19.8950, M2: 0.0830853001, period: 0.4135, + centerOfOrbit: SUN + }; + planets.push(jupiter); + var saturn = { + radius: 60.19958, tilt: 26.73, N1: 113.6634, N2: 0.0000238980, + i1: 2.4886, i2: -0.0000001081, w1: 339.3939, w2: 0.0000297661, + a1: 9.55475, a2: 0, e1: 0.055546, e2: -0.000000009499, + M1: 316.9670, M2: 0.0334442282, period: 0.4395, + centerOfOrbit: SUN + }; + planets.push(saturn); + var uranus = { + radius: 25.5286, tilt: 97.77, N1: 74.0005, N2: 0.000013978, + i1: 0.7733, i2: 0.000000019, w1: 96.6612, w2: 0.000030565, + a1: 19.18171, a2: -0.0000000155, e1: 0.047318, e2: 0.00000000745, + M1: 142.5905, M2: 0.011725806, period: 0.71833, + centerOfOrbit: SUN + }; + planets.push(uranus); + var neptune = { + radius: 24.73859, tilt: 28.32, N1: 131.7806, N2: 0.000030173, + i1: 1.7700, i2: -0.000000255, w1: 272.8461, w2: 0.000006027, + a1: 30.05826, a2: 0.00000003313, e1: 0.008606, e2: 0.00000000215, + M1: 260.2471, M2: 0.005995147, period: 0.6713, + centerOfOrbit: SUN + }; + planets.push(neptune); + var moon = { + radius: 1.5424, tilt: 28.32, N1: 125.1228, N2: -0.0529538083, + i1: 5.1454, i2: 0, w1: 318.0634, w2: 0.1643573223, + a1: 0.273, a2: 0, e1: 0.054900, e2: 0, + M1: 115.3654, M2: 13.0649929509, period: 27.321582, + centerOfOrbit: EARTH + }; + planets.push(moon); + +} + +function createPlanets() { + + objects = []; + + commonGeometry = new THREE.SphereGeometry(1, 64, 64); + var ringSegments = 70; + var mesh, innerRadius, outerRadius, ring; + + for (var i = 0; i < planets.length; i ++) { + switch (i) { + case SUN: + mesh = createSun(planets[i]["radius"]); + mesh.position.set(0, 0, 0); + break; + case MERCURY: + mesh = createPlanet(planets[i]["radius"], 0.005, 'qrc:/images/mercurymap.jpg', + 'qrc:/images/mercurybump.jpg'); + break; + case VENUS: + mesh = createPlanet(planets[i]["radius"], 0.005, 'qrc:/images/venusmap.jpg', + 'qrc:/images/venusbump.jpg'); + break; + case EARTH: + mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/earthmap1k.jpg', + 'qrc:/images/earthbump1k.jpg', 'qrc:/images/earthspec1k.jpg'); + var cloud = createEarthCloud(); + mesh.add(cloud); + break; + case MARS: + mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/marsmap1k.jpg', + 'qrc:/images/marsbump1k.jpg'); + break; + case JUPITER: + mesh = createPlanet(planets[i]["radius"], 0.02, 'qrc:/images/jupitermap.jpg', + 'qrc:/images/jupitermap.jpg'); + break; + case SATURN: + mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/saturnmap.jpg', + 'qrc:/images/saturnmap.jpg'); + innerRadius = (planets[i]["radius"] + 6.630) / planets[i]["radius"]; + outerRadius = (planets[i]["radius"] + saturnOuterRadius) / planets[i]["radius"]; + ring = createRing(innerRadius, outerRadius, ringSegments, + 'qrc:images/saturnringcolortrans.png'); + ring.receiveShadow = true; + ring.castShadow = true; + mesh.add(ring); + break; + case URANUS: + mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/uranusmap.jpg', + 'qrc:/images/uranusmap.jpg'); + innerRadius = (planets[i]["radius"] + 2) / planets[i]["radius"]; + outerRadius = (planets[i]["radius"] + uranusOuterRadius) / planets[i]["radius"]; + ring = createRing(innerRadius, outerRadius, ringSegments, + 'qrc:images/uranusringcolortrans.png'); + ring.receiveShadow = true; + ring.castShadow = true; + mesh.add(ring); + break; + case NEPTUNE: + mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/neptunemap.jpg', + 'qrc:/images/neptunemap.jpg'); + break; + case MOON: + mesh = createPlanet(planets[i]["radius"], 0.05, 'qrc:/images/moonmap1k.jpg', + 'qrc:/images/moonbump1k.jpg'); + break; + } + + objects.push(mesh); + scene.add(mesh); + } + +} + +function createSun(radius) { + + var texture = THREE.ImageUtils.loadTexture('qrc:/images/sunmap.jpg'); + var material = new THREE.MeshBasicMaterial({ + map: texture, + bumpMap: texture, + bumpScale: 0.05 + }); + var mesh = new THREE.Mesh(commonGeometry, material); + mesh.scale.set(radius, radius, radius); + + mesh.receiveShadow = false; + mesh.castShadow = false; + + return mesh; +} + +function createPlanet(radius, scale, mapTexture, bumpTexture, specularTexture) { + + var material = new THREE.MeshPhongMaterial({ + map: THREE.ImageUtils.loadTexture(mapTexture), + bumpMap: THREE.ImageUtils.loadTexture(bumpTexture), + bumpScale: scale + }); + + if (specularTexture) { + material.specularMap = THREE.ImageUtils.loadTexture(specularTexture); + material.specular = new THREE.Color('grey'); + material.shininess = 50.0; + } else { + material.shininess = 1.0; + } + + var mesh = new THREE.Mesh(commonGeometry, material); + mesh.scale.set(radius, radius, radius); + + return mesh; + +} + +function createEarthCloud() { + + var material = new THREE.MeshPhongMaterial({ + map: THREE.ImageUtils.loadTexture('qrc:images/earthcloudmapcolortrans.png'), + side: THREE.DoubleSide, + transparent: true, + opacity: 0.8 + }); + var mesh = new THREE.Mesh(commonGeometry, material); + + return mesh; + +} + +function createRing(radius, width, height, texture) { + + var geometry = new THREEx.Planets._RingGeometry(radius, width, height); + var material = new THREE.MeshPhongMaterial({ + map: THREE.ImageUtils.loadTexture(texture), + side: THREE.DoubleSide, + transparent: true, + opacity: 0.8 + }); + material.map.minFilter = THREE.NearestFilter; + var mesh = new THREE.Mesh(geometry, material); + mesh.lookAt(new THREE.Vector3(0, 90, 0)); + + return mesh; + +} + +function createStarfield(radius) { + + var texture = THREE.ImageUtils.loadTexture('qrc:/images/galaxy_starfield.png') + var material = new THREE.MeshBasicMaterial({ + map: texture, + side: THREE.BackSide + }) + var geometry = new THREE.SphereGeometry(radius, 32, 32) + var mesh = new THREE.Mesh(geometry, material) + + return mesh + +} + +function onResizeGL(canvas) { + + if (camera === undefined) return; + + camera.aspect = canvas.width / canvas.height; + camera.updateProjectionMatrix(); + renderer.setPixelRatio(canvas.devicePixelRatio); + renderer.setSize(canvas.width, canvas.height); + +} + +function onSpeedChanged(value) { + + daysPerFrameScale = value; + +} + +function setScale(value, focused) { + + // Save actual scale in focus mode + if (!focused) + actualScale = value; + + // Limit minimum scaling in focus mode to avoid jitter caused by rounding errors + if (value <= focusedMinimumScale && (focusedScaling || focused)) { + planetScale = focusedMinimumScale; + } else { + planetScale = actualScale; + } + + for (var i = 0; i < objects.length; i++) { + var object = objects[i]; + // first reset scale + object.scale.set(planets[i]["radius"], planets[i]["radius"], planets[i]["radius"]); + if (i === SUN) { + object.scale.multiplyScalar(planetScale / 100); + } else { + object.scale.multiplyScalar(planetScale); + } + } + +} + +function setOldPlanet() { + + oldCameraPosition = camera.position.clone(); + + var planet = 0; + if (qmlView.oldPlanet !== SOLAR_SYSTEM) + planet = qmlView.oldPlanet; + oldFocusedPlanetPosition = objects[planet].position.clone(); + qmlView.oldPlanet = qmlView.focusedPlanet; + + if (qmlView.focusedPlanet !== SOLAR_SYSTEM && actualScale <= focusedMinimumScale) { + // Limit minimum scaling in focus mode to avoid jitter caused by rounding errors + planetScale = focusedMinimumScale; + setScale(focusedMinimumScale, true); + focusedScaling = true; + } else if (focusedScaling === true) { + // Restore normal scaling + focusedScaling = false; + setScale(actualScale); + } + +} + +function setCameraDistance(distance) { + + cameraDistance = distance; + +} + +function setLookAtOffset() { + + var offset = oldFocusedPlanetPosition.clone(); + + var planet = 0; + if (qmlView.focusedPlanet !== SOLAR_SYSTEM) + planet = qmlView.oldPlanet; + + var focusedPlanetPosition = objects[planet].position.clone(); + offset.sub(focusedPlanetPosition); + + qmlView.xLookAtOffset = offset.x; + qmlView.yLookAtOffset = offset.y; + qmlView.zLookAtOffset = offset.z; + +} + +function setCameraOffset() { + + var offset = oldCameraPosition.clone(); + + var planet = 0; + if (qmlView.focusedPlanet !== SOLAR_SYSTEM) + planet = qmlView.focusedPlanet; + + var newCameraPosition = getNewCameraPosition(getOuterRadius(planet)); + + if (qmlView.focusedPlanet !== SUN) + offset.sub(newCameraPosition); + + if (qmlView.focusedPlanet === SUN && qmlView.oldPlanet === SOLAR_SYSTEM) { + qmlView.xCameraOffset = Math.abs(offset.x); + qmlView.yCameraOffset = Math.abs(offset.y); + qmlView.zCameraOffset = Math.abs(offset.z); + } else { // from a planet to another + qmlView.xCameraOffset = offset.x; + qmlView.yCameraOffset = offset.y; + qmlView.zCameraOffset = offset.z; + } + +} + +function getNewCameraPosition( radius ) { + + var position; + if (qmlView.focusedPlanet === SOLAR_SYSTEM) { + position = defaultCameraPosition.clone(); + position.multiplyScalar(cameraDistance); + } else if (qmlView.focusedPlanet === SUN) { + position = new THREE.Vector3(radius * planetScale * 2, + radius * planetScale * 2, + radius * planetScale * 2); + position.multiplyScalar(cameraDistance); + + } else { + var vec1 = objects[qmlView.focusedPlanet].position.clone(); + var vec2 = new THREE.Vector3(0, 1, 0); + vec1.normalize(); + vec2.cross(vec1); + vec2.multiplyScalar(radius * planetScale * cameraDistance * 4); + vec2.add(objects[qmlView.focusedPlanet].position); + vec1.set(0, radius * planetScale, 0); + vec2.add(vec1); + position = vec2; + } + return position; +} + +function onDocumentMouseDown(x, y) { + + // Mouse selection for planets and Solar system, not for the Moon + + mouse.set((x / planetCanvas.width) * 2 - 1, - (y / planetCanvas.height ) * 2 + 1); + + raycaster.setFromCamera(mouse, camera); + + var intersects = raycaster.intersectObjects(objects); + var selectedPlanet; + + if (intersects.length > 0) { + var intersect = intersects[0]; + + var i = 0; + while (i < objects.length - 1) { + if (intersect.object === objects[i]) { + selectedPlanet = i; + break; + } + i++; + } + if (selectedPlanet < NUM_SELECTABLE_PLANETS) { + qmlView.focusedPlanet = selectedPlanet; + // Limit minimum scaling in focus mode to avoid jitter caused by rounding errors + if (actualScale <= focusedMinimumScale) { + planetScale = focusedMinimumScale; + setScale(focusedMinimumScale, true); + } + focusedScaling = true; + } + } else { + qmlView.focusedPlanet = SOLAR_SYSTEM; + // Restore normal scaling + if (focusedScaling === true) { + focusedScaling = false; + setScale(actualScale); + } + } + +} + +function paintGL(canvas) { + + if (qmlView.focusedPlanet === SOLAR_SYSTEM) + daysPerFrame = daysPerFrameScale * 10; + else + daysPerFrame = daysPerFrameScale * planets[qmlView.focusedPlanet]["period"] / 100; + + // Advance the time in days + oldTimeD = currTimeD; + currTimeD = currTimeD + daysPerFrame; + var deltaTimeD = currTimeD - oldTimeD; + + // Position the planets orbiting the sun + for (var i = 1; i < objects.length; i ++) { + var object = objects[i]; + var planet = planets[i]; + + // Bumpmaps of mercury, venus, jupiter and moon need special handling + if (i == MERCURY || i == VENUS || i == JUPITER || i == MOON) + object.material.bumpScale = 0.03 * planetScale; + else + object.material.bumpScale = 0.3 * planetScale; + + // Calculate the planet orbital elements from the current time in days + var N = (planet["N1"] + planet["N2"] * currTimeD) * Math.PI / 180; + var iPlanet = (planet["i1"] + planet["i2"] * currTimeD) * Math.PI / 180; + var w = (planet["w1"] + planet["w2"] * currTimeD) * Math.PI / 180; + var a = planet["a1"] + planet["a2"] * currTimeD; + var e = planet["e1"] + planet["e2"] * currTimeD; + var M = (planet["M1"] + planet["M2"] * currTimeD) * Math.PI / 180; + var E = M + e * Math.sin(M) * (1.0 + e * Math.cos(M)); + + var xv = a * (Math.cos(E) - e); + var yv = a * (Math.sqrt(1.0 - e * e) * Math.sin(E)); + var v = Math.atan2(yv, xv); + + // Calculate the distance (radius) + var r = Math.sqrt(xv * xv + yv * yv); + + // From http://www.davidcolarusso.com/astro/ + // Modified to compensate for the right handed coordinate system of OpenGL + var xh = r * (Math.cos(N) * Math.cos(v + w) + - Math.sin(N) * Math.sin(v + w) * Math.cos(iPlanet)); + var zh = -r * (Math.sin(N) * Math.cos(v + w) + + Math.cos(N) * Math.sin(v + w) * Math.cos(iPlanet)); + var yh = r * (Math.sin(w + v) * Math.sin(iPlanet)); + + // Apply the position offset from the center of orbit to the bodies + var centerOfOrbit = objects[planet["centerOfOrbit"]]; + object.position.set(centerOfOrbit.position.x + xh * auScale, + centerOfOrbit.position.y + yh * auScale, + centerOfOrbit.position.z + zh * auScale); + + // Calculate and apply the appropriate axis tilt to the bodies + // and rotate them around the axis + var radians = planet["tilt"] * Math.PI / 180; // tilt in radians + object.rotation.order = 'ZXY'; + object.rotation.x = 0; + object.rotation.y += (deltaTimeD / planet["period"]) * 2 * Math.PI; + object.rotation.z = radians; + object.updateMatrix(); + + } + + // rotate the Sun + var sun = objects[SUN]; + sun.rotation.order = 'ZXY'; + sun.rotation.x = 0; + sun.rotation.y += (deltaTimeD / planets[SUN]["period"]) * 2 * Math.PI; + sun.rotation.z = planets[SUN]["tilt"] * Math.PI / 180; // tilt in radians + sun.updateMatrix(); + + // calculate the outer radius of the focused item + var outerRadius = getOuterRadius(qmlView.focusedPlanet); + + // get the appropriate near plane position for the camera and animate it with QML animations + qmlView.cameraNear = outerRadius; + + camera.near = qmlView.cameraNear; + camera.updateProjectionMatrix(); + + // Calculate and set camera position + var cameraPosition = getNewCameraPosition(outerRadius); + var cameraOffset = new THREE.Vector3(qmlView.xCameraOffset, + qmlView.yCameraOffset, + qmlView.zCameraOffset); + cameraPosition.add(cameraOffset); + camera.position.set(cameraPosition.x, cameraPosition.y, cameraPosition.z); + + // Calculate and set camera look-at point + var lookAtPlanet = SUN; + if (qmlView.focusedPlanet !== SOLAR_SYSTEM) + lookAtPlanet = qmlView.focusedPlanet; + var cameraLookAt = objects[lookAtPlanet].position.clone(); + var lookAtOffset = new THREE.Vector3(qmlView.xLookAtOffset, + qmlView.yLookAtOffset, + qmlView.zLookAtOffset); + cameraLookAt.add(lookAtOffset); + camera.lookAt(cameraLookAt); + + // Render the scene + renderer.render(scene, camera); + +} + +function getOuterRadius( planet ) { + + var outerRadius = solarDistance; + if (planet !== SOLAR_SYSTEM) { + outerRadius = planets[planet]["radius"]; + if (planet === SATURN) { + outerRadius =+ saturnOuterRadius; + } else if (planet === URANUS) { + outerRadius =+ uranusOuterRadius; + } else if (planet === SUN) { + outerRadius = planets[planet]["radius"] / 100; + } + } + + return outerRadius; +} diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.pro b/examples/canvas3d/canvas3d/threejs/planets/planets.pro new file mode 100644 index 0000000000000000000000000000000000000000..647740dae23b82f600e50af1a25d6b06020612ea --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/planets.pro @@ -0,0 +1,16 @@ +!include( ../../../../examples.pri ) { + error( "Couldn't find the examples.pri file!" ) +} + +TEMPLATE = app + +QT += qml quick + +SOURCES += main.cpp + +OTHER_FILES += *.qml \ + planets.js \ + doc/src/* \ + doc/images/* + +RESOURCES += planets.qrc diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.qml b/examples/canvas3d/canvas3d/threejs/planets/planets.qml new file mode 100644 index 0000000000000000000000000000000000000000..4b4d3137e49d114c78dbdf5f85473ea0cacb8112 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/planets.qml @@ -0,0 +1,356 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 +import QtCanvas3D 1.0 + +import "planets.js" as GLCode + +Item { + id: mainview + width: 1280 + height: 768 + visible: true + property int focusedPlanet: 100 + property int oldPlanet: 0 + property real xLookAtOffset: 0 + property real yLookAtOffset: 0 + property real zLookAtOffset: 0 + property real xCameraOffset: 0 + property real yCameraOffset: 0 + property real zCameraOffset: 0 + property real cameraNear: 0 + + NumberAnimation { + id: lookAtOffsetAnimation + target: mainview + properties: "xLookAtOffset, yLookAtOffset, zLookAtOffset" + to: 0 + easing.type: Easing.InOutQuint + duration: 1250 + } + + NumberAnimation { + id: cameraOffsetAnimation + target: mainview + properties: "xCameraOffset, yCameraOffset, zCameraOffset" + to: 0 + easing.type: Easing.InOutQuint + duration: 2500 + } + + Behavior on cameraNear { + PropertyAnimation { + easing.type: Easing.InOutQuint + duration: 2500 + } + } + //! [1] + onFocusedPlanetChanged: { + if (focusedPlanet == 100) { + info.opacity = 0; + updatePlanetInfo(); + } else { + updatePlanetInfo(); + info.opacity = 0.5; + } + + GLCode.setOldPlanet(); + GLCode.setLookAtOffset(); + GLCode.setCameraOffset(); + + lookAtOffsetAnimation.restart(); + cameraOffsetAnimation.restart(); + } + //! [1] + //! [0] + Canvas3D { + id: canvas3d + anchors.fill: parent + //! [4] + onInitializeGL: { + GLCode.initializeGL(canvas3d, eventSource, mainview); + } + //! [4] + onPaintGL: { + GLCode.paintGL(canvas3d); + fpsDisplay.fps = canvas3d.fps; + } + + onResizeGL: { + GLCode.onResizeGL(canvas3d); + } + //! [3] + ControlEventSource { + anchors.fill: parent + focus: true + id: eventSource + } + //! [3] + } + //! [0] + ListModel { + id: planetModel + + ListElement { + name: "Sun" + radius: "109 x Earth" + temperature: "5 778 K" + orbitalPeriod: "" + distance: "" + planetImageSource: "qrc:/images/sun.png" + planetNumber: 0 + } + ListElement { + name: "Mercury" + radius: "0.3829 x Earth" + temperature: "80-700 K" + orbitalPeriod: "87.969 d" + distance: "0.387 098 AU" + planetImageSource: "qrc:/images/mercury.png" + planetNumber: 1 + } + ListElement { + name: "Venus" + radius: "0.9499 x Earth" + temperature: "737 K" + orbitalPeriod: "224.701 d" + distance: "0.723 327 AU" + planetImageSource: "qrc:/images/venus.png" + planetNumber: 2 + } + ListElement { + name: "Earth" + radius: "6 378.1 km" + temperature: "184-330 K" + orbitalPeriod: "365.256 d" + distance: "149598261 km (1 AU)" + planetImageSource: "qrc:/images/earth.png" + planetNumber: 3 + } + ListElement { + name: "Mars" + radius: "0.533 x Earth" + temperature: "130-308 K" + orbitalPeriod: "686.971 d" + distance: "1.523679 AU" + planetImageSource: "qrc:/images/mars.png" + planetNumber: 4 + } + ListElement { + name: "Jupiter" + radius: "11.209 x Earth" + temperature: "112-165 K" + orbitalPeriod: "4332.59 d" + distance: "5.204267 AU" + planetImageSource: "qrc:/images/jupiter.png" + planetNumber: 5 + } + ListElement { + name: "Saturn" + radius: "9.4492 x Earth" + temperature: "84-134 K" + orbitalPeriod: "10759.22 d" + distance: "9.5820172 AU" + planetImageSource: "qrc:/images/saturn.png" + planetNumber: 6 + } + ListElement { + name: "Uranus" + radius: "4.007 x Earth" + temperature: "49-76 K" + orbitalPeriod: "30687.15 d" + distance: "19.189253 AU" + planetImageSource: "qrc:/images/uranus.png" + planetNumber: 7 + } + ListElement { + name: "Neptune" + radius: "3.883 x Earth" + temperature: "55-72 K" + orbitalPeriod: "60190.03 d" + distance: "30.070900 AU" + planetImageSource: "qrc:/images/neptune.png" + planetNumber: 8 + } + ListElement { + name: "Solar System" + planetImageSource: "" + planetNumber: 100 // Defaults to solar system + } + } + + Component { + id: planetButtonDelegate + PlanetButton { + source: planetImageSource + text: name + focusPlanet: planetNumber + planetSelector: mainview + } + } + + ListView { + id: planetButtonView + anchors.top: parent.top + anchors.right: parent.right + anchors.bottom: parent.bottom + anchors.rightMargin: 15 + anchors.bottomMargin: 10 + spacing: 10 + width: 100 + interactive: false + model: planetModel + delegate: planetButtonDelegate + } + + InfoSheet { + id: info + width: 400 + anchors.right: planetButtonView.left + anchors.rightMargin: 10 + opacity: 0.5 + + // Set initial information for Solar System + planet: "Solar System" + exampleDetails: "This example shows a 3D model of the Solar</p>" + + "<p>System comprised of the Sun and the eight</p>" + + "<p>planets orbiting the Sun.</p></br>" + + "<p>The example is implemented using QtCanvas3D,</p>" + + "<p>three.js and _RingGeometry() method from</p>" + + "<p>threex.planets extension.</p></br>" + + "<p>The textures and images used in the example</p>" + + "<p>are Copyright (c) by James Hastings-Trew,</p>" + + "<a href=\"http://planetpixelemporium.com/planets.html\">" + + "http://planetpixelemporium.com/planets.html</a>" + } + + function updatePlanetInfo() { + + info.width = 200; + + if (focusedPlanet !== 100) { + info.planet = planetModel.get(focusedPlanet).name + info.radius = planetModel.get(focusedPlanet).radius + info.temperature = planetModel.get(focusedPlanet).temperature + info.orbitalPeriod = planetModel.get(focusedPlanet).orbitalPeriod + info.distance = planetModel.get(focusedPlanet).distance + } + } + + StyledSlider { + id: speedSlider + anchors.top: parent.top + anchors.topMargin: 10 + anchors.horizontalCenter: parent.horizontalCenter + width: 400 + value: 0.2 + minimumValue: 0 + maximumValue: 1 + onValueChanged: GLCode.onSpeedChanged(value); + } + Text { + anchors.right: speedSlider.left + anchors.verticalCenter: speedSlider.verticalCenter + anchors.rightMargin: 10 + font.family: "Helvetica" + font.pixelSize: 16 + font.weight: Font.Light + color: "white" + text: "Rotation Speed" + } + + StyledSlider { + id: scaleSlider + anchors.bottom: parent.bottom + anchors.bottomMargin: 10 + anchors.horizontalCenter: parent.horizontalCenter + width: 400 + value: 1200 + minimumValue: 1 + maximumValue: 2000 + onValueChanged: GLCode.setScale(value); + } + Text { + anchors.right: scaleSlider.left + anchors.verticalCenter: scaleSlider.verticalCenter + anchors.rightMargin: 10 + font.family: "Helvetica" + font.pixelSize: 16 + font.weight: Font.Light + color: "white" + text: "Planet Size" + } + + StyledSlider { + id: distanceSlider + anchors.left: parent.left + anchors.leftMargin: 10 + anchors.verticalCenter: parent.verticalCenter + orientation: Qt.Vertical + height: 400 + value: 1 + minimumValue: 1 + maximumValue: 2 + //! [2] + onValueChanged: GLCode.setCameraDistance(value); + //! [2] + } + Text { + y: distanceSlider.y + distanceSlider.height + width + 10 + x: distanceSlider.x + transform: Rotation { + origin.x: 0; + origin.y: 0; + angle: -90 + } + font.family: "Helvetica" + font.pixelSize: 16 + font.weight: Font.Light + color: "white" + text: "Viewing Distance" + } + + // FPS display, initially hidden, clicking will show it + FpsDisplay { + id: fpsDisplay + anchors.left: parent.left + anchors.top: parent.top + width: 32 + height: 64 + hidden: true + } +} diff --git a/examples/canvas3d/canvas3d/threejs/planets/planets.qrc b/examples/canvas3d/canvas3d/threejs/planets/planets.qrc new file mode 100644 index 0000000000000000000000000000000000000000..63f5afda3d7091715b89610d67f4321e6335b700 --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/planets/planets.qrc @@ -0,0 +1,44 @@ +<RCC> + <qresource prefix="/"> + <file>planets.qml</file> + <file>PlanetButton.qml</file> + <file>InfoSheet.qml</file> + <file>StyledSlider.qml</file> + <file>FpsDisplay.qml</file> + <file alias="three.js">../../3rdparty/three.js</file> + <file alias="ControlEventSource.qml">../controls/ControlEventSource.qml</file> + <file alias="threex.planets.js">../../3rdparty/threex.planets.js</file> + <file>planets.js</file> + </qresource> + <qresource prefix="/images"> + <file alias="sunmap.jpg">images/sunmap.jpg</file> + <file alias="mercurymap.jpg">images/mercurymap.jpg</file> + <file alias="mercurybump.jpg">images/mercurybump.jpg</file> + <file alias="venusmap.jpg">images/venusmap.jpg</file> + <file alias="venusbump.jpg">images/venusbump.jpg</file> + <file alias="earthmap1k.jpg">images/earthmap1k.jpg</file> + <file alias="earthbump1k.jpg">images/earthbump1k.jpg</file> + <file alias="earthspec1k.jpg">images/earthspec1k.jpg</file> + <file alias="moonmap1k.jpg">images/moonmap1k.jpg</file> + <file alias="moonbump1k.jpg">images/moonbump1k.jpg</file> + <file alias="marsmap1k.jpg">images/marsmap1k.jpg</file> + <file alias="marsbump1k.jpg">images/marsbump1k.jpg</file> + <file alias="jupitermap.jpg">images/jupitermap.jpg</file> + <file alias="saturnmap.jpg">images/saturnmap.jpg</file> + <file alias="uranusmap.jpg">images/uranusmap.jpg</file> + <file alias="neptunemap.jpg">images/neptunemap.jpg</file> + <file alias="earth.png">images/earth.png</file> + <file alias="mercury.png">images/mercury.png</file> + <file alias="jupiter.png">images/jupiter.png</file> + <file alias="mars.png">images/mars.png</file> + <file alias="neptune.png">images/neptune.png</file> + <file alias="saturn.png">images/saturn.png</file> + <file alias="sun.png">images/sun.png</file> + <file alias="uranus.png">images/uranus.png</file> + <file alias="venus.png">images/venus.png</file> + <file alias="earthcloudmapcolortrans.png">images/earthcloudmapcolortrans.png</file> + <file alias="saturnringcolortrans.png">images/saturnringcolortrans.png</file> + <file alias="uranusringcolortrans.png">images/uranusringcolortrans.png</file> + <file alias="galaxy_starfield.png">images/galaxy_starfield.png</file> + </qresource> +</RCC> diff --git a/examples/canvas3d/canvas3d/threejs/threejs.pro b/examples/canvas3d/canvas3d/threejs/threejs.pro new file mode 100644 index 0000000000000000000000000000000000000000..43722975c2fddaaa65a0f0c6d366ae3faa5f172d --- /dev/null +++ b/examples/canvas3d/canvas3d/threejs/threejs.pro @@ -0,0 +1,3 @@ +TEMPLATE = subdirs +SUBDIRS += oneqt \ + planets diff --git a/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc b/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc deleted file mode 100644 index 702b5c00bbffba1e7b77501e95fd1fe79cba17e3..0000000000000000000000000000000000000000 --- a/examples/canvas3d/threejs/oneqt/doc/src/oneqt.qdoc +++ /dev/null @@ -1,125 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2015 The Qt Company Ltd. -** Contact: http://www.qt.io/licensing/ -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL3$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see http://www.qt.io/terms-conditions. For further -** information use the contact form at http://www.qt.io/contact-us. -** -** GNU Lesser General Public License Usage -** Alternatively, this file may be used under the terms of the GNU Lesser -** General Public License version 3 as published by the Free Software -** Foundation and appearing in the file LICENSE.LGPLv3 included in the -** packaging of this file. Please review the following information to -** ensure the GNU Lesser General Public License version 3 requirements -** will be met: https://www.gnu.org/licenses/lgpl.html. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 2.0 or later as published by the Free -** Software Foundation and appearing in the file LICENSE.GPL included in -** the packaging of this file. Please review the following information to -** ensure the GNU General Public License version 2.0 requirements will be -** met: http://www.gnu.org/licenses/gpl-2.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/*! - \example threejs/oneqt - \since QtCanvas3D 1.0 - \title One Qt Example - \ingroup qtcanvas3d-examples - \brief Demonstrates combining Qt Quick and three.js based rendering. - - One Qt example demonstrates how to implement an application that combines the use of three.js - library based Canvas3D rendering with Qt Quick 2D elements. - - \image oneqt-example.png - - \section1 Qt Quick Implementation - - In \l{threejs/oneqt/oneqt.qml}{oneqt.qml}, we build the 2D content as normally in Qt Quick. - Then we add a custom ImageCube element in to the scene as the background element. This custom - component fills the whole parent area and handles the painting of the background and the 3D cube - for this view. - - \snippet threejs/oneqt/oneqt.qml 0 - \dots - - The custom component takes six images that it loads and places to the sides of the cube. - In addition the component has a state that defines which of these images is visible. - - \section2 The Custom 3D Qt Quick Element - - In \l{threejs/oneqt/ImageCube.qml}{ImageCube.qml}, we define the cube rotation related - properties and properties that contain the image file URLs to be loaded for the cube sides. - - \snippet threejs/oneqt/ImageCube.qml 0 - \dots - - The custom component defines six states, one for each side of the cube along with the x, y and - z rotations that must be set to show that face of the cube. - - \snippet threejs/oneqt/ImageCube.qml 1 - \dots - - We use Qt Quick transitions to animate between the angles to get smooth transitions between - different cube orientations. - - \snippet threejs/oneqt/ImageCube.qml 2 - \dots - - Finally we call the JavaScript code that uses three.js to do the rendering of the cube, calling - it on the initializeGL, paintGL and resizeGL signals. - - \snippet threejs/oneqt/ImageCube.qml 3 - - \section2 The three.js Code - - In \l{threejs/oneqt/imagecube.js}{imagecube.js}, we start by creating the camera and scene. - - \snippet threejs/oneqt/imagecube.js 0 - \dots - - Then we start the asynchronous loading of the textures and create a material array for the sides - of the cube (note that the cube needs 12 materials as each side consists of two triangles). - - \snippet threejs/oneqt/imagecube.js 1 - \dots - - We then create the needed geometry as BoxGeometry binding the just created materials to the - faces of the cube. We then create a MeshFaceMaterial from the array of materials. - - \snippet threejs/oneqt/imagecube.js 2 - - Finally we create the cube mesh from the geometry and material, we position it and add it - to the 3D scene. - - \snippet threejs/oneqt/imagecube.js 3 - - Next we create and add some lights to the scene. AmbientLight defines the "surrounding light" - amount and the directional light is positioned so that it highlights the face of the cube facing - directly towards the camera. - - \snippet threejs/oneqt/imagecube.js 6 - - Final step in the initialization phase is create the Canvas3D renderer and set the - initial size and clear color (color of the background) to the renderer. - - \snippet threejs/oneqt/imagecube.js 4 - - When we need to render the scene in response to the paintGL signal from Canvas3D we just copy - the current rotation values from the Qt Quick component to the cube mesh in paintGL method. - - \snippet threejs/oneqt/imagecube.js 5 -*/ diff --git a/examples/canvas3d/threejs/threejs.pro b/examples/canvas3d/threejs/threejs.pro deleted file mode 100644 index 9576c70e6a12041e5558344cd56f0e7a712acf91..0000000000000000000000000000000000000000 --- a/examples/canvas3d/threejs/threejs.pro +++ /dev/null @@ -1,2 +0,0 @@ -TEMPLATE = subdirs -SUBDIRS += oneqt diff --git a/examples/examples.pro b/examples/examples.pro index f384c82e27eddab5d8919f23da673cdc187650ed..1b5dfcf48b931734ac7c782a687665b7ed43ea74 100644 --- a/examples/examples.pro +++ b/examples/examples.pro @@ -1,3 +1,2 @@ TEMPLATE = subdirs SUBDIRS += canvas3d - diff --git a/src/imports/qtcanvas3d/activeinfo3d.cpp b/src/imports/qtcanvas3d/activeinfo3d.cpp index bbffb45b3cbbd1e79d442c6c06c444ee315753c5..78ad365d55fba63c2dabc0b96f188c227b169de0 100644 --- a/src/imports/qtcanvas3d/activeinfo3d.cpp +++ b/src/imports/qtcanvas3d/activeinfo3d.cpp @@ -40,12 +40,12 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype ActiveInfo3D + * \qmltype Canvas3DActiveInfo * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Active attribute or uniform information. * - * The ActiveInfo3D interface represents the information returned from the getActiveAttrib and + * The Canvas3DActiveInfo interface represents the information returned from the getActiveAttrib and * getActiveUniform calls. * * \sa Context3D, Canvas3D diff --git a/src/imports/qtcanvas3d/buffer3d.cpp b/src/imports/qtcanvas3d/buffer3d.cpp index 9e005781137650b3c7646e99a1fd73e7ebb809b3..af795165e33ebdb9bc1024c34e75e133361716ac 100644 --- a/src/imports/qtcanvas3d/buffer3d.cpp +++ b/src/imports/qtcanvas3d/buffer3d.cpp @@ -43,12 +43,12 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype Buffer3D + * \qmltype Canvas3DBuffer * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains an OpenGL buffer. * - * An uncreatable QML type that contains an OpenGL buffer. You can get it by calling + * An uncreatable QML type that contains an OpenGL buffer. You can get it by calling the * \l{Context3D::createBuffer()}{Context3D.createBuffer()} method. */ @@ -117,7 +117,7 @@ CanvasBuffer::bindTarget CanvasBuffer::target() */ void CanvasBuffer::setTarget(bindTarget bindPoint) { - //Q_ASSERT(m_bindTarget == Buffer3D::UNINITIALIZED); + //Q_ASSERT(m_bindTarget == CanvasBuffer::UNINITIALIZED); m_bindTarget = bindPoint; } @@ -136,9 +136,9 @@ GLuint CanvasBuffer::id() QDebug operator<<(QDebug dbg, const CanvasBuffer *buffer) { if (buffer) - dbg.nospace() << "Buffer3D("<< buffer->name() <<", id:" << buffer->m_bufferId << ")"; + dbg.nospace() << "Canvas3DBuffer("<< buffer->name() <<", id:" << buffer->m_bufferId << ")"; else - dbg.nospace() << "Buffer3D("<< ((void*) buffer) <<")"; + dbg.nospace() << "Canvas3DBuffer("<< ((void*) buffer) <<")"; return dbg.maybeSpace(); } diff --git a/src/imports/qtcanvas3d/canvas3d.cpp b/src/imports/qtcanvas3d/canvas3d.cpp index 0dd3d74b1a33e42f326bb3793aaba20c0504030d..bfebb38bd5e44f4f48d7a9f15bd4b2463b366e81 100644 --- a/src/imports/qtcanvas3d/canvas3d.cpp +++ b/src/imports/qtcanvas3d/canvas3d.cpp @@ -262,7 +262,7 @@ QJSValue Canvas::getContext(const QString &type) } /*! - * \qmlmethod Context3D Canvas3D::getContext(string type, ContextAttributes options) + * \qmlmethod Context3D Canvas3D::getContext(string type, Canvas3DContextAttributes options) * Returns the 3D rendering context that allows 3D rendering calls to be made. * The \a type parameter is ignored for now, but a string is expected to be given. * The \a options parameter is only parsed when the first call to getContext() is @@ -270,7 +270,7 @@ QJSValue Canvas::getContext(const QString &type) * giving the \a options parameter, then the context and render target is initialized with * default configuration. * - * \sa ContextAttributes, Context3D + * \sa Canvas3DContextAttributes, Context3D */ /*! * \internal @@ -340,7 +340,11 @@ QJSValue Canvas::getContext(const QString &type, const QVariantMap &options) // Create the offscreen surface QSurfaceFormat surfaceFormat = m_glContextShare->format(); - if (!m_isOpenGLES2) { + + if (m_isOpenGLES2) { + // Some devices report wrong version, so force 2.0 on ES2 + surfaceFormat.setVersion(2, 0); + } else { surfaceFormat.setSwapBehavior(QSurfaceFormat::SingleBuffer); surfaceFormat.setSwapInterval(0); } @@ -407,10 +411,25 @@ QJSValue Canvas::getContext(const QString &type, const QVariantMap &options) glViewport(0, 0, m_fboSize.width(), m_fboSize.height()); + glScissor(0, 0, + m_fboSize.width(), + m_fboSize.height()); m_renderFbo->bind(); glViewport(0, 0, m_fboSize.width(), m_fboSize.height()); + glScissor(0, 0, + m_fboSize.width(), + m_fboSize.height()); + +#if !defined(QT_OPENGL_ES_2) + if (!m_isOpenGLES2) { + // Make it possible to change point primitive size and use textures with them in + // the shaders. These are implicitly enabled in ES2. + glEnable(GL_PROGRAM_POINT_SIZE); + glEnable(GL_POINT_SPRITE); + } +#endif // Verify that width and height are not initially too large, in case width and height // were set before getting GL_MAX_VIEWPORT_DIMS @@ -531,6 +550,15 @@ void Canvas::createFBOs() QOpenGLFramebufferObject *renderFbo = m_renderFbo; QOpenGLFramebufferObject *antialiasFbo = m_antialiasFbo; + QOpenGLFramebufferObject *dummyFbo = 0; + if (!m_renderFbo) { + // Create a dummy FBO to work around a weird GPU driver bug on some platforms that + // causes the first FBO created to get corrupted in some cases. + dummyFbo = new QOpenGLFramebufferObject(m_fboSize.width(), + m_fboSize.height(), + m_fboFormat); + } + // Create FBOs qCDebug(canvas3drendering).nospace() << "Canvas3D::" << __FUNCTION__ << " Creating front and back FBO's with" @@ -584,6 +612,9 @@ void Canvas::createFBOs() bindCurrentRenderTarget(); emitNeedRender(); } + + // Get rid of the dummy FBO, it has served its purpose + delete dummyFbo; } /*! @@ -721,10 +752,17 @@ QSGNode *Canvas::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *data) if (!m_glContextQt) { m_glContextQt = window()->openglContext(); m_isOpenGLES2 = m_glContextQt->isOpenGLES(); - if (!m_isOpenGLES2 || m_glContextQt->format().majorVersion() >= 3) + + QSurfaceFormat surfaceFormat = m_glContextQt->format(); + // Some devices report wrong version, so force 2.0 on ES2 + if (m_isOpenGLES2) + surfaceFormat.setVersion(2, 0); + + if (!m_isOpenGLES2 || surfaceFormat.majorVersion() >= 3) m_maxSamples = 4; + m_glContextShare = new QOpenGLContext; - m_glContextShare->setFormat(m_glContextQt->format()); + m_glContextShare->setFormat(surfaceFormat); m_glContextShare->setShareContext(m_glContextQt); QSurface *surface = m_glContextQt->surface(); m_glContextQt->doneCurrent(); diff --git a/src/imports/qtcanvas3d/canvasglstatedump.cpp b/src/imports/qtcanvas3d/canvasglstatedump.cpp index 7847c06708b1ba6bf27d3c1fe770528733ed9f29..ded6fd6e969905e2ad6ee4d9f8f747eab598c5ca 100644 --- a/src/imports/qtcanvas3d/canvasglstatedump.cpp +++ b/src/imports/qtcanvas3d/canvasglstatedump.cpp @@ -51,8 +51,8 @@ QT_CANVAS3D_BEGIN_NAMESPACE \inqmlmodule QtCanvas3D \brief Provides means to print current GL driver state info. - An uncreatable QML type that provides an extension API that can be used dump current OpenGL - driver state as string that can be then e.g. printed on console log. You can get it by + An uncreatable QML type that provides an extension API that can be used to the dump current OpenGL + driver state as a string that can be then, for example, be printed on the console log. You can get it by calling \l{Context3D::getExtension}{Context3D.getExtension} with "QTCANVAS3D_gl_state_dump" as parameter. @@ -62,7 +62,7 @@ QT_CANVAS3D_BEGIN_NAMESPACE var stateDumpExt; . . - // After context has been created from Canvas3D get the extension + // After the context has been created from Canvas3D, get the extension stateDumpExt = gl.getExtension("QTCANVAS3D_gl_state_dump"); . . diff --git a/src/imports/qtcanvas3d/context3d.cpp b/src/imports/qtcanvas3d/context3d.cpp index 0b15a556f838524b6b847d204166299b47c5ddfa..a34d8f92e5fef9facd937c6f4191409af7f050b8 100644 --- a/src/imports/qtcanvas3d/context3d.cpp +++ b/src/imports/qtcanvas3d/context3d.cpp @@ -55,7 +55,6 @@ #include <QtGui/QOpenGLShader> #include <QtOpenGLExtensions/QOpenGLExtensions> -#include <QtQml/private/qv4typedarray_p.h> #include <QtQml/private/qv4arraybuffer_p.h> #include <QtQml/private/qjsvalue_p.h> #include <QtCore/private/qbytedata_p.h> @@ -70,7 +69,7 @@ QT_CANVAS3D_BEGIN_NAMESPACE * \brief Provides the 3D rendering API and context. * * An uncreatable QML type that provides a WebGL-like API that can be used to draw 3D graphics to - * the Canvas3D element. You can get it by calling \l{Canvas3D::getContext}{Canvas3D.getContext} + * the Canvas3D element. You can get it by calling the \l{Canvas3D::getContext}{Canvas3D.getContext} * method. * * \sa Canvas3D @@ -166,7 +165,7 @@ Canvas *CanvasContext::canvas() /*! * \qmlproperty int Context3D::drawingBufferWidth - * Holds the current read-only logical pixel width of the drawing buffer. To get width in physical pixels + * Holds the current read-only logical pixel width of the drawing buffer. To get the width in physical pixels * you need to multiply this with the \c devicePixelRatio. */ uint CanvasContext::drawingBufferWidth() @@ -182,7 +181,7 @@ uint CanvasContext::drawingBufferWidth() /*! * \qmlproperty int Context3D::drawingBufferHeight - * Holds the current read-only logical pixel height of the drawing buffer. To get height in physical pixels + * Holds the current read-only logical pixel height of the drawing buffer. To get the height in physical pixels * you need to multiply this with the \c devicePixelRatio. */ uint CanvasContext::drawingBufferHeight() @@ -286,8 +285,8 @@ GLuint CanvasContext::currentFramebuffer() } /*! - * \qmlmethod ShaderPrecisionFormat Context3D::getShaderPrecisionFormat(glEnums shadertype, glEnums precisiontype) - * Return a new ShaderPrecisionFormat describing the range and precision for the specified shader + * \qmlmethod Canvas3DShaderPrecisionFormat Context3D::getShaderPrecisionFormat(glEnums shadertype, glEnums precisiontype) + * Return a new Canvas3DShaderPrecisionFormat describing the range and precision for the specified shader * numeric format. * \a shadertype Type of the shader, either \c Context3D.FRAGMENT_SHADER or * \c{Context3D.VERTEX_SHADER}. @@ -295,7 +294,7 @@ GLuint CanvasContext::currentFramebuffer() * \c{Context3D.HIGH_FLOAT}, \c{Context3D.LOW_INT}, \c{Context3D.MEDIUM_INT} or * \c{Context3D.HIGH_INT}. * - * \sa ShaderPrecisionFormat + * \sa Canvas3DShaderPrecisionFormat */ /*! * \internal @@ -313,11 +312,40 @@ QJSValue CanvasContext::getShaderPrecisionFormat(glEnums shadertype, qCDebug(canvas3drendering).nospace() << "Context3D::" << str; GLint range[2]; - range[0] = 1; - range[1] = 1; - GLint precision = 1; + GLint precision; + + // Default values from OpenGL ES2 spec + switch (precisiontype) { + case LOW_INT: + case MEDIUM_INT: + case HIGH_INT: + // 32-bit twos-complement integer format + range[0] = 31; + range[1] = 30; + precision = 0; + break; + case LOW_FLOAT: + case MEDIUM_FLOAT: + case HIGH_FLOAT: + // IEEE single-precision floating-point format + range[0] = 127; + range[1] = 127; + precision = 23; + break; + default: + range[0] = 1; + range[1] = 1; + precision = 1; + m_error |= CANVAS_INVALID_ENUM; + break; + } - glGetShaderPrecisionFormat((GLenum)(shadertype), (GLenum)(precisiontype), range, &precision); + // On desktop envs glGetShaderPrecisionFormat is part of OpenGL 4.x, so it is not necessarily + // available. Let's just return the default values if not ES2. + if (m_isOpenGLES2) { + glGetShaderPrecisionFormat((GLenum)(shadertype), (GLenum)(precisiontype), + range, &precision); + } logAllGLErrors(str); CanvasShaderPrecisionFormat *format = new CanvasShaderPrecisionFormat(); @@ -342,7 +370,7 @@ bool CanvasContext::isContextLost() } /*! - * \qmlmethod ContextAttributes Context3D::getContextAttributes() + * \qmlmethod Canvas3DContextAttributes Context3D::getContextAttributes() * Returns a copy of the actual context parameters that are used in the current context. */ /*! @@ -398,8 +426,8 @@ void CanvasContext::finish() } /*! - * \qmlmethod Texture3D Context3D::createTexture() - * Create a Texture3D object and initialize a name for it as by calling \c{glGenTextures()}. + * \qmlmethod Canvas3DTexture Context3D::createTexture() + * Create a Canvas3DTexture object and initialize a name for it as by calling \c{glGenTextures()}. */ /*! * \internal @@ -415,10 +443,10 @@ QJSValue CanvasContext::createTexture() } /*! - * \qmlmethod void Context3D::deleteTexture(Texture3D texture3D) + * \qmlmethod void Context3D::deleteTexture(Canvas3DTexture texture3D) * Deletes the given texture as if by calling \c{glDeleteTextures()}. * Calling this method repeatedly on the same object has no side effects. - * \a texture3D is the Texture3D to be deleted. + * \a texture3D is the Canvas3DTexture to be deleted. */ /*! * \internal @@ -468,7 +496,7 @@ void CanvasContext::scissor(int x, int y, int width, int height) /*! * \qmlmethod void Context3D::activeTexture(glEnums texture) - * Sets the given texture unit as active. Number of texture units is implementation dependent, + * Sets the given texture unit as active. The number of texture units is implementation dependent, * but must be at least 8. Initially \c Context3D.TEXTURE0 is active. * \a texture must be one of \c Context3D.TEXTUREi values where \c i ranges from \c 0 to * \c{(Context3D.MAX_COMBINED_TEXTURE_IMAGE_UNITS-1)}. @@ -486,11 +514,11 @@ void CanvasContext::activeTexture(glEnums texture) } /*! - * \qmlmethod void Context3D::bindTexture(glEnums target, Texture3D texture3D) - * Bind a Texture3D to a texturing target. - * \a target is the target of the active texture unit to which the Texture3D will be bound. + * \qmlmethod void Context3D::bindTexture(glEnums target, Canvas3DTexture texture3D) + * Bind a Canvas3DTexture to a texturing target. + * \a target is the target of the active texture unit to which the Canvas3DTexture will be bound. * Must be either \c{Context3D.TEXTURE_2D} or \c{Context3D.TEXTURE_CUBE_MAP}. - * \a texture3D is the Texture3D to be bound. + * \a texture3D is the Canvas3DTexture to be bound. */ /*! * \internal @@ -519,7 +547,6 @@ void CanvasContext::bindTexture(glEnums target, QJSValue texture3D) m_currentTexture2D->bind(target); else if (target == TEXTURE_CUBE_MAP) m_currentTextureCubeMap->bind(target); - } else { glBindTexture(GLenum(target), 0); } @@ -576,6 +603,155 @@ bool CanvasContext::checkParent(QObject *obj, const char *function) return true; } +/*! + * \internal + * + * Transposes matrices. \a dim is the dimensions of the square matrices in \a src. + * A newly allocated array containing transposed matrices is returned. \a count specifies how many + * matrices are handled. + * Required for uniformMatrix*fv functions in ES2. + */ +float *CanvasContext::transposeMatrix(int dim, int count, float *src) +{ + float *dest = new float[dim * dim * count]; + + for (int k = 0; k < count; k++) { + const int offset = k * dim * dim; + for (int i = 0; i < dim; i++) { + for (int j = 0; j < dim; j++) + dest[offset + (i * dim) + j] = src[offset + (j * dim) + i]; + } + } + + return dest; +} + +/*! + * \internal + * + * Set matrix uniform values. + */ +void CanvasContext::uniformMatrixNfv(int dim, const QJSValue &location3D, bool transpose, + const QJSValue &array) +{ + qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ + << "(dim:" << dim + << ", uniformLocation:" << location3D.toString() + << ", transpose:" << transpose + << ", array:" << array.toString() + <<")"; + + if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation")) { + m_error |= CANVAS_INVALID_OPERATION; + return; + } + + CanvasUniformLocation *locationObj = + static_cast<CanvasUniformLocation *>(location3D.toQObject()); + + if (!checkParent(locationObj, __FUNCTION__)) + return; + + // Check if we have a JavaScript array + if (array.isArray()) { + uniformMatrixNfva(dim, locationObj, transpose, array.toVariant().toList()); + return; + } + + int arrayLen = 0; + float *uniformData = reinterpret_cast<float * >( + getTypedArrayAsRawDataPtr(array, arrayLen, QV4::Heap::TypedArray::Float32Array)); + + if (!m_currentProgram || !uniformData || !locationObj) + return; + + int uniformLocation = locationObj->id(); + int numMatrices = arrayLen / (dim * dim * 4); + + qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ + << "numMatrices:" << numMatrices; + + float *transposedMatrix = 0; + if (m_isOpenGLES2 && transpose) { + transpose = false; + transposedMatrix = transposeMatrix(dim, numMatrices, uniformData); + uniformData = transposedMatrix; + } + + switch (dim) { + case 2: + glUniformMatrix2fv(uniformLocation, numMatrices, transpose, uniformData); + break; + case 3: + glUniformMatrix3fv(uniformLocation, numMatrices, transpose, uniformData); + break; + case 4: + glUniformMatrix4fv(uniformLocation, numMatrices, transpose, uniformData); + break; + default: + qWarning() << "Warning: Unsupported dim specified in" << __FUNCTION__; + break; + } + + logAllGLErrors(__FUNCTION__); + + delete[] transposedMatrix; +} + +/*! + * \internal + * + * Set matrix uniform values from JS array. + */ +void CanvasContext::uniformMatrixNfva(int dim, CanvasUniformLocation *uniformLocation, + bool transpose, const QVariantList &array) +{ + qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ + << "(dim:" << dim + << ", location3D:" << uniformLocation + << ", transpose:" << transpose + << ", array:" << array + << ")"; + + if (!m_currentProgram || !uniformLocation) + return; + + int location3D = uniformLocation->id(); + int size = array.count(); + float *dataArray = new float[size]; + float *arrayPtr = dataArray; + int numMatrices = size / (dim * dim); + + ArrayUtils::fillFloatArrayFromVariantList(array, arrayPtr); + + float *transposedMatrix = 0; + if (m_isOpenGLES2 && transpose) { + transpose = false; + transposedMatrix = transposeMatrix(dim, numMatrices, arrayPtr); + arrayPtr = transposedMatrix; + } + + switch (dim) { + case 2: + glUniformMatrix2fv(location3D, numMatrices, transpose, arrayPtr); + break; + case 3: + glUniformMatrix3fv(location3D, numMatrices, transpose, arrayPtr); + break; + case 4: + glUniformMatrix4fv(location3D, numMatrices, transpose, arrayPtr); + break; + default: + qWarning() << "Warning: Unsupported dim specified in" << __FUNCTION__; + break; + } + + logAllGLErrors(__FUNCTION__); + + delete[] dataArray; + delete[] transposedMatrix; +} + /*! * \qmlmethod void Context3D::generateMipmap(glEnums target) * Generates a complete set of mipmaps for a texture object of the currently active texture unit. @@ -601,7 +777,7 @@ void CanvasContext::generateMipmap(glEnums target) /*! * \qmlmethod bool Context3D::isTexture(Object anyObject) - * Returns true if the given object is a valid Texture3D object. + * Returns true if the given object is a valid Canvas3DTexture object. * \a anyObject is the object that is to be verified as a valid texture. */ /*! @@ -625,9 +801,6 @@ bool CanvasContext::isTexture(QJSValue anyObject) */ CanvasTexture *CanvasContext::getAsTexture3D(QJSValue anyObject) { - if (!anyObject.isQObject()) - return 0; - if (!isOfType(anyObject, "QtCanvas3D::CanvasTexture")) return 0; @@ -640,8 +813,23 @@ CanvasTexture *CanvasContext::getAsTexture3D(QJSValue anyObject) /*! * \qmlmethod void Context3D::compressedTexImage2D(glEnums target, int level, glEnums internalformat, int width, int height, int border, TypedArray pixels) - * Not supported, \c{Context3D.INVALID_OPERATION} is generated when called. - * \a target, \a level, \a internalformat, \a width, \a height, \a border and \a pixels are ignored. + * Specify a 2D compressed texture image. + * \a target specifies the target texture of the active texture unit. Must be one of: + * \c{Context3D.TEXTURE_2D}, + * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_X}, + * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Y}, + * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Z}, or \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Z}. + * \a level specifies the level of detail number. Level \c 0 is the base image level. Level \c n is + * the \c{n}th mipmap reduction image. + * \a internalformat specifies the internal format of the compressed texture. + * \a width specifies the width of the texture image. All implementations will support 2D texture + * images that are at least 64 texels wide and cube-mapped texture images that are at least 16 + * texels wide. + * \a height specifies the height of the texture image. All implementations will support 2D texture + * images that are at least 64 texels high and cube-mapped texture images that are at least 16 + * texels high. + * \a border must be \c{0}. + * \a pixels specifies the TypedArray containing the compressed image data. */ /*! * \internal @@ -663,19 +851,18 @@ void CanvasContext::compressedTexImage2D(glEnums target, int level, glEnums inte if (!isValidTextureBound(target, __FUNCTION__)) return; - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, pixels)); + int byteLen = 0; + uchar *srcData = getTypedArrayAsRawDataPtr(pixels, byteLen, QV4::Heap::TypedArray::UInt8Array); - if (typedArray) { + if (srcData) { // Driver implementation will handle checking of texture // properties for specific compression methods glCompressedTexImage2D(target, level, internalformat, width, height, border, - typedArray->byteLength(), - (GLvoid *) typedArray->arrayData()->data()); + byteLen, + (GLvoid *)srcData ); logAllGLErrors(__FUNCTION__); } else { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ @@ -687,9 +874,22 @@ void CanvasContext::compressedTexImage2D(glEnums target, int level, glEnums inte /*! * \qmlmethod void Context3D::compressedTexSubImage2D(glEnums target, int level, int xoffset, int yoffset, int width, int height, glEnums format, TypedArray pixels) - * Not supported, \c{Context3D.INVALID_OPERATION} is generated when called. - * \a target, \a level, \a xoffset, \a yoffset, \a width, \a height, \a format and \a pixels are - * ignored. + * Specify a 2D compressed texture image. + * \a target specifies the target texture of the active texture unit. Must be one of: + * \c{Context3D.TEXTURE_2D}, + * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_X}, + * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Y}, + * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Z}, or \c{Context3D.TEXTURE_CUBE_MAP_NEGATIVE_Z}. + * \a level specifies the level of detail number. Level \c 0 is the base image level. Level \c n is + * the \c{n}th mipmap reduction image. + * \a xoffset Specifies a texel offset in the x direction within the texture array. + * \a yoffset Specifies a texel offset in the y direction within the texture array. + * \a width Width of the texture subimage. + * \a height Height of the texture subimage. + * \a pixels specifies the TypedArray containing the compressed image data. + * \a format Format of the texel data given in \a pixels, must match the value + * of \c internalFormat parameter given when the texture was created. + * \a pixels TypedArray containing the compressed image data. If pixels is \c null. */ /*! * \internal @@ -714,11 +914,10 @@ void CanvasContext::compressedTexSubImage2D(glEnums target, int level, if (!isValidTextureBound(target, __FUNCTION__)) return; - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, pixels)); + int byteLen = 0; + uchar *srcData = getTypedArrayAsRawDataPtr(pixels, byteLen, QV4::Heap::TypedArray::UInt8Array); - if (typedArray) { + if (srcData) { // Driver implementation will handle checking of texture // properties for specific compression methods glCompressedTexSubImage2D(target, @@ -726,8 +925,8 @@ void CanvasContext::compressedTexSubImage2D(glEnums target, int level, xoffset, yoffset, width, height, format, - typedArray->byteLength(), - (GLvoid *) typedArray->arrayData()->data()); + byteLen, + (GLvoid *)srcData); logAllGLErrors(__FUNCTION__); } else { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ @@ -922,7 +1121,7 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat } if (!srcData) - srcData = getAsUint8ArrayRawPtr(pixels); + srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt8Array); if (!srcData) { qCWarning(canvas3drendering).nospace() << "Context3D::" @@ -943,7 +1142,7 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat case UNSIGNED_SHORT_5_6_5: case UNSIGNED_SHORT_5_5_5_1: { if (!srcData) - srcData = getAsUint16ArrayRawPtr(pixels); + srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt16Array); if (!srcData) { qCWarning(canvas3drendering).nospace() << "Context3D::" @@ -978,7 +1177,8 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat /*! * \internal */ -uchar *CanvasContext::getAsUint8ArrayRawPtr(QJSValue jsValue) +uchar *CanvasContext::getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength, + QV4::Heap::TypedArray::Type type) { QV4::Scope scope(m_v4engine); QV4::Scoped<QV4::TypedArray> typedArray(scope, @@ -987,28 +1187,48 @@ uchar *CanvasContext::getAsUint8ArrayRawPtr(QJSValue jsValue) if (!typedArray) return 0; - if (typedArray->arrayType() != QV4::Heap::TypedArray::UInt8Array) + QV4::Heap::TypedArray::Type arrayType = typedArray->arrayType(); + if (type < QV4::Heap::TypedArray::NTypes && arrayType != type) return 0; - return reinterpret_cast<unsigned char *>(typedArray->arrayData()->data()); + uchar *dataPtr = reinterpret_cast<uchar *>(typedArray->arrayData()->data()); + dataPtr += typedArray->d()->byteOffset; + byteLength = typedArray->byteLength(); + return dataPtr; } /*! * \internal */ -uchar *CanvasContext::getAsUint16ArrayRawPtr(QJSValue jsValue) +uchar *CanvasContext::getTypedArrayAsRawDataPtr(const QJSValue &jsValue, + QV4::Heap::TypedArray::Type type) { - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, jsValue)); + int dummy; + return getTypedArrayAsRawDataPtr(jsValue, dummy, type); +} - if (!typedArray) - return 0; +/*! + * \internal + */ +uchar *CanvasContext::getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength) +{ + return getTypedArrayAsRawDataPtr(jsValue, byteLength, QV4::Heap::TypedArray::NTypes); +} - if (typedArray->arrayType() != QV4::Heap::TypedArray::UInt16Array) +/*! + * \internal + */ +uchar *CanvasContext::getArrayBufferAsRawDataPtr(const QJSValue &jsValue, int &byteLength) +{ + QV4::Scope scope(m_v4engine); + QV4::Scoped<QV4::ArrayBuffer> arrayBuffer(scope, + QJSValuePrivate::convertedToValue(m_v4engine, jsValue)); + if (!arrayBuffer) return 0; - return reinterpret_cast<unsigned char *>(typedArray->arrayData()->data()); + uchar *dataPtr = reinterpret_cast<uchar *>(arrayBuffer->data()); + byteLength = arrayBuffer->byteLength(); + return dataPtr; } /*! @@ -1025,12 +1245,11 @@ uchar *CanvasContext::getAsUint16ArrayRawPtr(QJSValue jsValue) * \a width Width of the texture subimage. * \a height Height of the texture subimage. * \a format Format of the texel data given in \a pixels, must match the value - * of \a internalFormat. + * of \c internalFormat parameter given when the texture was created. * \a type Data type of the data given in \a pixels, must match the TypedArray type * of \a pixels. Must be \c{Context3D.UNSIGNED_BYTE}, \c{Context3D.UNSIGNED_SHORT_5_6_5}, * \c{Context3D.UNSIGNED_SHORT_4_4_4_4} or \c{Context3D.UNSIGNED_SHORT_5_5_5_1}. - * \a pixels TypedArray containing the image data. If pixels is \c null, a buffer of - * sufficient size initialized to 0 is passed. + * \a pixels TypedArray containing the image data. */ /*! * \internal @@ -1097,7 +1316,7 @@ void CanvasContext::texSubImage2D(glEnums target, int level, return; } - srcData = getAsUint8ArrayRawPtr(pixels); + srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt8Array); if (!srcData) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ @@ -1115,7 +1334,7 @@ void CanvasContext::texSubImage2D(glEnums target, int level, case UNSIGNED_SHORT_4_4_4_4: case UNSIGNED_SHORT_5_6_5: case UNSIGNED_SHORT_5_5_5_1: { - srcData = getAsUint16ArrayRawPtr(pixels); + srcData = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt16Array); if (!srcData) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ @@ -1190,7 +1409,7 @@ uchar* CanvasContext::unpackPixels(uchar *srcData, bool useSrcDataAsDst, /*! * \qmlmethod void Context3D::texImage2D(glEnums target, int level, glEnums internalformat, glEnums format, glEnums type, TextureImage texImage) - * Uploads the given TextureImage element to the currently bound Texture3D. + * Uploads the given TextureImage element to the currently bound Canvas3DTexture. * \a target Target texture of the active texture unit. Must be \c{Context3D.TEXTURE_2D}, * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP__NEGATIVE_X}, * \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, \c{Context3D.TEXTURE_CUBE_MAP__NEGATIVE_Y}, @@ -1204,7 +1423,7 @@ uchar* CanvasContext::unpackPixels(uchar *srcData, bool useSrcDataAsDst, * \a type Type of the data, conceptually the given image is first converted to this type, then * uploaded. Must be \c{Context3D.UNSIGNED_BYTE}, \c{Context3D.UNSIGNED_SHORT_5_6_5}, * \c{Context3D.UNSIGNED_SHORT_4_4_4_4} or \c{Context3D.UNSIGNED_SHORT_5_5_5_1}. - * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageLoader}. + * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageFactory}. */ /*! * \internal @@ -1253,6 +1472,7 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat if (pixels == 0) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":Conversion of pixels to format failed."; + m_error |= CANVAS_INVALID_OPERATION; return; } @@ -1270,9 +1490,6 @@ void CanvasContext::texImage2D(glEnums target, int level, glEnums internalformat */ CanvasTextureImage* CanvasContext::getAsTextureImage(QJSValue anyObject) { - if (!anyObject.isQObject()) - return 0; - if (!isOfType(anyObject, "QtCanvas3D::CanvasTextureImage")) return 0; @@ -1283,7 +1500,7 @@ CanvasTextureImage* CanvasContext::getAsTextureImage(QJSValue anyObject) /*! * \qmlmethod void Context3D::texSubImage2D(glEnums target, int level, int xoffset, int yoffset, glEnums format, glEnums type, TextureImage texImage) - * Uploads the given TextureImage element to the currently bound Texture3D. + * Uploads the given TextureImage element to the currently bound Canvas3DTexture. * \a target specifies the target texture of the active texture unit. Must be * \c{Context3D.TEXTURE_2D}, \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_X}, * \c{Context3D.TEXTURE_CUBE_MAP__NEGATIVE_X}, \c{Context3D.TEXTURE_CUBE_MAP_POSITIVE_Y}, @@ -1298,7 +1515,7 @@ CanvasTextureImage* CanvasContext::getAsTextureImage(QJSValue anyObject) * \a type Type of the data, conceptually the given image is first converted to this type, then * uploaded. Must be \c{Context3D.UNSIGNED_BYTE}, \c{Context3D.UNSIGNED_SHORT_5_6_5}, * \c{Context3D.UNSIGNED_SHORT_4_4_4_4} or \c{Context3D.UNSIGNED_SHORT_5_5_5_1}. - * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageLoader}. + * \a texImage A complete \c{TextureImage} loaded using the \c{TextureImageFactory}. */ /*! * \internal @@ -1353,6 +1570,7 @@ void CanvasContext::texSubImage2D(glEnums target, int level, if (pixels == 0) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":Conversion of pixels to format failed."; + m_error |= CANVAS_INVALID_OPERATION; return; } @@ -1448,8 +1666,8 @@ int CanvasContext::getSufficientSize(glEnums internalFormat, int width, int heig } /*! - * \qmlmethod FrameBuffer3D Context3D::createFramebuffer() - * Returns a created FrameBuffer3D object that is initialized with a framebuffer object name as + * \qmlmethod Canvas3DFrameBuffer Context3D::createFramebuffer() + * Returns a created Canvas3DFrameBuffer object that is initialized with a framebuffer object name as * if by calling \c{glGenFramebuffers()}. */ /*! @@ -1467,7 +1685,7 @@ QJSValue CanvasContext::createFramebuffer() } /*! - * \qmlmethod void Context3D::bindFramebuffer(glEnums target, FrameBuffer3D buffer) + * \qmlmethod void Context3D::bindFramebuffer(glEnums target, Canvas3DFrameBuffer buffer) * Binds the given \a buffer object to the given \a target. * \a target must be \c{Context3D.FRAMEBUFFER}. */ @@ -1525,7 +1743,7 @@ CanvasContext::glEnums CanvasContext::checkFramebufferStatus(glEnums target) } /*! - * \qmlmethod void Context3D::framebufferRenderbuffer(glEnums target, glEnums attachment, glEnums renderbuffertarget, RenderBuffer3D renderbuffer3D) + * \qmlmethod void Context3D::framebufferRenderbuffer(glEnums target, glEnums attachment, glEnums renderbuffertarget, Canvas3DRenderBuffer renderbuffer3D) * Attaches the given \a renderbuffer3D object to the \a attachment point of the current framebuffer * object. * \a target must be \c{Context3D.FRAMEBUFFER}. \a renderbuffertarget must @@ -1592,7 +1810,7 @@ void CanvasContext::framebufferRenderbuffer(glEnums target, glEnums attachment, } /*! - * \qmlmethod void Context3D::framebufferTexture2D(glEnums target, glEnums attachment, glEnums textarget, Texture3D texture3D, int level) + * \qmlmethod void Context3D::framebufferTexture2D(glEnums target, glEnums attachment, glEnums textarget, Canvas3DTexture texture3D, int level) * Attaches the given \a renderbuffer object to the \a attachment point of the current framebuffer * object. * \a target must be \c{Context3D.FRAMEBUFFER}. \a renderbuffertarget must @@ -1670,13 +1888,14 @@ void CanvasContext::framebufferTexture2D(glEnums target, glEnums attachment, glE } GLuint textureId = texture ? texture->textureId() : 0; + m_currentFramebuffer->setTexture(texture); glFramebufferTexture2D(GLenum(target), GLenum(attachment), GLenum(textarget), textureId, level); logAllGLErrors(__FUNCTION__); } /*! * \qmlmethod void Context3D::isFramebuffer(Object anyObject) - * Returns true if the given object is a valid FrameBuffer3D object. + * Returns true if the given object is a valid Canvas3DFrameBuffer object. * \a anyObject is the object that is to be verified as a valid framebuffer. */ /*! @@ -1701,9 +1920,6 @@ bool CanvasContext::isFramebuffer(QJSValue anyObject) */ CanvasFrameBuffer *CanvasContext::getAsFramebuffer(QJSValue anyObject) { - if (!anyObject.isQObject()) - return 0; - if (!isOfType(anyObject, "QtCanvas3D::CanvasFrameBuffer")) return 0; @@ -1716,10 +1932,10 @@ CanvasFrameBuffer *CanvasContext::getAsFramebuffer(QJSValue anyObject) } /*! - * \qmlmethod void Context3D::deleteFramebuffer(FrameBuffer3D buffer) + * \qmlmethod void Context3D::deleteFramebuffer(Canvas3DFrameBuffer buffer) * Deletes the given framebuffer as if by calling \c{glDeleteFramebuffers()}. * Calling this method repeatedly on the same object has no side effects. - * \a buffer is the FrameBuffer3D to be deleted. + * \a buffer is the Canvas3DFrameBuffer to be deleted. */ /*! * \internal @@ -1744,8 +1960,8 @@ void CanvasContext::deleteFramebuffer(QJSValue buffer) } /*! - * \qmlmethod RenderBuffer3D Context3D::createRenderbuffer() - * Returns a created RenderBuffer3D object that is initialized with a renderbuffer object name + * \qmlmethod Canvas3DRenderBuffer Context3D::createRenderbuffer() + * Returns a created Canvas3DRenderBuffer object that is initialized with a renderbuffer object name * as if by calling \c{glGenRenderbuffers()}. */ /*! @@ -1762,7 +1978,7 @@ QJSValue CanvasContext::createRenderbuffer() } /*! - * \qmlmethod void Context3D::bindRenderbuffer(glEnums target, RenderBuffer3D renderbuffer) + * \qmlmethod void Context3D::bindRenderbuffer(glEnums target, Canvas3DRenderBuffer renderbuffer) * Binds the given \a renderbuffer3D object to the given \a target. * \a target must be \c{Context3D.RENDERBUFFER}. */ @@ -1830,7 +2046,7 @@ void CanvasContext::renderbufferStorage(glEnums target, glEnums internalformat, /*! * \qmlmethod bool Context3D::isRenderbuffer(Object anyObject) - * Returns true if the given object is a valid RenderBuffer3D object. + * Returns true if the given object is a valid Canvas3DRenderBuffer object. * \a anyObject is the object that is to be verified as a valid renderbuffer. */ /*! @@ -1854,9 +2070,6 @@ bool CanvasContext::isRenderbuffer(QJSValue anyObject) */ CanvasRenderBuffer *CanvasContext::getAsRenderbuffer3D(QJSValue anyObject) const { - if (!anyObject.isQObject()) - return 0; - if (!isOfType(anyObject, "QtCanvas3D::CanvasRenderBuffer")) return 0; @@ -1868,10 +2081,10 @@ CanvasRenderBuffer *CanvasContext::getAsRenderbuffer3D(QJSValue anyObject) const } /*! - * \qmlmethod void Context3D::deleteRenderbuffer(RenderBuffer3D renderbuffer3D) + * \qmlmethod void Context3D::deleteRenderbuffer(Canvas3DRenderBuffer renderbuffer3D) * Deletes the given renderbuffer as if by calling \c{glDeleteRenderbuffers()}. * Calling this method repeatedly on the same object has no side effects. - * \a renderbuffer3D is the RenderBuffer3D to be deleted. + * \a renderbuffer3D is the Canvas3DRenderBuffer to be deleted. */ /*! * \internal @@ -1916,8 +2129,8 @@ void CanvasContext::sampleCoverage(float value, bool invert) } /*! - * \qmlmethod Program3D Context3D::createProgram() - * Returns a created Program3D object that is initialized with a program object name as if by + * \qmlmethod Canvas3DProgram Context3D::createProgram() + * Returns a created Canvas3DProgram object that is initialized with a program object name as if by * calling \c{glCreateProgram()}. */ /*! @@ -1936,7 +2149,7 @@ QJSValue CanvasContext::createProgram() /*! * \qmlmethod bool Context3D::isProgram(Object anyObject) - * Returns true if the given object is a valid Program3D object. + * Returns true if the given object is a valid Canvas3DProgram object. * \a anyObject is the object that is to be verified as a valid program. */ /*! @@ -1958,26 +2171,23 @@ bool CanvasContext::isProgram(QJSValue anyObject) /*! * \internal */ -CanvasProgram *CanvasContext::getAsProgram3D(QJSValue anyObject) const +CanvasProgram *CanvasContext::getAsProgram3D(QJSValue anyObject, bool deadOrAlive) const { - if (!anyObject.isQObject()) - return 0; - if (!isOfType(anyObject, "QtCanvas3D::CanvasProgram")) return 0; CanvasProgram *program = static_cast<CanvasProgram *>(anyObject.toQObject()); - if (!program->isAlive()) + if (!deadOrAlive && !program->isAlive()) return 0; return program; } /*! - * \qmlmethod void Context3D::deleteProgram(Program3D program3D) + * \qmlmethod void Context3D::deleteProgram(Canvas3DProgram program3D) * Deletes the given program as if by calling \c{glDeleteProgram()}. * Calling this method repeatedly on the same object has no side effects. - * \a program3D is the Program3D to be deleted. + * \a program3D is the Canvas3DProgram to be deleted. */ /*! * \internal @@ -1988,7 +2198,7 @@ void CanvasContext::deleteProgram(QJSValue program3D) << "(program3D:" << program3D.toString() << ")"; - CanvasProgram *program = getAsProgram3D(program3D); + CanvasProgram *program = getAsProgram3D(program3D, true); if (program) { if (!checkParent(program, __FUNCTION__)) @@ -2004,7 +2214,7 @@ void CanvasContext::deleteProgram(QJSValue program3D) } /*! - * \qmlmethod void Context3D::attachShader(Program3D program3D, Shader3D shader3D) + * \qmlmethod void Context3D::attachShader(Canvas3DProgram program3D, Canvas3DShader shader3D) * Attaches the given \a shader3D object to the given \a program3D object. * Calling this method repeatedly on the same object has no side effects. */ @@ -2025,6 +2235,7 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D) qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(): Invalid program handle " << program3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return; } @@ -2032,6 +2243,7 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D) qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(): Invalid shader handle " << shader3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return; } @@ -2043,31 +2255,38 @@ void CanvasContext::attachShader(QJSValue program3D, QJSValue shader3D) } /*! - * \qmlmethod list<Shader3D> Context3D::getAttachedShaders(Program3D program3D) + * \qmlmethod list<Canvas3DShader> Context3D::getAttachedShaders(Canvas3DProgram program3D) * Returns the list of shaders currently attached to the given \a program3D. */ /*! * \internal */ -QVariantList CanvasContext::getAttachedShaders(QJSValue program3D) +QJSValue CanvasContext::getAttachedShaders(QJSValue program3D) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(program3D:" << program3D.toString() << ")"; - QVariantList shaderList; + int index = 0; CanvasProgram *program = getAsProgram3D(program3D); - if (!program || !checkParent(program, __FUNCTION__)) - return shaderList; + if (!program) { + m_error |= CANVAS_INVALID_VALUE; + return QJSValue(QJSValue::NullValue); + } + + if (!checkParent(program, __FUNCTION__)) + return QJSValue(QJSValue::NullValue); QList<CanvasShader *> shaders = program->attachedShaders(); + QJSValue shaderList = m_engine->newArray(shaders.count()); + for (QList<CanvasShader *>::const_iterator iter = shaders.constBegin(); iter != shaders.constEnd(); iter++) { CanvasShader *shader = *iter; - shaderList << QVariant::fromValue(shader); + shaderList.setProperty(index++, m_engine->newQObject((CanvasShader *)shader)); } return shaderList; @@ -2075,7 +2294,7 @@ QVariantList CanvasContext::getAttachedShaders(QJSValue program3D) /*! - * \qmlmethod void Context3D::detachShader(Program3D program, Shader3D shader) + * \qmlmethod void Context3D::detachShader(Canvas3DProgram program, Canvas3DShader shader) * Detaches given shader object from given program object. * \a program3D specifies the program object from which to detach the shader. * \a shader3D specifies the shader object to detach. @@ -2097,6 +2316,7 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D) qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(): Invalid program handle " << program3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return; } @@ -2104,6 +2324,7 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D) qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(): Invalid shader handle " << shader3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return; } @@ -2115,7 +2336,7 @@ void CanvasContext::detachShader(QJSValue program3D, QJSValue shader3D) } /*! - * \qmlmethod void Context3D::linkProgram(Program3D program3D) + * \qmlmethod void Context3D::linkProgram(Canvas3DProgram program3D) * Links the given program object. * \a program3D specifies the program to be linked. */ @@ -2130,8 +2351,10 @@ void CanvasContext::linkProgram(QJSValue program3D) CanvasProgram *program = getAsProgram3D(program3D); - if (!program || !checkParent(program, __FUNCTION__)) + if (!program || !checkParent(program, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } program->link(); logAllGLErrors(__FUNCTION__); @@ -2324,7 +2547,7 @@ void CanvasContext::blendColor(float red, float green, float blue, float alpha) /*! * \qmlmethod void Context3D::blendEquation(glEnums mode) - * Sets the equation used for both the RGB blend equation and the alpha blend equation + * Sets the equation used for both the RGB blend equation. The alpha blend equation * \a mode specifies how source and destination colors are to be combined. Must be * \c{Context3D.FUNC_ADD}, \c{Context3D.FUNC_SUBTRACT} or \c{Context3D.FUNC_REVERSE_SUBTRACT}. */ @@ -2472,7 +2695,7 @@ void CanvasContext::blendFuncSeparate(glEnums srcRGB, glEnums dstRGB, glEnums sr } /*! - * \qmlmethod variant Context3D::getProgramParameter(Program3D program3D, glEnums paramName) + * \qmlmethod variant Context3D::getProgramParameter(Canvas3DProgram program3D, glEnums paramName) * Return the value for the passed \a paramName given the passed \a program3D. The type returned is * the natural type for the requested paramName. * \a paramName must be \c{Context3D.DELETE_STATUS}, \c{Context3D.LINK_STATUS}, @@ -2482,7 +2705,7 @@ void CanvasContext::blendFuncSeparate(glEnums srcRGB, glEnums dstRGB, glEnums sr /*! * \internal */ -QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramName) +QJSValue CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramName) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(program3D:" << program3D.toString() @@ -2491,8 +2714,10 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam CanvasProgram *program = getAsProgram3D(program3D); - if (!program || !checkParent(program, __FUNCTION__)) - return 0; + if (!program || !checkParent(program, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; + return QJSValue(QJSValue::NullValue); + } switch(paramName) { case DELETE_STATUS: @@ -2504,7 +2729,7 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam glGetProgramiv(program->id(), GLenum(paramName), &value); logAllGLErrors(__FUNCTION__); qCDebug(canvas3drendering).nospace() << " getProgramParameter returns " << value; - return QVariant::fromValue(value == GL_TRUE); + return QJSValue(bool(value)); } case ATTACHED_SHADERS: // Intentional flow through @@ -2515,19 +2740,19 @@ QVariant CanvasContext::getProgramParameter(QJSValue program3D, glEnums paramNam glGetProgramiv(program->id(), GLenum(paramName), &value); logAllGLErrors(__FUNCTION__); qCDebug(canvas3drendering).nospace() << " getProgramParameter returns " << value; - return QVariant::fromValue(value); + return QJSValue(value); } default: { m_error |= CANVAS_INVALID_ENUM; qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ": INVALID_ENUM illegal parameter name "; - return QVariant::fromValue(0); + return QJSValue(QJSValue::NullValue); } } } /*! - * \qmlmethod Shader3D Context3D::createShader(glEnums type) + * \qmlmethod Canvas3DShader Context3D::createShader(glEnums type) * Creates a shader of \a type. Must be either \c Context3D.VERTEX_SHADER or * \c{Context3D.FRAGMENT_SHADER}. */ @@ -2554,7 +2779,7 @@ QJSValue CanvasContext::createShader(glEnums type) /*! * \qmlmethod bool Context3D::isShader(Object anyObject) - * Returns true if the given object is a valid Shader3D object. + * Returns true if the given object is a valid Canvas3DShader object. * \a anyObject is the object that is to be verified as a valid shader. */ /*! @@ -2576,23 +2801,23 @@ bool CanvasContext::isShader(QJSValue anyObject) /*! * \internal */ -CanvasShader *CanvasContext::getAsShader3D(QJSValue shader3D) const +CanvasShader *CanvasContext::getAsShader3D(QJSValue shader3D, bool deadOrAlive) const { if (!isOfType(shader3D, "QtCanvas3D::CanvasShader")) return 0; CanvasShader *shader = static_cast<CanvasShader *>(shader3D.toQObject()); - if (!shader->isAlive()) + if (!deadOrAlive && !shader->isAlive()) return 0; return shader; } /*! - * \qmlmethod void Context3D::deleteShader(Shader3D shader) + * \qmlmethod void Context3D::deleteShader(Canvas3DShader shader) * Deletes the given shader as if by calling \c{glDeleteShader()}. * Calling this method repeatedly on the same object has no side effects. - * \a shader is the Shader3D to be deleted. + * \a shader is the Canvas3DShader to be deleted. */ /*! * \internal @@ -2604,7 +2829,7 @@ void CanvasContext::deleteShader(QJSValue shader3D) << "(shader:" << shader3D.toString() << ")"; - CanvasShader *shader = getAsShader3D(shader3D); + CanvasShader *shader = getAsShader3D(shader3D, true); if (shader) { if (!checkParent(shader, __FUNCTION__)) @@ -2620,7 +2845,7 @@ void CanvasContext::deleteShader(QJSValue shader3D) } /*! - * \qmlmethod void Context3D::shaderSource(Shader3D shader, string shaderSource) + * \qmlmethod void Context3D::shaderSource(Canvas3DShader shader, string shaderSource) * Replaces the shader source code in the given shader object. * \a shader specifies the shader object whose source code is to be replaced. * \a shaderSource specifies the source code to be loaded in to the shader. @@ -2642,9 +2867,9 @@ void CanvasContext::shaderSource(QJSValue shader3D, const QString &shaderSource) CanvasShader *shader = getAsShader3D(shader3D); if (!shader) { - m_error |= CANVAS_INVALID_VALUE; + m_error |= CANVAS_INVALID_OPERATION; qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << ":INVALID_VALUE:" + << ":INVALID_OPERATION:" << "Invalid shader handle:" << shader3D.toString(); return; } @@ -2657,7 +2882,7 @@ void CanvasContext::shaderSource(QJSValue shader3D, const QString &shaderSource) /*! - * \qmlmethod string Context3D::getShaderSource(Shader3D shader) + * \qmlmethod string Context3D::getShaderSource(Canvas3DShader shader) * Returns the source code string from the \a shader object. */ /*! @@ -2671,9 +2896,9 @@ QJSValue CanvasContext::getShaderSource(QJSValue shader3D) CanvasShader *shader = getAsShader3D(shader3D); if (!shader) { - m_error |= CANVAS_INVALID_VALUE; + m_error |= CANVAS_INVALID_OPERATION; qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << ":INVALID_VALUE:" + << ":INVALID_OPERATION:" << "Invalid shader handle:" << shader3D.toString(); return m_engine->newObject(); } @@ -2684,7 +2909,7 @@ QJSValue CanvasContext::getShaderSource(QJSValue shader3D) } /*! - * \qmlmethod void Context3D::compileShader(Shader3D shader) + * \qmlmethod void Context3D::compileShader(Canvas3DShader shader) * Compiles the given \a shader object. */ /*! @@ -2697,9 +2922,9 @@ void CanvasContext::compileShader(QJSValue shader3D) << ")"; CanvasShader *shader = getAsShader3D(shader3D); if (!shader) { - m_error |= CANVAS_INVALID_VALUE; + m_error |= CANVAS_INVALID_OPERATION; qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << ":INVALID_VALUE:" + << ":INVALID_OPERATION:" << "Invalid shader handle:" << shader3D.toString(); return; } @@ -2727,7 +2952,7 @@ CanvasUniformLocation *CanvasContext::getAsUniformLocation3D(QJSValue anyObject) } /*! - * \qmlmethod void Context3D::uniform1i(UniformLocation3D location3D, int x) + * \qmlmethod void Context3D::uniform1i(Canvas3DUniformLocation location3D, int x) * Sets the single integer value given in \a x to the given uniform \a location3D. */ /*! @@ -2741,15 +2966,17 @@ void CanvasContext::uniform1i(QJSValue location3D, int x) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform1i(locationObj->id(), x); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform1iv(UniformLocation3D location3D, Int32Array array) + * \qmlmethod void Context3D::uniform1iv(Canvas3DUniformLocation location3D, Int32Array array) * Sets the integer array given in \a array to the given uniform \a location3D. */ /*! @@ -2764,32 +2991,33 @@ void CanvasContext::uniform1iv(QJSValue location3D, QJSValue array) CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { - uniform1fva(locationObj, array.toVariant().toList()); + uniform1iva(locationObj, array.toVariant().toList()); return; } + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Int32Array); - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array) + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glUniform1iv(locationObj->id(), - typedArray->length(), - (int *)typedArray->arrayData()->data()); + arrayLen /= 4; // get value count + glUniform1iv(locationObj->id(), arrayLen, (int *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform1f(UniformLocation3D location3D, float x) + * \qmlmethod void Context3D::uniform1f(Canvas3DUniformLocation location3D, float x) * Sets the single float value given in \a x to the given uniform \a location3D. */ /*! @@ -2803,15 +3031,17 @@ void CanvasContext::uniform1f(QJSValue location3D, float x) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform1f(locationObj->id(), x); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform1fvt(UniformLocation3D location3D, Object array) + * \qmlmethod void Context3D::uniform1fvt(Canvas3DUniformLocation location3D, Object array) * Sets the float array given in \a array to the given uniform \a location3D. \a array must be * a JavaScript \c Array object or a \c Float32Array object. */ @@ -2826,8 +3056,10 @@ void CanvasContext::uniform1fv(QJSValue location3D, QJSValue array) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -2835,22 +3067,22 @@ void CanvasContext::uniform1fv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Float32Array); + + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glUniform1fv(locationObj->id(), - typedArray->length(), - (float *)typedArray->arrayData()->data()); + arrayLen /= 4; // get value count + glUniform1fv(locationObj->id(), arrayLen, (float *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform2f(UniformLocation3D location3D, float x, float y) + * \qmlmethod void Context3D::uniform2f(Canvas3DUniformLocation location3D, float x, float y) * Sets the two float values given in \a x and \a y to the given uniform \a location3D. */ /*! @@ -2866,15 +3098,17 @@ void CanvasContext::uniform2f(QJSValue location3D, float x, float y) CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform2f(locationObj->id(), x, y); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform2fv(UniformLocation3D location3D, Float32Array array) + * \qmlmethod void Context3D::uniform2fv(Canvas3DUniformLocation location3D, Float32Array array) * Sets the float array given in \a array to the given uniform \a location3D. */ /*! @@ -2888,8 +3122,10 @@ void CanvasContext::uniform2fv(QJSValue location3D, QJSValue array) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -2897,22 +3133,22 @@ void CanvasContext::uniform2fv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Float32Array); + + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glUniform2fv(locationObj->id(), - typedArray->length() / 2, - (float *)typedArray->arrayData()->data()); + arrayLen /= (4 * 2); // get value count + glUniform2fv(locationObj->id(), arrayLen, (float *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform2i(UniformLocation3D location3D, int x, int y) + * \qmlmethod void Context3D::uniform2i(Canvas3DUniformLocation location3D, int x, int y) * Sets the two integer values given in \a x and \a y to the given uniform \a location3D. */ /*! @@ -2928,15 +3164,17 @@ void CanvasContext::uniform2i(QJSValue location3D, int x, int y) CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform2i(locationObj->id(), x, y); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform2iv(UniformLocation3D location3D, Int32Array array) + * \qmlmethod void Context3D::uniform2iv(Canvas3DUniformLocation location3D, Int32Array array) * Sets the integer array given in \a array to the given uniform \a location3D. */ /*! @@ -2950,8 +3188,10 @@ void CanvasContext::uniform2iv(QJSValue location3D, QJSValue array) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -2959,23 +3199,22 @@ void CanvasContext::uniform2iv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array) - return; + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Int32Array); - glUniform2iv(locationObj->id(), - typedArray->length() / 2, - (int *)typedArray->arrayData()->data()); + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; + return; + } + arrayLen /= (4 * 2); // get value count + glUniform2iv(locationObj->id(), arrayLen, (int *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform3f(UniformLocation3D location3D, float x, float y, float z) + * \qmlmethod void Context3D::uniform3f(Canvas3DUniformLocation location3D, float x, float y, float z) * Sets the three float values given in \a x , \a y and \a z to the given uniform \a location3D. */ /*! @@ -2991,15 +3230,17 @@ void CanvasContext::uniform3f(QJSValue location3D, float x, float y, float z) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform3f(locationObj->id(), x, y, z); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform3fv(UniformLocation3D location3D, Float32Array array) + * \qmlmethod void Context3D::uniform3fv(Canvas3DUniformLocation location3D, Float32Array array) * Sets the float array given in \a array to the given uniform \a location3D. */ /*! @@ -3013,8 +3254,10 @@ void CanvasContext::uniform3fv(QJSValue location3D, QJSValue array) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -3022,23 +3265,22 @@ void CanvasContext::uniform3fv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) { + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Float32Array); + + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; } - glUniform3fv(locationObj->id(), - typedArray->length() / 3, - (float *) typedArray->arrayData()->data()); + arrayLen /= (4 * 3); // get value count + glUniform3fv(locationObj->id(), arrayLen, (float *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform3i(UniformLocation3D location3D, int x, int y, int z) + * \qmlmethod void Context3D::uniform3i(Canvas3DUniformLocation location3D, int x, int y, int z) * Sets the three integer values given in \a x , \a y and \a z to the given uniform \a location3D. */ /*! @@ -3053,15 +3295,17 @@ void CanvasContext::uniform3i(QJSValue location3D, int x, int y, int z) << ", z:" << z << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform3i(locationObj->id(), x, y, z); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform3iv(UniformLocation3D location3D, Int32Array array) + * \qmlmethod void Context3D::uniform3iv(Canvas3DUniformLocation location3D, Int32Array array) * Sets the integer array given in \a array to the given uniform \a location3D. */ /*! @@ -3075,8 +3319,10 @@ void CanvasContext::uniform3iv(QJSValue location3D, QJSValue array) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -3084,23 +3330,22 @@ void CanvasContext::uniform3iv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array) { + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Int32Array); + + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; } - glUniform3iv(locationObj->id(), - typedArray->length() / 3, - (int *)typedArray->arrayData()->data()); + arrayLen /= (4 * 3); // get value count + glUniform3iv(locationObj->id(), arrayLen, (int *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform4f(UniformLocation3D location3D, float x, float y, float z, float w) + * \qmlmethod void Context3D::uniform4f(Canvas3DUniformLocation location3D, float x, float y, float z, float w) * Sets the four float values given in \a x , \a y , \a z and \a w to the given uniform \a location3D. */ /*! @@ -3116,15 +3361,17 @@ void CanvasContext::uniform4f(QJSValue location3D, float x, float y, float z, fl << ", w:" << w << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform4f(locationObj->id(), x, y, z, w); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform4fv(UniformLocation3D location3D, Float32Array array) + * \qmlmethod void Context3D::uniform4fv(Canvas3DUniformLocation location3D, Float32Array array) * Sets the float array given in \a array to the given uniform \a location3D. */ /*! @@ -3138,8 +3385,10 @@ void CanvasContext::uniform4fv(QJSValue location3D, QJSValue array) << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -3147,22 +3396,22 @@ void CanvasContext::uniform4fv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Float32Array); + + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glUniform4fv(locationObj->id(), - typedArray->length() / 4, - (float *)typedArray->arrayData()->data()); + arrayLen /= (4 * 4); // get value count + glUniform4fv(locationObj->id(), arrayLen, (float *)uniformData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform4i(UniformLocation3D location3D, int x, int y, int z, int w) + * \qmlmethod void Context3D::uniform4i(Canvas3DUniformLocation location3D, int x, int y, int z, int w) * Sets the four integer values given in \a x , \a y , \a z and \a w to the given uniform * \a location3D. */ @@ -3179,15 +3428,17 @@ void CanvasContext::uniform4i(QJSValue location3D, int x, int y, int z, int w) << ", w:" << w << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } glUniform4i(locationObj->id(), x, y, z, w); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod void Context3D::uniform4iv(UniformLocation3D location3D, Int32Array array) + * \qmlmethod void Context3D::uniform4iv(Canvas3DUniformLocation location3D, Int32Array array) * Sets the integer array given in \a array to the given uniform \a location3D. */ /*! @@ -3200,8 +3451,10 @@ void CanvasContext::uniform4iv(QJSValue location3D, QJSValue array) << ", array:" << array.toString() << ")"; CanvasUniformLocation *locationObj = getAsUniformLocation3D(location3D); - if (!locationObj || !checkParent(locationObj, __FUNCTION__)) + if (!locationObj || !checkParent(locationObj, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return; + } // Check if we have a JavaScript array if (array.isArray()) { @@ -3209,17 +3462,17 @@ void CanvasContext::uniform4iv(QJSValue location3D, QJSValue array) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Int32Array) + int arrayLen = 0; + uchar *uniformData = getTypedArrayAsRawDataPtr(array, arrayLen, + QV4::Heap::TypedArray::Int32Array); + + if (!uniformData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glUniform4iv(locationObj->id(), - typedArray->length() / 4, - (int *)typedArray->arrayData()->data()); + arrayLen /= (4 * 4); // get value count + glUniform4iv(locationObj->id(), arrayLen, (int *)uniformData); logAllGLErrors(__FUNCTION__); } @@ -3344,10 +3597,6 @@ void CanvasContext::uniform3iva(CanvasUniformLocation *location3D, QVariantList } -/*! - * \qmlmethod void Context3D::uniform4iva(UniformLocation3D location3D, list<variant> array) - * Sets the integer array given as JavasScript \a array to the given uniform \a location3D. - */ /*! * \internal */ @@ -3404,14 +3653,14 @@ void CanvasContext::vertexAttrib1fv(unsigned int indx, QJSValue array) return; } - // Check if we have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + uchar *attribData = getTypedArrayAsRawDataPtr(array, QV4::Heap::TypedArray::Float32Array); + + if (!attribData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glVertexAttrib1fv(indx, (float *)typedArray->arrayData()->data()); + glVertexAttrib1fv(indx, (float *)attribData); logAllGLErrors(__FUNCTION__); } @@ -3455,14 +3704,14 @@ void CanvasContext::vertexAttrib2fv(unsigned int indx, QJSValue array) return; } - // Check if we have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + uchar *attribData = getTypedArrayAsRawDataPtr(array, QV4::Heap::TypedArray::Float32Array); + + if (!attribData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glVertexAttrib2fv(indx, (float *)typedArray->arrayData()->data()); + glVertexAttrib2fv(indx, (float *)attribData); logAllGLErrors(__FUNCTION__); } @@ -3507,14 +3756,14 @@ void CanvasContext::vertexAttrib3fv(unsigned int indx, QJSValue array) return; } - // Check if we have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + uchar *attribData = getTypedArrayAsRawDataPtr(array, QV4::Heap::TypedArray::Float32Array); + + if (!attribData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glVertexAttrib3fv(indx, (float *)typedArray->arrayData()->data()); + glVertexAttrib3fv(indx, (float *)attribData); logAllGLErrors(__FUNCTION__); } @@ -3560,19 +3809,19 @@ void CanvasContext::vertexAttrib4fv(unsigned int indx, QJSValue array) return; } - // Check if we have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!typedArray || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) + uchar *attribData = getTypedArrayAsRawDataPtr(array, QV4::Heap::TypedArray::Float32Array); + + if (!attribData) { + m_error |= CANVAS_INVALID_OPERATION; return; + } - glVertexAttrib4fv(indx, (float *)typedArray->arrayData()->data()); + glVertexAttrib4fv(indx, (float *)attribData); logAllGLErrors(__FUNCTION__); } /*! - * \qmlmethod int Context3D::getShaderParameter(Shader3D shader, glEnums pname) + * \qmlmethod int Context3D::getShaderParameter(Canvas3DShader shader, glEnums pname) * Returns the value of the passed \a pname for the given \a shader. * \a pname must be one of \c{Context3D.SHADER_TYPE}, \c Context3D.DELETE_STATUS and * \c{Context3D.COMPILE_STATUS}. @@ -3580,7 +3829,7 @@ void CanvasContext::vertexAttrib4fv(unsigned int indx, QJSValue array) /*! * \internal */ -int CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname) +QJSValue CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(shader:" << shader3D.toString() @@ -3589,41 +3838,43 @@ int CanvasContext::getShaderParameter(QJSValue shader3D, glEnums pname) CanvasShader *shader = getAsShader3D(shader3D); if (!shader) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << ":INVALID_VALUE:" + << ":INVALID_OPERATION:" <<"Invalid shader handle:" << shader3D.toString(); - return 0; + m_error |= CANVAS_INVALID_OPERATION; + return QJSValue(QJSValue::NullValue); } if (!checkParent(shader, __FUNCTION__)) - return 0; + return QJSValue(QJSValue::NullValue); switch (pname) { case SHADER_TYPE: { GLint shaderType = 0; - glGetShaderiv( shader->qOGLShader()->shaderId(), GL_SHADER_TYPE, &shaderType); + glGetShaderiv(shader->qOGLShader()->shaderId(), GL_SHADER_TYPE, &shaderType); logAllGLErrors(__FUNCTION__); - return shaderType; + return QJSValue(glEnums(shaderType)); } case DELETE_STATUS: { bool isDeleted = !shader->isAlive(); qCDebug(canvas3drendering).nospace() << " getShaderParameter returns " << isDeleted; - return (isDeleted ? GL_TRUE : GL_FALSE); + return (isDeleted ? QJSValue(bool(true)) : QJSValue(bool(false))); } case COMPILE_STATUS: { bool isCompiled = shader->qOGLShader()->isCompiled(); qCDebug(canvas3drendering).nospace() << " getShaderParameter returns " << isCompiled; - return (isCompiled ? GL_TRUE : GL_FALSE); + return (isCompiled ? QJSValue(bool(true)) : QJSValue(bool(false))); } default: { qCWarning(canvas3drendering).nospace() << "getShaderParameter():UNSUPPORTED parameter name " << glEnumToString(pname); - return 0; + m_error |= CANVAS_INVALID_ENUM; + return QJSValue(QJSValue::NullValue); } } } /*! - * \qmlmethod Buffer3D Context3D::createBuffer() - * Creates a Buffer3D object and initializes it with a buffer object name as if \c glGenBuffers() + * \qmlmethod Canvas3DBuffer Context3D::createBuffer() + * Creates a Canvas3DBuffer object and initializes it with a buffer object name as if \c glGenBuffers() * was called. */ /*! @@ -3642,8 +3893,8 @@ QJSValue CanvasContext::createBuffer() } /*! - * \qmlmethod UniformLocation3D Context3D::getUniformLocation(Program3D program3D, string name) - * Returns UniformLocation3D object that represents the location3D of a specific uniform variable + * \qmlmethod Canvas3DUniformLocation Context3D::getUniformLocation(Canvas3DProgram program3D, string name) + * Returns Canvas3DUniformLocation object that represents the location3D of a specific uniform variable * with the given \a name within the given \a program3D object. * Returns \c null if name doesn't correspond to a uniform variable. */ @@ -3659,7 +3910,8 @@ QJSValue CanvasContext::getUniformLocation(QJSValue program3D, const QString &na << ", name:" << name << "):-1"; qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "WARNING:Invalid Program3D reference " << program; + << " WARNING:Invalid Canvas3DProgram reference " << program; + m_error |= CANVAS_INVALID_OPERATION; return 0; } if (!checkParent(program, __FUNCTION__)) @@ -3683,7 +3935,7 @@ QJSValue CanvasContext::getUniformLocation(QJSValue program3D, const QString &na } /*! - * \qmlmethod int Context3D::getAttribLocation(Program3D program3D, string name) + * \qmlmethod int Context3D::getAttribLocation(Canvas3DProgram program3D, string name) * Returns location3D of the given attribute variable \a name in the given \a program3D. */ /*! @@ -3698,7 +3950,8 @@ int CanvasContext::getAttribLocation(QJSValue program3D, const QString &name) << ", name:" << name << "):-1"; qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << ": INVALID Program3D reference " << program; + << ": INVALID Canvas3DProgram reference " << program; + m_error |= CANVAS_INVALID_OPERATION; return -1; } else { if (!checkParent(program, __FUNCTION__)) @@ -3713,7 +3966,7 @@ int CanvasContext::getAttribLocation(QJSValue program3D, const QString &name) } /*! - * \qmlmethod void Context3D::bindAttribLocation(Program3D program3D, int index, string name) + * \qmlmethod void Context3D::bindAttribLocation(Canvas3DProgram program3D, int index, string name) * Binds the attribute \a index with the attribute variable \a name in the given \a program3D. */ /*! @@ -3730,7 +3983,8 @@ void CanvasContext::bindAttribLocation(QJSValue program3D, int index, const QStr CanvasProgram *program = getAsProgram3D(program3D); if (!program) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << ": INVALID Program3D reference " << program; + << ": INVALID Canvas3DProgram reference " << program; + m_error |= CANVAS_INVALID_OPERATION; return; } if (!checkParent(program, __FUNCTION__)) @@ -3773,7 +4027,7 @@ void CanvasContext::disableVertexAttribArray(int index) } /*! - * \qmlmethod void Context3D::uniformMatrix2fv(UniformLocation3D location3D, bool transpose, Value array) + * \qmlmethod void Context3D::uniformMatrix2fv(Canvas3DUniformLocation location3D, bool transpose, Value array) * Converts the float array given in \a array to a 2x2 matrix and sets it to the given * uniform at \a uniformLocation. Applies \a transpose if set to \c{true}. */ @@ -3782,49 +4036,11 @@ void CanvasContext::disableVertexAttribArray(int index) */ void CanvasContext::uniformMatrix2fv(QJSValue location3D, bool transpose, QJSValue array) { - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "(uniformLocation:" << location3D.toString() - << ", transpose:" << transpose - << ", array:" << array.toString() - <<")"; - - if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation")) - return; - - CanvasUniformLocation *locationObj = - static_cast<CanvasUniformLocation *>(location3D.toQObject()); - - if (!checkParent(locationObj, __FUNCTION__)) - return; - - // Check if we have a JavaScript array - if (array.isArray()) { - uniformMatrix2fva(locationObj, transpose, array.toVariant().toList()); - return; - } - - // We should have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!m_currentProgram - || !typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) - return; - - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "numMatrices:" << (typedArray->length() / 4); - - int uniformLocation = locationObj->id(); - float *arrayData = (float *)typedArray->arrayData()->data(); - int numMatrices = typedArray->length() / 4; - glUniformMatrix2fv(uniformLocation, numMatrices, transpose, arrayData); - logAllGLErrors(__FUNCTION__); + uniformMatrixNfv(2, location3D, transpose, array); } /*! - * \qmlmethod void Context3D::uniformMatrix3fv(UniformLocation3D location3D, bool transpose, Value array) + * \qmlmethod void Context3D::uniformMatrix3fv(Canvas3DUniformLocation location3D, bool transpose, Value array) * Converts the float array given in \a array to a 3x3 matrix and sets it to the given * uniform at \a uniformLocation. Applies \a transpose if set to \c{true}. */ @@ -3833,49 +4049,11 @@ void CanvasContext::uniformMatrix2fv(QJSValue location3D, bool transpose, QJSVal */ void CanvasContext::uniformMatrix3fv(QJSValue location3D, bool transpose, QJSValue array) { - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "(location3D:" << location3D.toString() - << ", transpose:" << transpose - << ", array:" << array.toString() - <<")"; - - if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation")) - return; - CanvasUniformLocation *locationObj = - static_cast<CanvasUniformLocation *>(location3D.toQObject()); - - if (!checkParent(locationObj, __FUNCTION__)) - return; - - // Check if we have a JavaScript array - if (array.isArray()) { - uniformMatrix3fva(locationObj, transpose, array.toVariant().toList()); - return; - } - - // We should have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!m_currentProgram - || !typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) - return; - - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "numMatrices:" << (typedArray->length() / 9); - - int uniformLocation = locationObj->id(); - float *arrayData = (float *)typedArray->arrayData()->data(); - int numMatrices = typedArray->length() / 9; - - glUniformMatrix3fv(uniformLocation, numMatrices, transpose, arrayData); - logAllGLErrors(__FUNCTION__); + uniformMatrixNfv(3, location3D, transpose, array); } /*! - * \qmlmethod void Context3D::uniformMatrix4fv(UniformLocation3D location3D, bool transpose, Value array) + * \qmlmethod void Context3D::uniformMatrix4fv(Canvas3DUniformLocation location3D, bool transpose, Value array) * Converts the float array given in \a array to a 4x4 matrix and sets it to the given * uniform at \a uniformLocation. Applies \a transpose if set to \c{true}. */ @@ -3884,127 +4062,7 @@ void CanvasContext::uniformMatrix3fv(QJSValue location3D, bool transpose, QJSVal */ void CanvasContext::uniformMatrix4fv(QJSValue location3D, bool transpose, QJSValue array) { - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "(location3D:" << location3D.toString() - << ", transpose:" << transpose - << ", array:" << array.toString() - << ")"; - - if (!isOfType(location3D, "QtCanvas3D::CanvasUniformLocation")) - return; - CanvasUniformLocation *locationObj = - static_cast<CanvasUniformLocation *>(location3D.toQObject()); - - if (!checkParent(locationObj, __FUNCTION__)) - return; - - // Check if we have a JavaScript array - if (array.isArray()) { - uniformMatrix4fva(locationObj, transpose,array.toVariant().toList()); - return; - } - - // We should have a Float32Array - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, array)); - if (!m_currentProgram - || !typedArray - || !locationObj - || typedArray->arrayType() != QV4::Heap::TypedArray::Float32Array) - return; - - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "numMatrices:" << (typedArray->length() / 16); - int uniformLocation = locationObj->id(); - float *arrayData = (float *)typedArray->arrayData()->data(); - int numMatrices = typedArray->length() / 16; - - glUniformMatrix4fv(uniformLocation, numMatrices, transpose, arrayData); - logAllGLErrors(__FUNCTION__); -} - -/*! - * \internal - */ -void CanvasContext::uniformMatrix4fva(CanvasUniformLocation *uniformLocation, bool transpose, - QVariantList array) -{ - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "(location3D:" << uniformLocation - << ", transpose:" << transpose - << ", array:" << array - << ")"; - if (!m_currentProgram || !uniformLocation) - return; - - int location3D = uniformLocation->id(); - int size = array.count(); - float *arrayData = new float[size]; - int numMatrices = size / 16; - - ArrayUtils::fillFloatArrayFromVariantList(array, arrayData); - - glUniformMatrix4fv(location3D, numMatrices, transpose, arrayData); - logAllGLErrors(__FUNCTION__); - - delete [] arrayData; -} - - -/*! - * \internal - */ -void CanvasContext::uniformMatrix3fva(CanvasUniformLocation *uniformLocation, bool transpose, - QVariantList array) -{ - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "(location3D:" << uniformLocation - << ", transpose:" << transpose - << ", array:" << array - << ")"; - if (!m_currentProgram || !uniformLocation) - return; - - int location3D = uniformLocation->id(); - int size = array.count(); - float *arrayData = new float[size]; - int numMatrices = size / 9; - - ArrayUtils::fillFloatArrayFromVariantList(array, arrayData); - - glUniformMatrix3fv(location3D, numMatrices, transpose, arrayData); - logAllGLErrors(__FUNCTION__); - - delete [] arrayData; -} - -/*! - * \internal - */ -void CanvasContext::uniformMatrix2fva(CanvasUniformLocation *uniformLocation, bool transpose, - QVariantList array) -{ - qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "(location3D:" << uniformLocation - << ", transpose:" << transpose - << ", array:" << array - << ")"; - - if (!m_currentProgram || !uniformLocation) - return; - - int location3D = uniformLocation->id(); - int size = array.count(); - float *arrayData = new float[size]; - int numMatrices = size / 4; - - ArrayUtils::fillFloatArrayFromVariantList(array, arrayData); - - glUniformMatrix2fv(location3D, numMatrices, transpose, arrayData); - logAllGLErrors(__FUNCTION__); - - delete [] arrayData; + uniformMatrixNfv(4, location3D, transpose, array); } /*! @@ -4201,29 +4259,19 @@ void CanvasContext::bufferData(glEnums target, QJSValue data, glEnums usage) return; } + int arrayLen = 0; + uchar *srcData = getTypedArrayAsRawDataPtr(data, arrayLen); - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, data)); - QV4::Scoped<QV4::ArrayBuffer> arrayBuffer(scope, - QJSValuePrivate::convertedToValue(m_v4engine, data)); + if (!srcData) + srcData = getArrayBufferAsRawDataPtr(data, arrayLen); - if (typedArray) { - glBufferData(GLenum(target), - typedArray->byteLength(), - (GLvoid *) typedArray->arrayData()->data(), - GLenum(usage)); - logAllGLErrors(__FUNCTION__); - } else if (arrayBuffer) { - glBufferData(GLenum(target), - arrayBuffer->byteLength(), - (GLvoid *) arrayBuffer->data(), - GLenum(usage)); + if (srcData) { + glBufferData(GLenum(target), arrayLen, (GLvoid *)srcData, GLenum(usage)); logAllGLErrors(__FUNCTION__); } else { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":INVALID_VALUE:data must be either" - << "TypedArray or ArrayBuffer"; + << " TypedArray or ArrayBuffer"; m_error |= CANVAS_INVALID_VALUE; return; } @@ -4261,28 +4309,19 @@ void CanvasContext::bufferSubData(glEnums target, int offset, QJSValue data) return; } - QV4::Scope scope(m_v4engine); - QV4::Scoped<QV4::TypedArray> typedArray(scope, - QJSValuePrivate::convertedToValue(m_v4engine, data)); - QV4::Scoped<QV4::ArrayBuffer> arrayBuffer(scope, - QJSValuePrivate::convertedToValue(m_v4engine, data)); + int arrayLen = 0; + uchar *srcData = getTypedArrayAsRawDataPtr(data, arrayLen); - if (typedArray) { - glBufferSubData(GLenum(target), - offset, - typedArray->byteLength(), - (GLvoid *) typedArray->arrayData()->data()); - logAllGLErrors(__FUNCTION__); - } else if (arrayBuffer) { - glBufferSubData(GLenum(target), - offset, - arrayBuffer->byteLength(), - (GLvoid *) arrayBuffer->data()); + if (!srcData) + srcData = getArrayBufferAsRawDataPtr(data, arrayLen); + + if (srcData) { + glBufferSubData(GLenum(target), offset, arrayLen, (GLvoid *)srcData); logAllGLErrors(__FUNCTION__); } else { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":INVALID_VALUE:data must be either" - << "TypedArray or ArrayBuffer"; + << " TypedArray or ArrayBuffer"; m_error |= CANVAS_INVALID_VALUE; return; } @@ -4309,7 +4348,7 @@ QJSValue CanvasContext::getBufferParameter(glEnums target, glEnums pname) << ":INVALID_ENUM:target must be either ARRAY_BUFFER" << " or ELEMENT_ARRAY_BUFFER."; m_error |= CANVAS_INVALID_ENUM; - return m_engine->newObject(); + return QJSValue(QJSValue::NullValue); } switch (pname) { @@ -4326,12 +4365,13 @@ QJSValue CanvasContext::getBufferParameter(glEnums target, glEnums pname) qCWarning(canvas3drendering).nospace() << "getBufferParameter():INVALID_ENUM:Unknown pname"; m_error |= CANVAS_INVALID_ENUM; - return m_engine->newObject(); + return QJSValue(QJSValue::NullValue); } /*! * \qmlmethod bool Context3D::isBuffer(Object anyObject) - * Returns \c true if the given \a anyObect is a valid Buffer3D object and \c false otherwise. + * Returns \c true if the given \a anyObect is a valid Canvas3DBuffer object, + * \c false otherwise. */ /*! * \internal @@ -4366,8 +4406,8 @@ CanvasBuffer *CanvasContext::getAsBuffer3D(QJSValue anyObject) const } /*! - * \qmlmethod void Context3D::deleteBuffer(Buffer3D buffer3D) - * Deletes the \a buffer3D. Has no effect if the Buffer3D object has been deleted already. + * \qmlmethod void Context3D::deleteBuffer(Canvas3DBuffer buffer3D) + * Deletes the \a buffer3D. Has no effect if the Canvas3DBuffer object has been deleted already. */ /*! * \internal @@ -4382,6 +4422,7 @@ void CanvasContext::deleteBuffer(QJSValue buffer3D) qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ": WARNING invalid buffer target" << buffer3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return; } if (!checkParent(bufferObj, __FUNCTION__)) @@ -4657,8 +4698,6 @@ QJSValue CanvasContext::getParameter(glEnums pname) callData->args[0] = buffer; return QJSValue(m_v4engine, constructor->construct(callData)); } - - break; // Int32Array (with 4 elements) // Intentional flow through case SCISSOR_BOX: @@ -4686,10 +4725,10 @@ QJSValue CanvasContext::getParameter(glEnums pname) glGetBooleanv(COLOR_WRITEMASK, values); logAllGLErrors(__FUNCTION__); QJSValue arrayValue = m_engine->newArray(4); - arrayValue.setProperty(0, values[0]); - arrayValue.setProperty(1, values[1]); - arrayValue.setProperty(2, values[2]); - arrayValue.setProperty(3, values[3]); + arrayValue.setProperty(0, bool(values[0])); + arrayValue.setProperty(1, bool(values[1])); + arrayValue.setProperty(2, bool(values[2])); + arrayValue.setProperty(3, bool(values[3])); return arrayValue; } @@ -4746,7 +4785,7 @@ QJSValue CanvasContext::getParameter(glEnums pname) QV4::ScopedFunctionObject constructor(scope, m_v4engine->typedArrayCtors[ - QV4::Heap::TypedArray::Int32Array]); + QV4::Heap::TypedArray::UInt32Array]); QV4::ScopedCallData callData(scope, 1); callData->args[0] = buffer; return QJSValue(m_v4engine, constructor->construct(callData)); @@ -4785,7 +4824,7 @@ QJSValue CanvasContext::getParameter(glEnums pname) } /*! - * \qmlmethod string Context3D::getShaderInfoLog(Shader3D shader) + * \qmlmethod string Context3D::getShaderInfoLog(Canvas3DShader shader) * Returns the info log string of the given \a shader. */ /*! @@ -4799,8 +4838,9 @@ QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D) CanvasShader *shader = getAsShader3D(shader3D); if (!shader) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "WARNING: invalid shader handle:" + << " WARNING: invalid shader handle:" << shader3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return m_engine->newObject(); } if (!checkParent(shader, __FUNCTION__)) @@ -4810,7 +4850,7 @@ QJSValue CanvasContext::getShaderInfoLog(QJSValue shader3D) } /*! - * \qmlmethod string Context3D::getProgramInfoLog(Program3D program3D) + * \qmlmethod string Context3D::getProgramInfoLog(Canvas3DProgram program3D) * Returns the info log string of the given \a program3D. */ /*! @@ -4825,8 +4865,9 @@ QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D) if (!program) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ - << "WARNING: invalid program handle:" + << " WARNING: invalid program handle:" << program3D.toString(); + m_error |= CANVAS_INVALID_OPERATION; return m_engine->newObject(); } if (!checkParent(program, __FUNCTION__)) @@ -4836,7 +4877,7 @@ QJSValue CanvasContext::getProgramInfoLog(QJSValue program3D) } /*! - * \qmlmethod void Context3D::bindBuffer(glEnums target, Buffer3D buffer3D) + * \qmlmethod void Context3D::bindBuffer(glEnums target, Canvas3DBuffer buffer3D) * Binds the given \a buffer3D to the given \a target. Target must be either * \c Context3D.ARRAY_BUFFER or \c{Context3D.ELEMENT_ARRAY_BUFFER}. If the \a buffer3D given is * \c{null}, the current buffer bound to the target is unbound. @@ -4896,7 +4937,7 @@ void CanvasContext::bindBuffer(glEnums target, QJSValue buffer3D) // TODO: Is this function useful? We don't offer a way to query the status. /*! - * \qmlmethod void Context3D::validateProgram(Program3D program3D) + * \qmlmethod void Context3D::validateProgram(Canvas3DProgram program3D) * Validates the given \a program3D. The validation status is stored into the state of the shader * program container in \a program3D. */ @@ -4909,14 +4950,18 @@ void CanvasContext::validateProgram(QJSValue program3D) << "(program3D:" << program3D.toString() << ")"; CanvasProgram *program = getAsProgram3D(program3D); - if (program && checkParent(program, __FUNCTION__)) { + if (!program) { + m_error |= CANVAS_INVALID_OPERATION; + return; + } + if (checkParent(program, __FUNCTION__)) { program->validateProgram(); logAllGLErrors(__FUNCTION__); } } /*! - * \qmlmethod void Context3D::useProgram(Program3D program) + * \qmlmethod void Context3D::useProgram(Canvas3DProgram program) * Installs the given \a program3D as a part of the current rendering state. */ /*! @@ -4929,9 +4974,16 @@ void CanvasContext::useProgram(QJSValue program3D) CanvasProgram *program = getAsProgram3D(program3D); m_currentProgram = program; - if (!program || !program->isLinked() || !checkParent(program, __FUNCTION__)) + + if (!program) { + m_error |= CANVAS_INVALID_OPERATION; return; - program->bind(); + } + + if (!checkParent(program, __FUNCTION__)) + return; + + glUseProgram(program->id()); logAllGLErrors(__FUNCTION__); } @@ -5014,7 +5066,6 @@ void CanvasContext::depthMask(bool flag) logAllGLErrors(__FUNCTION__); } -// TODO: Why are all the enums for this commented out? /*! * \qmlmethod void Context3D::depthFunc(glEnums func) * Sets the depth function to \a func. Must be one of \c{Context3D.NEVER}, \c{Context3D.LESS}, @@ -5271,7 +5322,7 @@ void CanvasContext::readPixels(int x, int y, long width, long height, glEnums fo return; } - uchar *bufferPtr = getAsUint8ArrayRawPtr(pixels); + uchar *bufferPtr = getTypedArrayAsRawDataPtr(pixels, QV4::Heap::TypedArray::UInt8Array); if (!bufferPtr) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":INVALID_OPERATION:pixels must be Uint8Array."; @@ -5298,10 +5349,10 @@ void CanvasContext::readPixels(int x, int y, long width, long height, glEnums fo } /*! - * \qmlmethod ActiveInfo3D Context3D::getActiveAttrib(Program3D program3D, uint index) + * \qmlmethod Canvas3DActiveInfo Context3D::getActiveAttrib(Canvas3DProgram program3D, uint index) * Returns information about the given active attribute variable defined by \a index for the given * \a program3D. - * \sa ActiveInfo3D + * \sa Canvas3DActiveInfo */ /*! * \internal @@ -5313,8 +5364,10 @@ CanvasActiveInfo *CanvasContext::getActiveAttrib(QJSValue program3D, uint index) << ", index:" << index << ")"; CanvasProgram *program = getAsProgram3D(program3D); - if (!program || !checkParent(program, __FUNCTION__)) + if (!program || !checkParent(program, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return 0; + } char *name = new char[512]; GLsizei length = 0; @@ -5328,10 +5381,10 @@ CanvasActiveInfo *CanvasContext::getActiveAttrib(QJSValue program3D, uint index) } /*! - * \qmlmethod ActiveInfo3D Context3D::getActiveUniform(Program3D program3D, uint index) + * \qmlmethod Canvas3DActiveInfo Context3D::getActiveUniform(Canvas3DProgram program3D, uint index) * Returns information about the given active uniform variable defined by \a index for the given * \a program3D. - * \sa ActiveInfo3D + * \sa Canvas3DActiveInfo */ /*! * \internal @@ -5343,8 +5396,10 @@ CanvasActiveInfo *CanvasContext::getActiveUniform(QJSValue program3D, uint index << ", index:" << index << ")"; CanvasProgram *program = getAsProgram3D(program3D); - if (!program || !checkParent(program, __FUNCTION__)) + if (!program || !checkParent(program, __FUNCTION__)) { + m_error |= CANVAS_INVALID_OPERATION; return 0; + } char *name = new char[512]; GLsizei length = 0; @@ -5646,8 +5701,8 @@ void CanvasContext::vertexAttrib4fva(uint indx, QVariantList values) /*! * \internal */ -int CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums attachment, - glEnums pname) +QJSValue CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums attachment, + glEnums pname) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(target" << glEnumToString(target) @@ -5657,7 +5712,37 @@ int CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums att GLint parameter; glGetFramebufferAttachmentParameteriv(target, attachment, pname, ¶meter); logAllGLErrors(__FUNCTION__); - return parameter; + + if (m_error != CANVAS_NO_ERRORS) + return QJSValue(QJSValue::NullValue); + + switch (pname) { + case FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: + return QJSValue(glEnums(parameter)); + case FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: + { + QJSValue retval; + // Check FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, and choose the type based on it + GLint type; + glGetFramebufferAttachmentParameteriv(target, attachment, + FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &type); + logAllGLErrors(__FUNCTION__); + if (type == TEXTURE) + retval = m_engine->newQObject(m_currentFramebuffer->texture()); + else + retval = m_engine->newQObject(m_currentRenderbuffer); + return retval; + } + case FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: + case FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: + return QJSValue(parameter); + default: + qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ + << ":INVALID_ENUM:invalid pname " + << glEnumToString(pname); + m_error |= CANVAS_INVALID_ENUM; + return QJSValue(QJSValue::NullValue); + } } /*! @@ -5668,7 +5753,7 @@ int CanvasContext::getFramebufferAttachmentParameter(glEnums target, glEnums att /*! * \internal */ -int CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname) +QJSValue CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(target" << glEnumToString(target) @@ -5678,7 +5763,29 @@ int CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname) GLint parameter; glGetRenderbufferParameteriv(target, pname, ¶meter); logAllGLErrors(__FUNCTION__); - return parameter; + + if (m_error != CANVAS_NO_ERRORS) + return QJSValue(QJSValue::NullValue); + + switch (pname) { + case RENDERBUFFER_INTERNAL_FORMAT: + return QJSValue(glEnums(parameter)); + case RENDERBUFFER_WIDTH: + case RENDERBUFFER_HEIGHT: + case RENDERBUFFER_RED_SIZE: + case RENDERBUFFER_GREEN_SIZE: + case RENDERBUFFER_BLUE_SIZE: + case RENDERBUFFER_ALPHA_SIZE: + case RENDERBUFFER_DEPTH_SIZE: + case RENDERBUFFER_STENCIL_SIZE: + return QJSValue(parameter); + default: + qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ + << ":INVALID_ENUM:invalid pname " + << glEnumToString(pname); + m_error |= CANVAS_INVALID_ENUM; + return QJSValue(QJSValue::NullValue); + } } /*! @@ -5695,7 +5802,7 @@ int CanvasContext::getRenderbufferParameter(glEnums target, glEnums pname) /*! * \internal */ -QVariant CanvasContext::getTexParameter(glEnums target, glEnums pname) +QJSValue CanvasContext::getTexParameter(glEnums target, glEnums pname) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(target" << glEnumToString(target) @@ -5706,17 +5813,13 @@ QVariant CanvasContext::getTexParameter(glEnums target, glEnums pname) if (isValidTextureBound(target, __FUNCTION__)) { switch (pname) { case TEXTURE_MAG_FILTER: - // Intentional flow through case TEXTURE_MIN_FILTER: - // Intentional flow through case TEXTURE_WRAP_S: - // Intentional flow through case TEXTURE_WRAP_T: glGetTexParameteriv(target, pname, ¶meter); logAllGLErrors(__FUNCTION__); - break; + return QJSValue(parameter); default: - // Intentional flow through qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":INVALID_ENUM:invalid pname " << glEnumToString(pname) @@ -5724,11 +5827,10 @@ QVariant CanvasContext::getTexParameter(glEnums target, glEnums pname) << "TEXTURE_MIN_FILTER, TEXTURE_WRAP_S" << " or TEXTURE_WRAP_T"; m_error |= CANVAS_INVALID_ENUM; - break; + return QJSValue(QJSValue::NullValue); } } - - return QVariant::fromValue(parameter); + return QJSValue(QJSValue::NullValue); } @@ -5785,7 +5887,7 @@ uint CanvasContext::getVertexAttribOffset(uint index, glEnums pname) * \li Returned Type * \row * \li \c{Context3D.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING} - * \li \c{CanvasBuffer} + * \li \c{Canvas3DBuffer} * \row * \li \c{Context3D.VERTEX_ATTRIB_ARRAY_ENABLED} * \li \c{boolean} @@ -5803,7 +5905,7 @@ uint CanvasContext::getVertexAttribOffset(uint index, glEnums pname) * \li \c{boolean} * \row * \li \c{Context3D.CURRENT_VERTEX_ATTRIB} - * \li \c{sequence<float>} (with 4 elements) + * \li \c{Float32Array} (with 4 elements) * \endtable */ /*! @@ -5828,32 +5930,28 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname) glGetVertexAttribiv(index, GLenum(pname), &value); logAllGLErrors(__FUNCTION__); if (value == 0 || !m_idToCanvasBufferMap.contains(value)) - return m_engine->newObject(); + return QJSValue(QJSValue::NullValue); return m_engine->newQObject(m_idToCanvasBufferMap[value]); } - break; case VERTEX_ATTRIB_ARRAY_ENABLED: { GLint value = 0; glGetVertexAttribiv(index, GLenum(pname), &value); logAllGLErrors(__FUNCTION__); return QJSValue(bool(value)); } - break; case VERTEX_ATTRIB_ARRAY_SIZE: { GLint value = 0; glGetVertexAttribiv(index, GLenum(pname), &value); logAllGLErrors(__FUNCTION__); return QJSValue(value); } - break; case VERTEX_ATTRIB_ARRAY_STRIDE: { GLint value = 0; glGetVertexAttribiv(index, GLenum(pname), &value); logAllGLErrors(__FUNCTION__); return QJSValue(value); } - break; case VERTEX_ATTRIB_ARRAY_TYPE: { GLint value = 0; glGetVertexAttribiv(index, GLenum(pname), &value); @@ -5867,17 +5965,21 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname) return QJSValue(bool(value)); } case CURRENT_VERTEX_ATTRIB: { - // TODO: Should be Float32Array - GLfloat values[4]; - glGetVertexAttribfv(index, GLenum(pname), values); + QV4::Scope scope(m_v4engine); + QV4::Scoped<QV4::ArrayBuffer> buffer(scope, + m_v4engine->memoryManager->alloc<QV4::ArrayBuffer>( + m_v4engine, + sizeof(float) * 4)); + + glGetVertexAttribfv(index, GLenum(pname), (float *) buffer->data()); logAllGLErrors(__FUNCTION__); - QJSValue array = m_engine->newArray(4); - array.setProperty(0, values[0]); - array.setProperty(1, values[1]); - array.setProperty(2, values[2]); - array.setProperty(3, values[3]); - return array; + QV4::ScopedFunctionObject constructor(scope, + m_v4engine->typedArrayCtors[ + QV4::Heap::TypedArray::Float32Array]); + QV4::ScopedCallData callData(scope, 1); + callData->args[0] = buffer; + return QJSValue(m_v4engine, constructor->construct(callData)); } default: qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ @@ -5886,44 +5988,44 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname) } } - return m_engine->newObject(); + return QJSValue(QJSValue::NullValue); } /*! - * \qmlmethod variant Context3D::getUniform(Program3D program, UniformLocation3D location3D) + * \qmlmethod variant Context3D::getUniform(Canvas3DProgram program, Canvas3DUniformLocation location3D) * Returns the uniform value at the given \a location3D in the \a program. * The type returned is dependent on the uniform type, as shown in the table: * \table * \header - * \li Data Type + * \li Uniform Type * \li Returned Type * \row * \li boolean - * \li sequence<boolean> (with 1 element) + * \li boolean * \row * \li int - * \li sequence<int> (with 1 element) + * \li int * \row * \li float - * \li sequence<float> (with 1 element) + * \li float * \row * \li vec2 - * \li sequence<float> (with 2 elements) + * \li Float32Array (with 2 elements) * \row * \li vec3 - * \li sequence<float> (with 3 elements) + * \li Float32Array (with 3 elements) * \row * \li vec4 - * \li sequence<float> (with 4 elements) + * \li Float32Array (with 4 elements) * \row * \li ivec2 - * \li sequence<int> (with 2 elements) + * \li Int32Array (with 2 elements) * \row * \li ivec3 - * \li sequence<int> (with 3 elements) + * \li Int32Array (with 3 elements) * \row * \li ivec4 - * \li sequence<int> (with 4 elements) + * \li Int32Array (with 4 elements) * \row * \li bvec2 * \li sequence<boolean> (with 2 elements) @@ -5935,25 +6037,25 @@ QJSValue CanvasContext::getVertexAttrib(uint index, glEnums pname) * \li sequence<boolean> (with 4 elements) * \row * \li mat2 - * \li sequence<float> (with 4 elements) + * \li Float32Array (with 4 elements) * \row * \li mat3 - * \li sequence<float> (with 9 elements) + * \li Float32Array (with 9 elements) * \row * \li mat4 - * \li sequence<float> (with 16 elements) + * \li Float32Array (with 16 elements) * \row * \li sampler2D - * \li sequence<int> (with 1 element) + * \li int * \row * \li samplerCube - * \li sequence<int> (with 1 element) + * \li int * \endtable */ /*! * \internal */ -QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) +QJSValue CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) { qCDebug(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << "(program" << program3D.toString() @@ -5967,19 +6069,72 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":INVALID_OPERATION:No program was specified"; m_error |= CANVAS_INVALID_OPERATION; + return QJSValue(QJSValue::UndefinedValue); + } else if (!location) { qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ << ":INVALID_OPERATION:No location3D was specified"; m_error |= CANVAS_INVALID_OPERATION; + return QJSValue(QJSValue::UndefinedValue); + } + + if (!checkParent(program, __FUNCTION__) || !checkParent(location, __FUNCTION__)) + return QJSValue(QJSValue::UndefinedValue); + + uint programId = program->id(); + uint locationId = location->id(); + int type = location->type(); + + if (type < 0) { + // Resolve location type. + // There is no easy way to determine this, as the active uniform + // indices do not usually match the uniform locations. We must query + // active uniforms until we hit the one we want. This is obviously + // extremely inefficient, but luckily getUniform is not something most + // users typically need or use. + + const int maxCharCount = 512; + GLsizei length; + GLint size; + GLenum glType; + char nameBuf[maxCharCount]; + GLint uniformCount = 0; + glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &uniformCount); + // Strip any [] from the uniform name, unless part of struct + QByteArray strippedName = location->name().toLatin1(); + int idx = strippedName.indexOf('['); + if (idx >= 0) { + // Don't truncate if part of struct + if (strippedName.indexOf('.') == -1) + strippedName.truncate(idx); + } + for (int i = 0; i < uniformCount; i++) { + nameBuf[0] = '\0'; + glGetActiveUniform(programId, i, maxCharCount, &length, &size, &glType, nameBuf); + QByteArray activeName(nameBuf, length); + idx = activeName.indexOf('['); + if (idx >= 0) { + // Don't truncate if part of struct + if (activeName.indexOf('.') == -1) + activeName.truncate(idx); + } + + if (activeName == strippedName) { + type = glType; + location->setType(type); + break; + } + } + } + + if (type < 0) { + qCWarning(canvas3drendering).nospace() << "Context3D::" << __FUNCTION__ + << ":INVALID_OPERATION:Uniform type could not be determined"; + m_error |= CANVAS_INVALID_OPERATION; + return QJSValue(QJSValue::UndefinedValue); } else { - if (!checkParent(program, __FUNCTION__) || !checkParent(location, __FUNCTION__)) - return QVariant(); - uint programId = program->id(); - uint locationId = location->id(); - CanvasActiveInfo *info = getActiveUniform(program3D, locationId); int numValues = 4; - - switch (info->type()) { + switch (type) { case SAMPLER_2D: // Intentional flow through case SAMPLER_CUBE: @@ -5988,7 +6143,19 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) GLint value = 0; glGetUniformiv(programId, locationId, &value); logAllGLErrors(__FUNCTION__); - return QVariant::fromValue(value); + return QJSValue(value); + } + case FLOAT: { + GLfloat value = 0; + glGetUniformfv(programId, locationId, &value); + logAllGLErrors(__FUNCTION__); + return QJSValue(value); + } + case BOOL: { + GLint value = 0; + glGetUniformiv(programId, locationId, &value); + logAllGLErrors(__FUNCTION__); + return QJSValue(bool(value)); } case INT_VEC2: numValues--; @@ -5997,23 +6164,20 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) numValues--; // Intentional flow through case INT_VEC4: { - numValues--; - GLint *value = new GLint[numValues]; - glGetUniformiv(programId, locationId, value); + QV4::Scope scope(m_v4engine); + QV4::Scoped<QV4::ArrayBuffer> buffer(scope, + m_v4engine->memoryManager->alloc<QV4::ArrayBuffer>( + m_v4engine, + sizeof(int) * numValues)); + glGetUniformiv(programId, locationId, (int *) buffer->data()); logAllGLErrors(__FUNCTION__); - QList<float> intList; - for (int i = 0; i < numValues; i++) - intList << value[i]; - - // TODO: Should return Int32Array - return QVariant::fromValue(intList); - } - case FLOAT: { - GLfloat value = 0; - glGetUniformfv(programId, locationId, &value); - logAllGLErrors(__FUNCTION__); - return QVariant::fromValue(value); + QV4::ScopedFunctionObject constructor(scope, + m_v4engine->typedArrayCtors[ + QV4::Heap::TypedArray::Int32Array]); + QV4::ScopedCallData callData(scope, 1); + callData->args[0] = buffer; + return QJSValue(m_v4engine, constructor->construct(callData)); } case FLOAT_VEC2: numValues--; @@ -6022,24 +6186,20 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) numValues--; // Intentional flow through case FLOAT_VEC4: { - numValues--; - GLfloat *value = new GLfloat[numValues]; - - glGetUniformfv(programId, locationId, value); + QV4::Scope scope(m_v4engine); + QV4::Scoped<QV4::ArrayBuffer> buffer(scope, + m_v4engine->memoryManager->alloc<QV4::ArrayBuffer>( + m_v4engine, + sizeof(float) * numValues)); + glGetUniformfv(programId, locationId, (float *) buffer->data()); logAllGLErrors(__FUNCTION__); - QList<float> floatList; - for (int i = 0; i < numValues; i++) - floatList << value[i]; - - // TODO: Should return Float32Array - return QVariant::fromValue(floatList); - } - case BOOL: { - GLint value = 0; - glGetUniformiv(programId, locationId, &value); - logAllGLErrors(__FUNCTION__); - return QVariant::fromValue(bool(value)); + QV4::ScopedFunctionObject constructor(scope, + m_v4engine->typedArrayCtors[ + QV4::Heap::TypedArray::Float32Array]); + QV4::ScopedCallData callData(scope, 1); + callData->args[0] = buffer; + return QJSValue(m_v4engine, constructor->construct(callData)); } case BOOL_VEC2: numValues--; @@ -6048,17 +6208,16 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) numValues--; // Intentional flow through case BOOL_VEC4: { - numValues--; GLint *value = new GLint[numValues]; + QJSValue array = m_engine->newArray(numValues); glGetUniformiv(programId, locationId, value); logAllGLErrors(__FUNCTION__); - QList<bool> boolList; for (int i = 0; i < numValues; i++) - boolList << value[i]; + array.setProperty(i, bool(value[i])); - return QVariant::fromValue(boolList); + return array; } case FLOAT_MAT2: numValues--; @@ -6068,24 +6227,28 @@ QVariant CanvasContext::getUniform(QJSValue program3D, QJSValue location3D) // Intentional flow through case FLOAT_MAT4: { numValues = numValues * numValues; - GLfloat *value = new GLfloat[numValues]; - glGetUniformfv(programId, locationId, value); - logAllGLErrors(__FUNCTION__); - QList<float> floatList; - for (int i = 0; i < numValues; i++) - floatList << value[i]; + QV4::Scope scope(m_v4engine); + QV4::Scoped<QV4::ArrayBuffer> buffer(scope, + m_v4engine->memoryManager->alloc<QV4::ArrayBuffer>( + m_v4engine, + sizeof(float) * numValues)); + glGetUniformfv(programId, locationId, (float *) buffer->data()); + logAllGLErrors(__FUNCTION__); - // TODO: Should return Float32Array - return QVariant::fromValue(floatList); + QV4::ScopedFunctionObject constructor(scope, + m_v4engine->typedArrayCtors[ + QV4::Heap::TypedArray::Float32Array]); + QV4::ScopedCallData callData(scope, 1); + callData->args[0] = buffer; + return QJSValue(m_v4engine, constructor->construct(callData)); } default: break; } } - - return QVariant(); + return QJSValue(QJSValue::UndefinedValue); } /*! diff --git a/src/imports/qtcanvas3d/context3d_p.h b/src/imports/qtcanvas3d/context3d_p.h index d34ca39552012b0cad306982b764af819d0a69e9..5931e5317e76e80e7a6e7893486331fd19e8e8ab 100644 --- a/src/imports/qtcanvas3d/context3d_p.h +++ b/src/imports/qtcanvas3d/context3d_p.h @@ -62,6 +62,7 @@ #include <QtQml> #include <QtQml/QJSEngine> #include <QtQml/private/qqmlengine_p.h> +#include <QtQml/private/qv4typedarray_p.h> #ifdef NO_ERROR // may de defined in winerror.h #undef NO_ERROR @@ -1081,7 +1082,7 @@ public: Q_INVOKABLE void useProgram(QJSValue program); Q_INVOKABLE void validateProgram(QJSValue program); Q_INVOKABLE QJSValue getUniformLocation(QJSValue program, - const QString &name); + const QString &name); Q_INVOKABLE int getAttribLocation(QJSValue program, const QString &name); Q_INVOKABLE void bindAttribLocation(QJSValue program, int index, const QString &name); Q_INVOKABLE QJSValue getProgramInfoLog(QJSValue program); @@ -1102,8 +1103,8 @@ public: Q_INVOKABLE void vertexAttrib3fv(unsigned int indx, QJSValue array); Q_INVOKABLE void vertexAttrib4fv(unsigned int indx, QJSValue array); - Q_INVOKABLE int getShaderParameter(QJSValue shader3D, glEnums paramName); - Q_INVOKABLE QVariant getProgramParameter(QJSValue program, glEnums paramName); + Q_INVOKABLE QJSValue getShaderParameter(QJSValue shader3D, glEnums paramName); + Q_INVOKABLE QJSValue getProgramParameter(QJSValue program, glEnums paramName); Q_INVOKABLE QJSValue getShaderInfoLog(QJSValue shader3D); /* Buffer object methods */ @@ -1160,7 +1161,7 @@ public: Q_INVOKABLE CanvasActiveInfo *getActiveAttrib(QJSValue program, uint index); Q_INVOKABLE CanvasActiveInfo *getActiveUniform(QJSValue program, uint index); - Q_INVOKABLE QVariantList getAttachedShaders(QJSValue program); + Q_INVOKABLE QJSValue getAttachedShaders(QJSValue program); Q_INVOKABLE void stencilFunc(glEnums func, int ref, uint mask); Q_INVOKABLE void stencilFuncSeparate(glEnums face, glEnums func, int ref, uint mask); @@ -1169,12 +1170,12 @@ public: Q_INVOKABLE void stencilOp(glEnums fail, glEnums zfail, glEnums zpass); Q_INVOKABLE void stencilOpSeparate(glEnums face, glEnums fail, glEnums zfail, glEnums zpass); - Q_INVOKABLE int getFramebufferAttachmentParameter(glEnums target, - glEnums attachment, - glEnums pname); - Q_INVOKABLE int getRenderbufferParameter(glEnums target, glEnums pname); - Q_INVOKABLE QVariant getTexParameter(glEnums target, glEnums pname); - Q_INVOKABLE QVariant getUniform(QJSValue program, QJSValue location); + Q_INVOKABLE QJSValue getFramebufferAttachmentParameter(glEnums target, + glEnums attachment, + glEnums pname); + Q_INVOKABLE QJSValue getRenderbufferParameter(glEnums target, glEnums pname); + Q_INVOKABLE QJSValue getTexParameter(glEnums target, glEnums pname); + Q_INVOKABLE QJSValue getUniform(QJSValue program, QJSValue location); Q_INVOKABLE uint getVertexAttribOffset(uint index, glEnums pname); Q_INVOKABLE QJSValue getVertexAttrib(uint index, glEnums pname); @@ -1184,15 +1185,20 @@ signals: void drawingBufferHeightChanged(); private: - uchar *getAsUint8ArrayRawPtr(QJSValue value); - uchar *getAsUint16ArrayRawPtr(QJSValue value); + uchar *getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength, + QV4::Heap::TypedArray::Type type); + uchar *getTypedArrayAsRawDataPtr(const QJSValue &jsValue, + QV4::Heap::TypedArray::Type type); + uchar *getTypedArrayAsRawDataPtr(const QJSValue &jsValue, int &byteLength); + uchar *getArrayBufferAsRawDataPtr(const QJSValue &jsValue, int &byteLength); + CanvasTexture *getAsTexture3D(QJSValue anyObject); CanvasTextureImage* getAsTextureImage(QJSValue image); CanvasFrameBuffer *getAsFramebuffer(QJSValue anyObject); CanvasRenderBuffer *getAsRenderbuffer3D(QJSValue anyObject) const; - CanvasShader *getAsShader3D(QJSValue shader3D) const; + CanvasShader *getAsShader3D(QJSValue shader3D, bool deadOrAlive = false) const; CanvasUniformLocation *getAsUniformLocation3D(QJSValue anyObject) const; - CanvasProgram *getAsProgram3D(QJSValue anyObject) const; + CanvasProgram *getAsProgram3D(QJSValue anyObject, bool deadOrAlive = false) const; CanvasBuffer *getAsBuffer3D(QJSValue value) const; void uniform1fva(CanvasUniformLocation *location, QVariantList array); @@ -1204,10 +1210,6 @@ private: void uniform3iva(CanvasUniformLocation *location, QVariantList array); void uniform4iva(CanvasUniformLocation *location, QVariantList array); - void uniformMatrix2fva(CanvasUniformLocation *location, bool transpose, QVariantList value); - void uniformMatrix3fva(CanvasUniformLocation *location, bool transpose, QVariantList value); - void uniformMatrix4fva(CanvasUniformLocation *location, bool transpose, QVariantList value); - void vertexAttrib1fva(uint indx, QVariantList values); void vertexAttrib2fva(uint indx, QVariantList values); void vertexAttrib3fva(uint indx, QVariantList values); @@ -1230,6 +1232,12 @@ private: bool isValidTextureBound(glEnums target, const QString &funcName); bool checkParent(QObject *jsObj, const char *function); + float *transposeMatrix(int dim, int count, float *src); + void uniformMatrixNfv(int dim, const QJSValue &location3D, bool transpose, + const QJSValue &array); + void uniformMatrixNfva(int dim, CanvasUniformLocation *uniformLocation, bool transpose, + const QVariantList &array); + typedef enum { CANVAS_NO_ERRORS = 0, CANVAS_INVALID_ENUM = 1 << 0, diff --git a/src/imports/qtcanvas3d/contextattributes.cpp b/src/imports/qtcanvas3d/contextattributes.cpp index e03c8cc3684b3bf53ed8db42b1b8a43da38d3329..470a498a565a3b9e713c79b356f0888a965f20cb 100644 --- a/src/imports/qtcanvas3d/contextattributes.cpp +++ b/src/imports/qtcanvas3d/contextattributes.cpp @@ -43,13 +43,13 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype ContextAttributes + * \qmltype Canvas3DContextAttributes * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Attribute set for Context3D * - * ContextAttributes is an attribute set that can be given as parameter on first call to - * Canvas3D object's \l{Canvas3D::getContext}{getContext(string type, ContextAttributes options)} + * Canvas3DContextAttributes is an attribute set that can be given as parameter on first call to + * Canvas3D object's \l{Canvas3D::getContext}{getContext(string type, Canvas3DContextAttributes options)} * method call. It can also be requested from the Context3D later on to verify what exact * attributes are in fact enabled/disabled in the created context. * @@ -120,7 +120,7 @@ void CanvasContextAttributes::setFrom(const CanvasContextAttributes &source) } /*! - * \qmlproperty bool ContextAttributes::alpha + * \qmlproperty bool Canvas3DContextAttributes::alpha * Ignored. Defaults to \c{false}. */ bool CanvasContextAttributes::alpha() const @@ -138,7 +138,7 @@ void CanvasContextAttributes::setAlpha(bool value) } /*! - * \qmlproperty bool ContextAttributes::depth + * \qmlproperty bool Canvas3DContextAttributes::depth * Specifies whether a depth attachment is to be created and attached to the default render target * of the Context3D. * Defaults to \c{false}. @@ -158,7 +158,7 @@ void CanvasContextAttributes::setDepth(bool value) } /*! - * \qmlproperty bool ContextAttributes::stencil + * \qmlproperty bool Canvas3DContextAttributes::stencil * Specifies whether a stencil attachment is to be created and attached to the default render * target of the Context3D. * Defaults to \c{false}. @@ -178,7 +178,7 @@ void CanvasContextAttributes::setStencil(bool value) } /*! - * \qmlproperty bool ContextAttributes::antialias + * \qmlproperty bool Canvas3DContextAttributes::antialias * Specifies whether antialiasing buffer is created for the default render target of the Context3D. * Defaults to \c{false}. */ @@ -197,7 +197,7 @@ void CanvasContextAttributes::setAntialias(bool value) } /*! - * \qmlproperty bool ContextAttributes::premultipliedAlpha + * \qmlproperty bool Canvas3DContextAttributes::premultipliedAlpha * Ignored. Defaults to \c{false}. */ bool CanvasContextAttributes::premultipliedAlpha() const @@ -215,7 +215,7 @@ void CanvasContextAttributes::setPremultipliedAlpha(bool value) } /*! - * \qmlproperty bool ContextAttributes::preserveDrawingBuffer + * \qmlproperty bool Canvas3DContextAttributes::preserveDrawingBuffer * Ignored. Defaults to \c{false}. */ bool CanvasContextAttributes::preserveDrawingBuffer() const @@ -233,7 +233,7 @@ void CanvasContextAttributes::setPreserveDrawingBuffer(bool value) } /*! - * \qmlproperty bool ContextAttributes::preferLowPowerToHighPerformance + * \qmlproperty bool Canvas3DContextAttributes::preferLowPowerToHighPerformance * Ignored. Defaults to \c{false}. */ bool CanvasContextAttributes::preferLowPowerToHighPerformance() const @@ -251,7 +251,7 @@ void CanvasContextAttributes::setPreferLowPowerToHighPerformance(bool value) } /*! - * \qmlproperty bool ContextAttributes::failIfMajorPerformanceCaveat + * \qmlproperty bool Canvas3DContextAttributes::failIfMajorPerformanceCaveat * Ignored. Defaults to \c{false}. */ bool CanvasContextAttributes::failIfMajorPerformanceCaveat() const @@ -273,7 +273,7 @@ void CanvasContextAttributes::setFailIfMajorPerformanceCaveat(bool value) */ QDebug operator<<(QDebug dbg, const CanvasContextAttributes &attribs) { - dbg.nospace() << "ContextAttributes(\n alpha:"<< attribs.m_alpha << + dbg.nospace() << "Canvas3DContextAttributes(\n alpha:"<< attribs.m_alpha << "\n depth:" << attribs.m_depth << "\n m_stencil:" << attribs.m_stencil << "\n antialias:"<< attribs.m_antialias << diff --git a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc index 3a48b670394fc38eb13bc83b5fa990c05549d4aa..4f6c0523d644dba1c793f8f68db16fdf749d5bee 100644 --- a/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc +++ b/src/imports/qtcanvas3d/doc/src/qtcanvas3d.qdoc @@ -154,6 +154,17 @@ For a simple Canvas3D example, see the \l {Lit and Textured Cube Example}. For all examples, check out \l {Qt Canvas 3D Examples}. + + \section1 Creating Qt Canvas 3D Project + + For convenience, Qt Canvas 3D comes with a Qt Creator wizard template. The template is + provided with the source package and can be found under \e{creatortemplates} folder. The Qt + Canvas 3D wizard creates a project that includes QML and JavaScript files. It also has, by + default, code that draws a cube. + + In order to use the wizard template it needs to be copied to the correct location. For more + details of the correct location, please see + \l {http://doc.qt.io/qtcreator/creator-project-wizards.html#locating-wizards}{Locating Wizards}. */ /*! diff --git a/src/imports/qtcanvas3d/framebuffer3d.cpp b/src/imports/qtcanvas3d/framebuffer3d.cpp index c2a67a7ea2d1d18e380fe2660cfed670784d4f39..68916c49bf2eef7b311e98289585e98789ca9c5b 100644 --- a/src/imports/qtcanvas3d/framebuffer3d.cpp +++ b/src/imports/qtcanvas3d/framebuffer3d.cpp @@ -40,12 +40,12 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype FrameBuffer3D + * \qmltype Canvas3DFrameBuffer * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains an OpenGL framebuffer. * - * An uncreatable QML type that contains an OpenGL framebuffer object. You can get it by calling + * An uncreatable QML type that contains an OpenGL framebuffer object. You can get it by calling the * \l{Context3D::createFramebuffer()}{Context3D.createFramebuffer()} method. */ @@ -54,7 +54,8 @@ QT_CANVAS3D_BEGIN_NAMESPACE */ CanvasFrameBuffer::CanvasFrameBuffer(QObject *parent) : CanvasAbstractObject(parent), - m_framebufferId(0) + m_framebufferId(0), + m_texture(0) { initializeOpenGLFunctions(); glGenFramebuffers(1, &m_framebufferId); @@ -95,15 +96,31 @@ GLuint CanvasFrameBuffer::id() return m_framebufferId; } +/*! + * \internal + */ +void CanvasFrameBuffer::setTexture(CanvasTexture *texture) +{ + m_texture = texture; +} + +/*! + * \internal + */ +CanvasTexture *CanvasFrameBuffer::texture() +{ + return m_texture; +} + /*! * \internal */ QDebug operator<<(QDebug dbg, const CanvasFrameBuffer *buffer) { if (buffer) - dbg.nospace() << "FrameBuffer3D("<< buffer->name() <<", id:" << buffer->m_framebufferId << ")"; + dbg.nospace() << "Canvas3DFrameBuffer("<< buffer->name() <<", id:" << buffer->m_framebufferId << ")"; else - dbg.nospace() << "FrameBuffer3D("<< ((void*) buffer) <<")"; + dbg.nospace() << "Canvas3DFrameBuffer("<< ((void*) buffer) <<")"; return dbg.maybeSpace(); } diff --git a/src/imports/qtcanvas3d/framebuffer3d_p.h b/src/imports/qtcanvas3d/framebuffer3d_p.h index 1f85912f1ea89fd5b5b2423bc326f2e83b418ad8..bb29656ec0568c496057f342d6dd35b8bdd004ab 100644 --- a/src/imports/qtcanvas3d/framebuffer3d_p.h +++ b/src/imports/qtcanvas3d/framebuffer3d_p.h @@ -55,6 +55,8 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE +class CanvasTexture; + class CanvasFrameBuffer : public CanvasAbstractObject, protected QOpenGLFunctions { Q_OBJECT @@ -66,11 +68,14 @@ public: bool isAlive(); void del(); GLuint id(); + void setTexture(CanvasTexture *texture); + CanvasTexture *texture(); friend QDebug operator<< (QDebug d, const CanvasFrameBuffer *fb); private: GLuint m_framebufferId; + CanvasTexture *m_texture; // Not owned }; QT_CANVAS3D_END_NAMESPACE diff --git a/src/imports/qtcanvas3d/plugins.qmltypes b/src/imports/qtcanvas3d/plugins.qmltypes index 030e049a298a5c1baea3edfdb40b670758779686..2b4ba04c6e90e9dad91e1d4cfbdd3ea82fe5a2ae 100644 --- a/src/imports/qtcanvas3d/plugins.qmltypes +++ b/src/imports/qtcanvas3d/plugins.qmltypes @@ -1,4 +1,4 @@ -import QtQuick.tooling 1.1 +import QtQuick.tooling 1.2 // This file describes the plugin-supplied types contained in the library. // It is used for QML tooling purposes only. @@ -7,6 +7,161 @@ import QtQuick.tooling 1.1 // 'qmlplugindump -nonrelocatable QtCanvas3D 1.0' Module { + dependencies: [] + Component { + name: "QQuickItem" + defaultProperty: "data" + prototype: "QObject" + Enum { + name: "TransformOrigin" + values: { + "TopLeft": 0, + "Top": 1, + "TopRight": 2, + "Left": 3, + "Center": 4, + "Right": 5, + "BottomLeft": 6, + "Bottom": 7, + "BottomRight": 8 + } + } + Property { name: "parent"; type: "QQuickItem"; isPointer: true } + Property { name: "data"; type: "QObject"; isList: true; isReadonly: true } + Property { name: "resources"; type: "QObject"; isList: true; isReadonly: true } + Property { name: "children"; type: "QQuickItem"; isList: true; isReadonly: true } + Property { name: "x"; type: "double" } + Property { name: "y"; type: "double" } + Property { name: "z"; type: "double" } + Property { name: "width"; type: "double" } + Property { name: "height"; type: "double" } + Property { name: "opacity"; type: "double" } + Property { name: "enabled"; type: "bool" } + Property { name: "visible"; type: "bool" } + Property { name: "visibleChildren"; type: "QQuickItem"; isList: true; isReadonly: true } + Property { name: "states"; type: "QQuickState"; isList: true; isReadonly: true } + Property { name: "transitions"; type: "QQuickTransition"; isList: true; isReadonly: true } + Property { name: "state"; type: "string" } + Property { name: "childrenRect"; type: "QRectF"; isReadonly: true } + Property { name: "anchors"; type: "QQuickAnchors"; isReadonly: true; isPointer: true } + Property { name: "left"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "right"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "horizontalCenter"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "top"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "bottom"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "verticalCenter"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "baseline"; type: "QQuickAnchorLine"; isReadonly: true } + Property { name: "baselineOffset"; type: "double" } + Property { name: "clip"; type: "bool" } + Property { name: "focus"; type: "bool" } + Property { name: "activeFocus"; type: "bool"; isReadonly: true } + Property { name: "activeFocusOnTab"; revision: 1; type: "bool" } + Property { name: "rotation"; type: "double" } + Property { name: "scale"; type: "double" } + Property { name: "transformOrigin"; type: "TransformOrigin" } + Property { name: "transformOriginPoint"; type: "QPointF"; isReadonly: true } + Property { name: "transform"; type: "QQuickTransform"; isList: true; isReadonly: true } + Property { name: "smooth"; type: "bool" } + Property { name: "antialiasing"; type: "bool" } + Property { name: "implicitWidth"; type: "double" } + Property { name: "implicitHeight"; type: "double" } + Property { name: "layer"; type: "QQuickItemLayer"; isReadonly: true; isPointer: true } + Signal { + name: "childrenRectChanged" + Parameter { type: "QRectF" } + } + Signal { + name: "baselineOffsetChanged" + Parameter { type: "double" } + } + Signal { + name: "stateChanged" + Parameter { type: "string" } + } + Signal { + name: "focusChanged" + Parameter { type: "bool" } + } + Signal { + name: "activeFocusChanged" + Parameter { type: "bool" } + } + Signal { + name: "activeFocusOnTabChanged" + revision: 1 + Parameter { type: "bool" } + } + Signal { + name: "parentChanged" + Parameter { type: "QQuickItem"; isPointer: true } + } + Signal { + name: "transformOriginChanged" + Parameter { type: "TransformOrigin" } + } + Signal { + name: "smoothChanged" + Parameter { type: "bool" } + } + Signal { + name: "antialiasingChanged" + Parameter { type: "bool" } + } + Signal { + name: "clipChanged" + Parameter { type: "bool" } + } + Signal { + name: "windowChanged" + revision: 1 + Parameter { name: "window"; type: "QQuickWindow"; isPointer: true } + } + Method { name: "update" } + Method { + name: "grabToImage" + revision: 2 + type: "bool" + Parameter { name: "callback"; type: "QJSValue" } + Parameter { name: "targetSize"; type: "QSize" } + } + Method { + name: "grabToImage" + revision: 2 + type: "bool" + Parameter { name: "callback"; type: "QJSValue" } + } + Method { + name: "contains" + type: "bool" + Parameter { name: "point"; type: "QPointF" } + } + Method { + name: "mapFromItem" + Parameter { type: "QQmlV4Function"; isPointer: true } + } + Method { + name: "mapToItem" + Parameter { type: "QQmlV4Function"; isPointer: true } + } + Method { name: "forceActiveFocus" } + Method { + name: "forceActiveFocus" + Parameter { name: "reason"; type: "Qt::FocusReason" } + } + Method { + name: "nextItemInFocusChain" + revision: 1 + type: "QQuickItem*" + Parameter { name: "forward"; type: "bool" } + } + Method { name: "nextItemInFocusChain"; revision: 1; type: "QQuickItem*" } + Method { + name: "childAt" + type: "QQuickItem*" + Parameter { name: "x"; type: "double" } + Parameter { name: "y"; type: "double" } + } + } Component { name: "QtCanvas3D::Canvas" defaultProperty: "data" @@ -53,7 +208,7 @@ Module { Method { name: "ready" } Method { name: "shutDown" } Method { name: "renderNext" } - Method { name: "emitResizeGL" } + Method { name: "queueResizeGL" } Method { name: "emitNeedRender" } Method { name: "getContext" @@ -79,7 +234,7 @@ Module { Component { name: "QtCanvas3D::CanvasActiveInfo" prototype: "QObject" - exports: ["QtCanvas3D/ActiveInfo3D 1.0"] + exports: ["QtCanvas3D/CanvasActiveInfo3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] Property { name: "size"; type: "int"; isReadonly: true } @@ -101,7 +256,7 @@ Module { Component { name: "QtCanvas3D::CanvasBuffer" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/Buffer3D 1.0"] + exports: ["QtCanvas3D/CanvasBuffer3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } @@ -2028,7 +2183,7 @@ Module { } Method { name: "getUniform" - type: "QVariant" + type: "QJSValue" Parameter { name: "program"; type: "QJSValue" } Parameter { name: "location"; type: "QJSValue" } } @@ -2048,7 +2203,7 @@ Module { Component { name: "QtCanvas3D::CanvasContextAttributes" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/ContextAttributes3D 1.0"] + exports: ["QtCanvas3D/CanvasContextAttributes 1.0"] exportMetaObjectRevisions: [0] Property { name: "alpha"; type: "bool" } Property { name: "depth"; type: "bool" } @@ -2094,7 +2249,7 @@ Module { Component { name: "QtCanvas3D::CanvasFrameBuffer" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/FrameBuffer3D 1.0"] + exports: ["QtCanvas3D/CanvasFrameBuffer3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } @@ -2143,28 +2298,28 @@ Module { Component { name: "QtCanvas3D::CanvasProgram" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/Program3D 1.0"] + exports: ["QtCanvas3D/CanvasProgram3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } Component { name: "QtCanvas3D::CanvasRenderBuffer" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/RenderBuffer3D 1.0"] + exports: ["QtCanvas3D/CanvasRenderBuffer3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } Component { name: "QtCanvas3D::CanvasShader" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/Shader3D 1.0"] + exports: ["QtCanvas3D/CanvasShader3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } Component { name: "QtCanvas3D::CanvasShaderPrecisionFormat" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/ShaderPrecisionFormat3D 1.0"] + exports: ["QtCanvas3D/CanvasShaderPrecisionFormat3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] Property { name: "rangeMin"; type: "int"; isReadonly: true } @@ -2186,7 +2341,7 @@ Module { Component { name: "QtCanvas3D::CanvasTexture" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/Texture3D 1.0"] + exports: ["QtCanvas3D/CanvasTexture3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } @@ -2268,7 +2423,7 @@ Module { Component { name: "QtCanvas3D::CanvasUniformLocation" prototype: "QtCanvas3D::CanvasAbstractObject" - exports: ["QtCanvas3D/UniformLocation3D 1.0"] + exports: ["QtCanvas3D/CanvasUniformLocation3D 1.0"] isCreatable: false exportMetaObjectRevisions: [0] } diff --git a/src/imports/qtcanvas3d/program3d.cpp b/src/imports/qtcanvas3d/program3d.cpp index 2472ddc3102209ff4e1e14c6a6b86975b85e3103..8d2007f6e351f09341b7319460c986f15af85901 100644 --- a/src/imports/qtcanvas3d/program3d.cpp +++ b/src/imports/qtcanvas3d/program3d.cpp @@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype Program3D + * \qmltype Canvas3DProgram * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains a shader program. * * An uncreatable QML type that contains a compiled shader program. You can get it by calling - * \l{Context3D::createProgram()}{Context3D.createProgram()} method. + * the \l{Context3D::createProgram()}{Context3D.createProgram()} method. */ /*! @@ -215,9 +215,9 @@ QString CanvasProgram::log() QDebug operator<<(QDebug dbg, const CanvasProgram *program) { if (program) - dbg.nospace() << "Program3D("<< program->name() << ", id:" << program->m_program->programId() << ")"; + dbg.nospace() << "Canvas3DProgram("<< program->name() << ", id:" << program->m_program->programId() << ")"; else - dbg.nospace() << "Program3D("<< ((void*) program) <<")"; + dbg.nospace() << "Canvas3DProgram("<< ((void*) program) <<")"; return dbg.maybeSpace(); } diff --git a/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp b/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp index c2795af993ea46f6e23316361522b5a7f9c915b2..3c421a50c66913fffdcc7f3d1ab75a23307328bb 100644 --- a/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp +++ b/src/imports/qtcanvas3d/qcanvas3d_plugin.cpp @@ -61,47 +61,47 @@ void QtCanvas3DPlugin::registerTypes(const char *uri) "Canvas3D"); qmlRegisterType<CanvasContextAttributes>(uri, 1, 0, - "ContextAttributes3D"); + "Canvas3DContextAttributes"); qmlRegisterUncreatableType<CanvasShaderPrecisionFormat>(uri, 1, 0, - "ShaderPrecisionFormat3D", - QLatin1String("Trying to create uncreatable: ShaderPrecisionFormat3D.")); + "Canvas3DShaderPrecisionFormat", + QLatin1String("Trying to create uncreatable: Canvas3DShaderPrecisionFormat.")); qmlRegisterUncreatableType<CanvasContext>(uri, 1, 0, "Context3D", QLatin1String("Trying to create uncreatable: Context3D, use Canvas3D.getContext() instead.")); qmlRegisterUncreatableType<CanvasActiveInfo>(uri, 1, 0, - "ActiveInfo3D", - QLatin1String("Trying to create uncreatable: ActiveInfo3D, use Context3D.getActiveAttrib() or Context3D.getActiveUniform() instead.")); + "Canvas3DActiveInfo", + QLatin1String("Trying to create uncreatable: Canvas3DActiveInfo, use Context3D.getActiveAttrib() or Context3D.getActiveUniform() instead.")); qmlRegisterUncreatableType<CanvasTexture>(uri, 1, 0, - "Texture3D", - QLatin1String("Trying to create uncreatable: Texture3D, use Context3D.createTexture() instead.")); + "Canvas3DTexture", + QLatin1String("Trying to create uncreatable: Canvas3DTexture, use Context3D.createTexture() instead.")); qmlRegisterUncreatableType<CanvasShader>(uri, 1, 0, - "Shader3D", - QLatin1String("Trying to create uncreatable: Shader3D, use Context3D.createShader() instead.")); + "Canvas3DShader", + QLatin1String("Trying to create uncreatable: Canvas3DShader, use Context3D.createShader() instead.")); qmlRegisterUncreatableType<CanvasFrameBuffer>(uri, 1, 0, - "FrameBuffer3D", - QLatin1String("Trying to create uncreatable: FrameBuffer3D, use Context3D.createFramebuffer() instead.")); + "Canvas3DFrameBuffer", + QLatin1String("Trying to create uncreatable: Canvas3DFrameBuffer, use Context3D.createFramebuffer() instead.")); qmlRegisterUncreatableType<CanvasRenderBuffer>(uri, 1, 0, - "RenderBuffer3D", - QLatin1String("Trying to create uncreatable: RenderBuffer3D, use Context3D.createRenderbuffer() instead.")); + "Canvas3DRenderBuffer", + QLatin1String("Trying to create uncreatable: Canvas3DRenderBuffer, use Context3D.createRenderbuffer() instead.")); qmlRegisterUncreatableType<CanvasProgram>(uri, 1, 0, - "Program3D", - QLatin1String("Trying to create uncreatable: Program3D, use Context3D.createProgram() instead.")); + "Canvas3DProgram", + QLatin1String("Trying to create uncreatable: Canvas3DProgram, use Context3D.createProgram() instead.")); qmlRegisterUncreatableType<CanvasBuffer>(uri, 1, 0, - "Buffer3D", - QLatin1String("Trying to create uncreatable: Buffer3D, use Context3D.createBuffer() instead.")); + "Canvas3DBuffer", + QLatin1String("Trying to create uncreatable: Canvas3DBuffer, use Context3D.createBuffer() instead.")); qmlRegisterUncreatableType<CanvasUniformLocation>(uri, 1, 0, - "UniformLocation3D", - QLatin1String("Trying to create uncreatable: UniformLocation3D, use Context3D.getUniformLocation() instead.")); + "Canvas3DUniformLocation", + QLatin1String("Trying to create uncreatable: Canvas3DUniformLocation, use Context3D.getUniformLocation() instead.")); // EXTENSIONS qmlRegisterUncreatableType<CanvasGLStateDump>(uri, diff --git a/src/imports/qtcanvas3d/renderbuffer3d.cpp b/src/imports/qtcanvas3d/renderbuffer3d.cpp index ceac4f239eaeae9a0197b3f50c1b4f1fb53938e3..4ebb1d1d0addf51a4cc97704af0e4fa69613b82a 100644 --- a/src/imports/qtcanvas3d/renderbuffer3d.cpp +++ b/src/imports/qtcanvas3d/renderbuffer3d.cpp @@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype RenderBuffer3D + * \qmltype Canvas3DRenderBuffer * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains an OpenGL renderbuffer. * * An uncreatable QML type that contains an OpenGL renderbuffer. You can get it by calling - * \l{Context3D::createRenderbuffer()}{Context3D.createRenderbuffer()} method. + * the \l{Context3D::createRenderbuffer()}{Context3D.createRenderbuffer()} method. */ /*! diff --git a/src/imports/qtcanvas3d/shader3d.cpp b/src/imports/qtcanvas3d/shader3d.cpp index 39ff3c06dc99efa9bfad029025a08bdd2f1cac10..57ad45c5d15d4355316b458bccd4b54dea4879a5 100644 --- a/src/imports/qtcanvas3d/shader3d.cpp +++ b/src/imports/qtcanvas3d/shader3d.cpp @@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype Shader3D + * \qmltype Canvas3DShader * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains a shader. * * An uncreatable QML type that contains a shader. You can get it by calling - * \l{Context3D::createShader()}{Context3D.createShader()} method. + * the \l{Context3D::createShader()}{Context3D.createShader()} method. */ /*! diff --git a/src/imports/qtcanvas3d/shaderprecisionformat.cpp b/src/imports/qtcanvas3d/shaderprecisionformat.cpp index 5c320121d49c4a59d16f2afdace75413c408721c..312c44f44fd0bdac830828dfb42f26d900728332 100644 --- a/src/imports/qtcanvas3d/shaderprecisionformat.cpp +++ b/src/imports/qtcanvas3d/shaderprecisionformat.cpp @@ -40,7 +40,7 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype ShaderPrecisionFormat + * \qmltype Canvas3DShaderPrecisionFormat * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains the shader precision format attributes. @@ -60,17 +60,17 @@ CanvasShaderPrecisionFormat::CanvasShaderPrecisionFormat(QObject *parent) : } /*! - * \qmlproperty int ShaderPrecisionFormat::rangeMin + * \qmlproperty int Canvas3DShaderPrecisionFormat::rangeMin * The base 2 log of the absolute value of the minimum value that can be represented. */ /*! - * \qmlproperty int ShaderPrecisionFormat::rangeMax + * \qmlproperty int Canvas3DShaderPrecisionFormat::rangeMax * The base 2 log of the absolute value of the maximum value that can be represented. */ /*! - * \qmlproperty int ShaderPrecisionFormat::precision + * \qmlproperty int Canvas3DShaderPrecisionFormat::precision * The number of bits of precision that can be represented. 0 for integer formats. */ diff --git a/src/imports/qtcanvas3d/texture3d.cpp b/src/imports/qtcanvas3d/texture3d.cpp index 3b09d4b98c7dc4f7a16ca2578b49bfc2524922ed..e7f187b456bdbcd283b55e2ba3414748d92cae1d 100644 --- a/src/imports/qtcanvas3d/texture3d.cpp +++ b/src/imports/qtcanvas3d/texture3d.cpp @@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype Texture3D + * \qmltype Canvas3DTexture * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains an OpenGL texture. * * An uncreatable QML type that contains an OpenGL texture. You can get it by calling - * \l{Context3D::createTexture()}{Context3D.createTexture()} method. + * the \l{Context3D::createTexture()}{Context3D.createTexture()} method. */ /*! @@ -116,9 +116,9 @@ void CanvasTexture::del() QDebug operator<<(QDebug dbg, const CanvasTexture *texture) { if (texture) - dbg.nospace() << "Texture3D("<< ((void*) texture) << ", name:" << texture->name() << ", id:" << texture->textureId() << ")"; + dbg.nospace() << "Canvas3DTexture("<< ((void*) texture) << ", name:" << texture->name() << ", id:" << texture->textureId() << ")"; else - dbg.nospace() << "Texture3D("<< ((void*) texture) <<")"; + dbg.nospace() << "Canvas3DTexture("<< ((void*) texture) <<")"; return dbg.maybeSpace(); } diff --git a/src/imports/qtcanvas3d/uniformlocation.cpp b/src/imports/qtcanvas3d/uniformlocation.cpp index 2d1fc2c93999666f514a0e97444009e49eb5c2b7..063a79aa6e2698854c1ca557249635337c1adf1d 100644 --- a/src/imports/qtcanvas3d/uniformlocation.cpp +++ b/src/imports/qtcanvas3d/uniformlocation.cpp @@ -40,13 +40,13 @@ QT_BEGIN_NAMESPACE QT_CANVAS3D_BEGIN_NAMESPACE /*! - * \qmltype UniformLocation + * \qmltype Canvas3DUniformLocation * \since QtCanvas3D 1.0 * \inqmlmodule QtCanvas3D * \brief Contains uniform location id. * * An uncreatable QML type that contains an uniform location id. You can get it by calling - * \l{Context3D::getUniformLocation()}{Context3D.getUniformLocation()} method. + * the \l{Context3D::getUniformLocation()}{Context3D.getUniformLocation()} method. */ /*! @@ -54,7 +54,8 @@ QT_CANVAS3D_BEGIN_NAMESPACE */ CanvasUniformLocation::CanvasUniformLocation(int location, QObject *parent) : CanvasAbstractObject(parent), - m_location(location) + m_location(location), + m_type(-1) { } @@ -73,15 +74,31 @@ int CanvasUniformLocation::id() return m_location; } +/*! + * \internal + */ +int CanvasUniformLocation::type() +{ + return m_type; +} + +/*! + * \internal + */ +void CanvasUniformLocation::setType(int type) +{ + m_type = type; +} + /*! * \internal */ QDebug operator<<(QDebug dbg, const CanvasUniformLocation *uLoc) { if (uLoc) - dbg.nospace() << "UniformLocation("<< (void *) uLoc << ", name:"<< uLoc->name() <<", location:" << uLoc->m_location << ")"; + dbg.nospace() << "Canvas3DUniformLocation("<< (void *) uLoc << ", name:"<< uLoc->name() <<", location:" << uLoc->m_location << ")"; else - dbg.nospace() << "UniformLocation("<< (void *)(uLoc) << ")"; + dbg.nospace() << "Canvas3DUniformLocation("<< (void *)(uLoc) << ")"; return dbg.maybeSpace(); } diff --git a/src/imports/qtcanvas3d/uniformlocation_p.h b/src/imports/qtcanvas3d/uniformlocation_p.h index fb1548ba50f5f5027c94ea2ab6cb41e60b77f5d3..cb99ca1e736a220192023c468fdb06d5a9720aea 100644 --- a/src/imports/qtcanvas3d/uniformlocation_p.h +++ b/src/imports/qtcanvas3d/uniformlocation_p.h @@ -63,11 +63,14 @@ public: virtual ~CanvasUniformLocation(); int id(); + int type(); + void setType(int type); friend QDebug operator<< (QDebug d, const CanvasUniformLocation *uLoc); private: int m_location; + int m_type; }; QT_CANVAS3D_END_NAMESPACE diff --git a/tests/auto/qmltest/canvas3d/tst_program.js b/tests/auto/qmltest/canvas3d/tst_program.js new file mode 100644 index 0000000000000000000000000000000000000000..7555c24c2e27ddacfd08c695271fec6e471c7e63 --- /dev/null +++ b/tests/auto/qmltest/canvas3d/tst_program.js @@ -0,0 +1,442 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +var gl; +var positionLocation; +var inactiveUniformLocation; +var testUniformLocation; +var shaderProgram; +var buffer; +var vertexShader; +var fragmentShader; + +function compareValues(a, b) { + if (a !== b) { + console.log("initializeGL(): FAILURE: value doesn't have expected contents.", + "Expected:", a, "Actual:", b); + return false; + } + + return true; +} + +function getShaderPrecisionFormat(a, b, errorExpected) { + var precFormat = gl.getShaderPrecisionFormat(a, b); + + // The returned values may vary depending on the platform, so just check that we don't get + // the uninitialized values or error. + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + + console.log("GL error:", glError, "when calling getShaderPrecisionFormat()"); + return false; + } + + if (precFormat.rangeMin === 1 || precFormat.rangeMax === 1 || precFormat.precision === 1) { + console.log("Default values returned when calling getShaderPrecisionFormat"); + return false; + } + + return true; +} + +function isProgram(a, expectedValue) { + var varIsProgram = gl.isProgram(a); + var glError = gl.getError(); + if (glError !== 0) { + console.log("GL error:", glError, "when calling isProgram()"); + return false; + } + + if (expectedValue === varIsProgram) + return true; + else + return false; +} + +function isShader(a, expectedValue) { + var varIsShader = gl.isShader(a); + var glError = gl.getError(); + if (glError !== 0) { + console.log("GL error:", glError, "when calling isShader()"); + return false; + } + + if (expectedValue === varIsShader) + return true; + else + return false; +} + +function deleteProgram(a, errorExpected) { + gl.deleteProgram(a); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + + console.log("GL error:", glError, "when calling deleteProgram()"); + return false; + } + + return true; +} + +function deleteShader(a, errorExpected) { + gl.deleteShader(a); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + + console.log("GL error:", glError, "when calling deleteShader()"); + return false; + } + + return true; +} + +function getAttachedShaders(a, count, errorExpected) { + var shaderList = gl.getAttachedShaders(a); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + console.log("GL error:", glError, "when calling getAttachedShaders()"); + return false; + } + + if (shaderList.length !== count) { + console.log("Wrong shader count, expected: ", count, ", Actual: ", shaderList.length); + return false; + } + + return true; +} + +function detachShader(a, b, errorExpected) { + gl.detachShader(a, b); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + console.log("GL error:", glError, "when calling detachShader()"); + return false; + } + + return true; +} + +function getShaderSource(a, checkStr, notFoundExpected, errorExpected) { + var srcString = gl.getShaderSource(a); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + console.log("GL error:", glError, "when calling getShaderSource()"); + return false; + } + + if (srcString.indexOf(checkStr) === -1) { + if (notFoundExpected) + return true; + console.log("Invalid shader string when calling getShaderSource()"); + return false; + } + + return true; +} + +function getShaderInfoLog(a, errorExpected) { + var infoStr = gl.getShaderInfoLog(a); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + console.log("GL error:", glError, "when calling getShaderInfoLog()"); + return false; + } + + if (infoStr === "") { + console.log("Empty log when calling getShaderInfoLog()"); + return false; + } + + return true; +} + +function getProgramInfoLog(a, errorExpected) { + var infoStr = gl.getProgramInfoLog(a); + + var glError = gl.getError(); + if (glError !== 0) { + if (errorExpected) + return true; + console.log("GL error:", glError, "when calling getProgramInfoLog()"); + return false; + } + + if (infoStr === "") { + console.log("Empty log when calling getProgramInfoLog()"); + return false; + } + + return true; +} + +function initializeGL(canvas) { + try { + gl = canvas.getContext("3d"); + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData( + gl.ARRAY_BUFFER, new Float32Array( + [-1.0, -1.0, + 1.0, -1.0, + -1.0, 1.0 + ]), + gl.STATIC_DRAW); + + if (!initShaders()) + return 1; + + if (!getAttachedShaders(shaderProgram, 2, false)) + return 2; + + if (!deleteProgram(shaderProgram, false)) + return 3; + // Deleting same again should be silently ignored + if (!deleteProgram(shaderProgram, false)) + return 4; + if (!deleteProgram(vertexShader, true)) + return 5; + + if (!getAttachedShaders(shaderProgram, 0, true)) + return 6; + + // Reinitialize shaders + if (!initShaders()) + return 7; + + if (!getAttachedShaders(shaderProgram, 2, false)) + return 8; + + if (!detachShader(shaderProgram, vertexShader, false)) + return 9; + + if (!getAttachedShaders(shaderProgram, 1, false)) + return 10; + + // Detach again should generate error + if (!detachShader(shaderProgram, vertexShader, true)) + return 11; + + if (!getAttachedShaders(shaderProgram, 1, false)) + return 12; + + // Reinitialize shaders + if (!initShaders()) + return 13; + + if (!deleteShader(shaderProgram, true)) + return 14; + if (!deleteShader(vertexShader, false)) + return 15; + // Deleting same again should be silently ignored + if (!deleteShader(vertexShader, false)) + return 16; + + // Reinitialize shaders + if (!initShaders()) + return 17; + + gl.useProgram(shaderProgram); + + positionLocation = gl.getAttribLocation(shaderProgram, "a_position"); + gl.enableVertexAttribArray(positionLocation); + gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); + + gl.clearColor(0.0, 0.0, 0.0, 1.0); + + gl.viewport(0, 0, + canvas.width * canvas.devicePixelRatio, + canvas.height * canvas.devicePixelRatio); + + if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT, false)) + return 20; + if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT, false)) + return 21; + if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT, false)) + return 22; + if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT, false)) + return 23; + if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT, false)) + return 24; + if (!getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT, false)) + return 25; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT, false)) + return 26; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT, false)) + return 27; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT, false)) + return 28; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT, false)) + return 29; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT, false)) + return 30; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT, false)) + return 31; + if (!getShaderPrecisionFormat(77, gl.LOW_INT, true)) + return 32; + if (!getShaderPrecisionFormat(gl.FRAGMENT_SHADER, 77, true)) + return 33; + + if (!isProgram(shaderProgram, true)) + return 40; + if (!isProgram(vertexShader, false)) + return 41; + if (!isShader(shaderProgram, false)) + return 42; + if (!isShader(vertexShader, true)) + return 43; + + if (!getShaderSource(vertexShader, "testVertexString", false, false)) + return 60; + if (!getShaderSource(fragmentShader, "testFragmentString", false, false)) + return 61; + if (!getShaderSource(vertexShader, "testFragmentString", true, false)) + return 62; + if (!getShaderSource(fragmentShader, "testVertexString", true, false)) + return 63; + if (!getShaderSource(shaderProgram, "foobar", false, true)) + return 64; + + // Tests checking info log contents are not reliable, as it is entirely up to the + // OpenGL implementation what to return in the info log, if anything. + // Since it's unreliable, let's skip these tests. +// var dummyShader = gl.createShader(gl.FRAGMENT_SHADER); +// gl.shaderSource(dummyShader, "This shader is dummy"); +// gl.compileShader(dummyShader); +// gl.getError(); // Clear the error from faulty compilation +// var dummyProgram = gl.createProgram(); +// gl.attachShader(dummyProgram, dummyShader); +// gl.linkProgram(dummyProgram); +// gl.getError(); // Clear the error from faulty linking + +// if (!getShaderInfoLog(dummyShader, false)) +// return 70; +// if (!getShaderInfoLog(dummyProgram, true)) +// return 71; + +// if (!getProgramInfoLog(dummyProgram, false)) +// return 72; +// if (!getProgramInfoLog(dummyShader, true)) +// return 73; + } catch(e) { + console.log("initializeGL(): FAILURE!"); + console.log(""+e); + console.log(""+e.message); + return -1; + } + return 0; +} + +function paintGL(canvas) { + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 3); + + return 0; +} + +function initShaders() +{ + vertexShader = compileShader("attribute highp vec2 a_position; \ + varying highp vec4 varPosition; \ + attribute highp float testVertexString; \ + void main() { \ + gl_Position = vec4(a_position, 0.0, 1.0); \ + varPosition = gl_Position + vec4(1.0, 1.0, 1.0, 1.0); \ + varPosition /= 2.0; \ + }", gl.VERTEX_SHADER); + fragmentShader = compileShader("varying highp vec4 varPosition; \ + uniform highp float testFragmentString; \ + void main() { \ + gl_FragColor = varPosition; \ + }", gl.FRAGMENT_SHADER); + + shaderProgram = gl.createProgram(); + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + // Check linking status + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + console.log("Could not initialize shaders"); + console.log(gl.getProgramInfoLog(shaderProgram)); + return false; + } + + return true; +} + +function compileShader(str, type) { + var shader = gl.createShader(type); + gl.shaderSource(shader, str); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + console.log("JS:Shader compile failed"); + console.log(gl.getShaderInfoLog(shader)); + return null; + } + + if (gl.getShaderParameter(shader, gl.SHADER_TYPE) !== type) { + console.log("JS:Shader type test failed"); + console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +} diff --git a/tests/auto/qmltest/canvas3d/tst_program.qml b/tests/auto/qmltest/canvas3d/tst_program.qml new file mode 100644 index 0000000000000000000000000000000000000000..d362fb6138ef1b8fd2e54451c9e037e9e1d03503 --- /dev/null +++ b/tests/auto/qmltest/canvas3d/tst_program.qml @@ -0,0 +1,84 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.2 +import QtCanvas3D 1.0 +import QtTest 1.0 + +import "tst_program.js" as Content + +Item { + id: top + height: 300 + width: 300 + + property var canvas3d: null + property var activeContent: Content + + function createCanvas() { + canvas3d = Qt.createQmlObject(" + import QtQuick 2.2 + import QtCanvas3D 1.0 + Canvas3D { + property bool heightChanged: false + property bool widthChanged: false + property int initStatus: -1 + property int renderStatus: -1 + + anchors.fill: parent + onInitializeGL: initStatus = activeContent.initializeGL(canvas3d) + onPaintGL: { + renderStatus = activeContent.paintGL(canvas3d) + } + onHeightChanged: heightChanged = true + onWidthChanged: widthChanged = true + }", top) + canvas3d.anchors.fill = top + } + + TestCase { + name: "Canvas3D_test_program_and_shaders" + when: windowShown + + function test_program_and_shaders() { + createCanvas() + verify(canvas3d !== null) + waitForRendering(canvas3d) + tryCompare(canvas3d, "initStatus", 0) + tryCompare(canvas3d, "renderStatus", 0) + } + } +} diff --git a/tests/auto/qmltest/canvas3d/tst_render_checkresult.js b/tests/auto/qmltest/canvas3d/tst_render_checkresult.js index 6e0f580efb68e0fcf11a2e5b81b5cb77974553ee..bf26ae589fac13c4962e67f89c12d40043a7000b 100644 --- a/tests/auto/qmltest/canvas3d/tst_render_checkresult.js +++ b/tests/auto/qmltest/canvas3d/tst_render_checkresult.js @@ -34,7 +34,7 @@ ** ****************************************************************************/ -Qt.include("../../../../examples/canvas3d/3rdparty/gl-matrix.js") +Qt.include("../../../../examples/canvas3d/canvas3d/3rdparty/gl-matrix.js") var gl; diff --git a/tests/auto/qmltest/canvas3d/tst_uniforms.js b/tests/auto/qmltest/canvas3d/tst_uniforms.js new file mode 100644 index 0000000000000000000000000000000000000000..d6227bccd47b0f9de5f0c59f02b0c96317010976 --- /dev/null +++ b/tests/auto/qmltest/canvas3d/tst_uniforms.js @@ -0,0 +1,922 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +var gl; +var positionLocation; +var inactiveUniformLocation; +var testUniformLocation; +var shaderProgram; +var buffer; +var vertexShader; +var fragmentShader; + +var uniform1i; +var uniform2i; +var uniform3i; +var uniform4i; +var uniform1f; +var uniform2f; +var uniform3f; +var uniform4f; +var uniform1b; +var uniform2b; +var uniform3b; +var uniform4b; +var uniform1iv; +var uniform2iv; +var uniform3iv; +var uniform4iv; +var uniform1fv; +var uniform2fv; +var uniform3fv; +var uniform4fv; +var uniform1bv; +var uniform2bv; +var uniform3bv; +var uniform4bv; +var uniformMatrix2fv; +var uniformMatrix3fv; +var uniformMatrix4fv; +var uniformSampler; + +var fillValue; +var testArray; + +function constructTestArrayJS(count) { + testArray = []; + for (var i = 0; i < count; i++) { + testArray[i] = fillValue++; + } + return testArray; +} + +function constructTestArrayBooleanJS(count) { + testArray = []; + for (var i = 0; i < count; i++) { + testArray[i] = Boolean(fillValue++ % 2); + } + return testArray; +} + +function constructTestArrayInt(count) { + testArray = new Int32Array(count); + for (var i = 0; i < count; i++) { + testArray[i] = fillValue++; + } + return testArray; +} + +function constructTestArrayFloat(count) { + testArray = new Float32Array(count); + for (var i = 0; i < count; i++) { + testArray[i] = fillValue++; + } + return testArray; +} + +function compareUniformValues(a, b) { + if (a !== b) { + console.log("initializeGL(): FAILURE: returned uniform doesn't have expected contents.", + "Expected:", a, "Actual:", b); + return false; + } + + return true; +} + +function compareUniformArrays(a, b) { + if (a.length !== b.length) { + console.log("initializeGL(): FAILURE: returned uniform array not the expected length. Expected:", + a.length, "Actual:", b.length); + return false; + } + + for (var i = 0; i < a.length; i++) { + if (a[i] !== b[i]) { + console.log("initializeGL(): FAILURE: returned uniform array doesn't have expected contents.", + "Expected:", a[i], "Actual:", b[i], "Index:", i); + return false; + } + } + + return true; +} + +function compareUniformSubArrays(index, len, a, b) { + var newArray = []; + + if (len !== b.length) { + console.log("initializeGL(): FAILURE: returned uniform arrays not the expected length. Expected:", + a.length - index, "Actual:", b.length); + return false; + } + + for (var i = 0; i < len; i++) { + newArray[i] = a[i + index]; + } + + return compareUniformArrays(newArray, b); +} +function compareUniformSubArraysTransposed(index, len, a, b) { + var newArray = []; + + if (len !== b.length) { + console.log("initializeGL(): FAILURE: returned uniform arrays not the expected length. Expected:", + a.length - index, "Actual:", b.length); + return false; + } + + var dim = Math.sqrt(len); + + // Transpose the original array + var newIndex = 0; + for (var i = 0; i < dim; i++) { + for (var j = 0; j < dim; j++) { + newArray[newIndex++] = a[index + (j * dim) + i]; + } + } + + return compareUniformArrays(newArray, b); +} + +function debugPrintArray(title, a) { + var len = a.length; + console.log(title); + for (var i = 0; i < len; i++) { + console.log(i, ":", a[i]); + } +} + +function getUniformValue(uniformName) { + var uniformLocation = gl.getUniformLocation(shaderProgram, uniformName); + var uniformValue = gl.getUniform(shaderProgram, uniformLocation); + + return uniformValue; +} + +function initializeGL(canvas) { + var initStatus = 0 + try { + gl = canvas.getContext("3d"); + buffer = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.bufferData( + gl.ARRAY_BUFFER, new Float32Array( + [-1.0, -1.0, + 1.0, -1.0, + -1.0, 1.0 + ]), + gl.STATIC_DRAW); + + if (!initShaders()) { + initStatus = 1; + } else { + gl.useProgram(shaderProgram); + + positionLocation = gl.getAttribLocation(shaderProgram, "a_position"); + gl.enableVertexAttribArray(positionLocation); + gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); + + inactiveUniformLocation = gl.getUniformLocation(shaderProgram, "inactiveUniform"); + testUniformLocation = gl.getUniformLocation(shaderProgram, "testUniform"); + + uniform1i = gl.getUniformLocation(shaderProgram, "i1"); + uniform2i = gl.getUniformLocation(shaderProgram, "i2"); + uniform3i = gl.getUniformLocation(shaderProgram, "i3"); + uniform4i = gl.getUniformLocation(shaderProgram, "i4"); + uniform1f = gl.getUniformLocation(shaderProgram, "f1"); + uniform2f = gl.getUniformLocation(shaderProgram, "f2"); + uniform3f = gl.getUniformLocation(shaderProgram, "f3"); + uniform4f = gl.getUniformLocation(shaderProgram, "f4"); + uniform1b = gl.getUniformLocation(shaderProgram, "b1"); + uniform2b = gl.getUniformLocation(shaderProgram, "b2"); + uniform3b = gl.getUniformLocation(shaderProgram, "b3"); + uniform4b = gl.getUniformLocation(shaderProgram, "b4"); + uniform1iv = gl.getUniformLocation(shaderProgram, "i1v"); + uniform2iv = gl.getUniformLocation(shaderProgram, "i2v"); + uniform3iv = gl.getUniformLocation(shaderProgram, "i3v"); + uniform4iv = gl.getUniformLocation(shaderProgram, "i4v"); + uniform1fv = gl.getUniformLocation(shaderProgram, "f1v"); + uniform2fv = gl.getUniformLocation(shaderProgram, "f2v"); + uniform3fv = gl.getUniformLocation(shaderProgram, "f3v"); + uniform4fv = gl.getUniformLocation(shaderProgram, "f4v"); + uniform1bv = gl.getUniformLocation(shaderProgram, "b1v"); + uniform2bv = gl.getUniformLocation(shaderProgram, "b2v"); + uniform3bv = gl.getUniformLocation(shaderProgram, "b3v"); + uniform4bv = gl.getUniformLocation(shaderProgram, "b4v"); + uniformMatrix2fv = gl.getUniformLocation(shaderProgram, "matrix2"); + uniformMatrix3fv = gl.getUniformLocation(shaderProgram, "matrix3"); + uniformMatrix4fv = gl.getUniformLocation(shaderProgram, "matrix4"); + uniformSampler = gl.getUniformLocation(shaderProgram, "uSampler") + + gl.activeTexture(gl.TEXTURE0); + gl.uniform1i(uniformSampler, 0); + + gl.clearColor(0.0, 0.0, 0.0, 1.0); + + gl.viewport(0, 0, + canvas.width * canvas.devicePixelRatio, + canvas.height * canvas.devicePixelRatio); + + // Test getActiveUniform + var uniformCount = 0; + var expectedUniformCount = 37; + var actualUniformCount = gl.getProgramParameter(shaderProgram, gl.ACTIVE_UNIFORMS); + + for (var i = 0; i < actualUniformCount; i++) { + var activeInfo = gl.getActiveUniform(shaderProgram, i); + if (activeInfo.name !== "") + uniformCount++; + if (activeInfo.name === "testUniform") { + if (activeInfo.size !== 1) { + console.log("initializeGL(): FAILURE: testUniform size wrong"); + return 2; + } + + if (activeInfo.type !== Context3D.FLOAT) { + console.log("initializeGL(): FAILURE: testUniform type wrong"); + return 3; + } + } + } + + if (uniformCount !== expectedUniformCount) { + console.log("initializeGL(): FAILURE: active uniform count wrong, expected:", + expectedUniformCount, "actual:", uniformCount); + return 4; + } + + // Test uniform setters and getters + var uniformValue = 0; + var checkValue = false; + fillValue = 1; + + gl.uniform1i(uniform1i, fillValue); + uniformValue = gl.getUniform(shaderProgram, uniform1i); + if (!compareUniformValues(fillValue, uniformValue)) + return 5; + fillValue++; + + constructTestArrayJS(2); + gl.uniform2i(uniform2i, testArray[0], testArray[1]); + uniformValue = gl.getUniform(shaderProgram, uniform2i); + if (!compareUniformArrays(testArray, uniformValue)) + return 6; + + constructTestArrayJS(3); + gl.uniform3i(uniform3i, testArray[0], testArray[1], testArray[2]); + uniformValue = gl.getUniform(shaderProgram, uniform3i); + if (!compareUniformArrays(testArray, uniformValue)) + return 7; + + constructTestArrayJS(4); + gl.uniform4i(uniform4i, testArray[0], testArray[1], testArray[2], testArray[3]); + uniformValue = gl.getUniform(shaderProgram, uniform4i); + if (!compareUniformArrays(testArray, uniformValue)) + return 8; + + gl.uniform1f(uniform1f, fillValue); + uniformValue = gl.getUniform(shaderProgram, uniform1f); + if (!compareUniformValues(fillValue, uniformValue)) + return 9; + fillValue++; + + constructTestArrayJS(2); + gl.uniform2f(uniform2f, testArray[0], testArray[1]); + uniformValue = gl.getUniform(shaderProgram, uniform2f); + if (!compareUniformArrays(testArray, uniformValue)) + return 10; + + constructTestArrayJS(3); + gl.uniform3f(uniform3f, testArray[0], testArray[1], testArray[2]); + uniformValue = gl.getUniform(shaderProgram, uniform3f); + if (!compareUniformArrays(testArray, uniformValue)) + return 11; + + constructTestArrayJS(4); + gl.uniform4f(uniform4f, testArray[0], testArray[1], testArray[2], testArray[3]); + uniformValue = gl.getUniform(shaderProgram, uniform4f); + if (!compareUniformArrays(testArray, uniformValue)) + return 12; + + gl.uniform1i(uniform1b, true); + uniformValue = gl.getUniform(shaderProgram, uniform1b); + if (!compareUniformValues(true, uniformValue)) + return 13; + fillValue++; + + constructTestArrayBooleanJS(2); + gl.uniform2i(uniform2b, testArray[0], testArray[1]); + uniformValue = gl.getUniform(shaderProgram, uniform2b); + if (!compareUniformArrays(testArray, uniformValue)) + return 14; + + constructTestArrayBooleanJS(3); + gl.uniform3i(uniform3b, testArray[0], testArray[1], testArray[2]); + uniformValue = gl.getUniform(shaderProgram, uniform3b); + if (!compareUniformArrays(testArray, uniformValue)) + return 15; + + constructTestArrayBooleanJS(4); + gl.uniform4i(uniform4b, testArray[0], testArray[1], testArray[2], testArray[3]); + uniformValue = gl.getUniform(shaderProgram, uniform4b); + if (!compareUniformArrays(testArray, uniformValue)) + return 16; + + // Test both javascript arrays and typed arrays for functions that take arrays + var arrayElements = 3; + var elementLen = 1; + gl.uniform1iv(uniform1iv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("i1v[0]"); + if (!compareUniformValues(testArray[0], uniformValue)) + return 17; + uniformValue = getUniformValue("i1v[1]"); + if (!compareUniformValues(testArray[1], uniformValue)) + return 18; + uniformValue = getUniformValue("i1v[2]"); + if (!compareUniformValues(testArray[2], uniformValue)) + return 19; + + elementLen = 2; + gl.uniform2iv(uniform2iv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("i2v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 20; + uniformValue = getUniformValue("i2v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 21; + uniformValue = getUniformValue("i2v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 22; + + elementLen = 3; + gl.uniform3iv(uniform3iv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("i3v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 23; + uniformValue = getUniformValue("i3v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 24; + uniformValue = getUniformValue("i3v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 25; + + elementLen = 4; + gl.uniform4iv(uniform4iv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("i4v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 26; + uniformValue = getUniformValue("i4v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 27; + uniformValue = getUniformValue("i4v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 28; + + elementLen = 1; + gl.uniform1fv(uniform1fv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("f1v[0]"); + if (!compareUniformValues(testArray[0], uniformValue)) + return 29; + uniformValue = getUniformValue("f1v[1]"); + if (!compareUniformValues(testArray[1], uniformValue)) + return 30; + uniformValue = getUniformValue("f1v[2]"); + if (!compareUniformValues(testArray[2], uniformValue)) + return 31; + + elementLen = 2; + gl.uniform2fv(uniform2fv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("f2v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 32; + uniformValue = getUniformValue("f2v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 33; + uniformValue = getUniformValue("f2v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 34; + + elementLen = 3; + gl.uniform3fv(uniform3fv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("f3v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 35; + uniformValue = getUniformValue("f3v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 36; + uniformValue = getUniformValue("f3v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 37; + + elementLen = 4; + gl.uniform4fv(uniform4fv, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("f4v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 38; + uniformValue = getUniformValue("f4v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 39; + uniformValue = getUniformValue("f4v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 40; + + elementLen = 1 + gl.uniform1iv(uniform1bv, constructTestArrayBooleanJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("b1v[0]"); + if (!compareUniformValues(testArray[0], uniformValue)) + return 41; + uniformValue = getUniformValue("b1v[1]"); + if (!compareUniformValues(testArray[1], uniformValue)) + return 42; + uniformValue = getUniformValue("b1v[2]"); + if (!compareUniformValues(testArray[2], uniformValue)) + return 43; + + elementLen = 2; + gl.uniform2iv(uniform2bv, constructTestArrayBooleanJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("b2v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 44; + uniformValue = getUniformValue("b2v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 45; + uniformValue = getUniformValue("b2v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 46; + + elementLen = 3; + gl.uniform3iv(uniform3bv, constructTestArrayBooleanJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("b3v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 47; + uniformValue = getUniformValue("b3v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 48; + uniformValue = getUniformValue("b3v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 49; + + elementLen = 4; + gl.uniform4iv(uniform4bv, constructTestArrayBooleanJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("b4v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 50; + uniformValue = getUniformValue("b4v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 51; + uniformValue = getUniformValue("b4v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 52; + + elementLen = 2 * 2; + gl.uniformMatrix2fv(uniformMatrix2fv, false, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix2[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 53; + uniformValue = getUniformValue("matrix2[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 54; + uniformValue = getUniformValue("matrix2[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 55; + + gl.uniformMatrix2fv(uniformMatrix2fv, true, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix2[0]"); + if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue)) + return 56; + uniformValue = getUniformValue("matrix2[1]"); + if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue)) + return 57; + uniformValue = getUniformValue("matrix2[2]"); + if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue)) + return 58; + + elementLen = 3 * 3; + gl.uniformMatrix3fv(uniformMatrix3fv, false, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix3[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 59; + uniformValue = getUniformValue("matrix3[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 60; + uniformValue = getUniformValue("matrix3[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 61; + + gl.uniformMatrix3fv(uniformMatrix3fv, true, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix3[0]"); + if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue)) + return 62; + uniformValue = getUniformValue("matrix3[1]"); + if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue)) + return 63; + uniformValue = getUniformValue("matrix3[2]"); + if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue)) + return 64; + + elementLen = 4 * 4; + gl.uniformMatrix4fv(uniformMatrix4fv, false, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix4[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 65; + uniformValue = getUniformValue("matrix4[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 66; + uniformValue = getUniformValue("matrix4[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 67; + + gl.uniformMatrix4fv(uniformMatrix4fv, true, constructTestArrayJS(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix4[0]"); + if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue)) + return 68; + uniformValue = getUniformValue("matrix4[1]"); + if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue)) + return 69; + uniformValue = getUniformValue("matrix4[2]"); + if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue)) + return 70; + + elementLen = 1; + gl.uniform1iv(uniform1iv, constructTestArrayInt(arrayElements * elementLen)); + + uniformValue = getUniformValue("i1v[0]"); + if (!compareUniformValues(testArray[0], uniformValue)) + return 71; + uniformValue = getUniformValue("i1v[1]"); + if (!compareUniformValues(testArray[1], uniformValue)) + return 72; + uniformValue = getUniformValue("i1v[2]"); + if (!compareUniformValues(testArray[2], uniformValue)) + return 73; + + elementLen = 2; + gl.uniform2iv(uniform2iv, constructTestArrayInt(arrayElements * elementLen)); + + uniformValue = getUniformValue("i2v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 74; + uniformValue = getUniformValue("i2v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 75; + uniformValue = getUniformValue("i2v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 76; + + elementLen = 3; + gl.uniform3iv(uniform3iv, constructTestArrayInt(arrayElements * elementLen)); + + uniformValue = getUniformValue("i3v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 77; + uniformValue = getUniformValue("i3v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 78; + uniformValue = getUniformValue("i3v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 79; + + elementLen = 4; + gl.uniform4iv(uniform4iv, constructTestArrayInt(arrayElements * elementLen)); + + uniformValue = getUniformValue("i4v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 80; + uniformValue = getUniformValue("i4v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 81; + uniformValue = getUniformValue("i4v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 82; + + elementLen = 1; + gl.uniform1fv(uniform1fv, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("f1v[0]"); + if (!compareUniformValues(testArray[0], uniformValue)) + return 83; + uniformValue = getUniformValue("f1v[1]"); + if (!compareUniformValues(testArray[1], uniformValue)) + return 84; + uniformValue = getUniformValue("f1v[2]"); + if (!compareUniformValues(testArray[2], uniformValue)) + return 85; + + elementLen = 2; + gl.uniform2fv(uniform2fv, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("f2v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 86; + uniformValue = getUniformValue("f2v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 87; + uniformValue = getUniformValue("f2v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 88; + + elementLen = 3; + gl.uniform3fv(uniform3fv, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("f3v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 89; + uniformValue = getUniformValue("f3v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 90; + uniformValue = getUniformValue("f3v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 91; + + elementLen = 4; + gl.uniform4fv(uniform4fv, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("f4v[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 92; + uniformValue = getUniformValue("f4v[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 93; + uniformValue = getUniformValue("f4v[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 94; + + elementLen = 2 * 2; + gl.uniformMatrix2fv(uniformMatrix2fv, false, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix2[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 95; + uniformValue = getUniformValue("matrix2[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 96; + uniformValue = getUniformValue("matrix2[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 97; + + gl.uniformMatrix2fv(uniformMatrix2fv, true, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix2[0]"); + if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue)) + return 98; + uniformValue = getUniformValue("matrix2[1]"); + if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue)) + return 99; + uniformValue = getUniformValue("matrix2[2]"); + if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue)) + return 100; + + elementLen = 3 * 3; + gl.uniformMatrix3fv(uniformMatrix3fv, false, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix3[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 101; + uniformValue = getUniformValue("matrix3[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 102; + uniformValue = getUniformValue("matrix3[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 103; + + gl.uniformMatrix3fv(uniformMatrix3fv, true, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix3[0]"); + if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue)) + return 104; + uniformValue = getUniformValue("matrix3[1]"); + if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue)) + return 105; + uniformValue = getUniformValue("matrix3[2]"); + if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue)) + return 106; + + elementLen = 4 * 4; + gl.uniformMatrix4fv(uniformMatrix4fv, false, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix4[0]"); + if (!compareUniformSubArrays(0 * elementLen, elementLen, testArray, uniformValue)) + return 107; + uniformValue = getUniformValue("matrix4[1]"); + if (!compareUniformSubArrays(1 * elementLen, elementLen, testArray, uniformValue)) + return 108; + uniformValue = getUniformValue("matrix4[2]"); + if (!compareUniformSubArrays(2 * elementLen, elementLen, testArray, uniformValue)) + return 109; + + gl.uniformMatrix4fv(uniformMatrix4fv, true, constructTestArrayFloat(arrayElements * elementLen)); + + uniformValue = getUniformValue("matrix4[0]"); + if (!compareUniformSubArraysTransposed(0 * elementLen, elementLen, testArray, uniformValue)) + return 110; + uniformValue = getUniformValue("matrix4[1]"); + if (!compareUniformSubArraysTransposed(1 * elementLen, elementLen, testArray, uniformValue)) + return 111; + uniformValue = getUniformValue("matrix4[2]"); + if (!compareUniformSubArraysTransposed(2 * elementLen, elementLen, testArray, uniformValue)) + return 112; + + gl.uniform1i(uniformSampler, 1); + uniformValue = gl.getUniform(shaderProgram, uniformSampler); + if (!compareUniformValues(1, uniformValue)) + return 113; + + constructTestArrayJS(3); + var uniformLocation = gl.getUniformLocation(shaderProgram, "uStruct.first"); + gl.uniform3f(uniformLocation, testArray[0], testArray[1], testArray[2]); + uniformValue = gl.getUniform(shaderProgram, uniformLocation); + if (!compareUniformArrays(testArray, uniformValue)) + return 114; + + uniformLocation = gl.getUniformLocation(shaderProgram, "uStruct.second"); + gl.uniform1i(uniformLocation, fillValue); + uniformValue = gl.getUniform(shaderProgram, uniformLocation); + if (!compareUniformValues(fillValue, uniformValue)) + return 115; + fillValue++; + + constructTestArrayJS(3); + uniformLocation = gl.getUniformLocation(shaderProgram, "uStructv[0].first"); + gl.uniform3f(uniformLocation, testArray[0], testArray[1], testArray[2]); + uniformValue = gl.getUniform(shaderProgram, uniformLocation); + if (!compareUniformArrays(testArray, uniformValue)) + return 116; + + uniformLocation = gl.getUniformLocation(shaderProgram, "uStructv[0].second"); + gl.uniform1i(uniformLocation, fillValue); + uniformValue = gl.getUniform(shaderProgram, uniformLocation); + if (!compareUniformValues(fillValue, uniformValue)) + return 117; + fillValue++; + } + } catch(e) { + console.log("initializeGL(): FAILURE!"); + console.log(""+e); + console.log(""+e.message); + initStatus = -1; + } + return initStatus; +} + +function paintGL(canvas) { + gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 3); + + return 0; +} + +function initShaders() +{ + vertexShader = compileShader("attribute vec2 a_position; \ + void main() { \ + gl_Position = vec4(a_position, 0.0, 1.0); \ + }", gl.VERTEX_SHADER); + fragmentShader = compileShader("struct TestStruct \ + { \ + highp vec3 first; \ + int second; \ + }; \ + uniform highp float inactiveUniform; \ + uniform highp float testUniform; \ + uniform int i1; \ + uniform ivec2 i2; \ + uniform ivec3 i3; \ + uniform ivec4 i4; \ + uniform highp float f1; \ + uniform highp vec2 f2; \ + uniform highp vec3 f3; \ + uniform highp vec4 f4; \ + uniform bool b1; \ + uniform bvec2 b2; \ + uniform bvec3 b3; \ + uniform bvec4 b4; \ + uniform int i1v[3]; \ + uniform ivec2 i2v[3]; \ + uniform ivec3 i3v[3]; \ + uniform ivec4 i4v[3]; \ + uniform highp float f1v[3]; \ + uniform highp vec2 f2v[3]; \ + uniform highp vec3 f3v[3]; \ + uniform highp vec4 f4v[3]; \ + uniform bool b1v[3]; \ + uniform bvec2 b2v[3]; \ + uniform bvec3 b3v[3]; \ + uniform bvec4 b4v[3]; \ + uniform highp mat2 matrix2[3]; \ + uniform highp mat3 matrix3[3]; \ + uniform highp mat4 matrix4[3]; \ + uniform sampler2D uSampler; \ + uniform TestStruct uStruct; \ + uniform TestStruct uStructv[3]; \ + void main() { \ + int iValue = i1 + i2.x + i3.y + i4.z; \ + highp float fValue = f1 + f2.x + f3.y + f4.z; \ + if (b1 || b2.x || b3.y || b4.z) \ + iValue++; \ + fValue += uStruct.first.x; \ + iValue += uStruct.second; \ + for (int i = 0; i < 3; i++) { \ + iValue += i1v[i]; \ + iValue += i2v[i].x; \ + iValue += i3v[i].y; \ + iValue += i4v[i].z; \ + fValue += f1v[i]; \ + fValue += f2v[i].x; \ + fValue += f3v[i].y; \ + fValue += f4v[i].z; \ + fValue += matrix2[i][0][0]; \ + fValue += matrix3[i][1][1]; \ + fValue += matrix4[i][2][2]; \ + if (b1v[i] || b2v[i].x || b3v[i].y || b4v[i].z) \ + iValue++; \ + fValue += uStructv[i].first.x; \ + iValue += uStructv[i].second; \ + } \ + highp vec4 texelColor = texture2D(uSampler, vec2(fValue, fValue)); \ + if (iValue > 30) { \ + gl_FragColor = vec4(fValue, testUniform, texelColor.b, 1.0); \ + } else { \ + gl_FragColor = texelColor; \ + } \ + }", gl.FRAGMENT_SHADER); + + shaderProgram = gl.createProgram(); + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + // Check linking status + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + console.log("Could not initialize shaders"); + console.log(gl.getProgramInfoLog(shaderProgram)); + return false; + } + + return true; +} + +function compileShader(str, type) { + var shader = gl.createShader(type); + gl.shaderSource(shader, str); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + console.log("JS:Shader compile failed"); + console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +} diff --git a/tests/auto/qmltest/canvas3d/tst_uniforms.qml b/tests/auto/qmltest/canvas3d/tst_uniforms.qml new file mode 100644 index 0000000000000000000000000000000000000000..a42d89ce1e6cf873af69b598073f726289ca6a9f --- /dev/null +++ b/tests/auto/qmltest/canvas3d/tst_uniforms.qml @@ -0,0 +1,74 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.2 +import QtCanvas3D 1.0 +import QtTest 1.0 + +import "tst_uniforms.js" as Content + +Item { + id: top + height: 300 + width: 300 + + Canvas3D { + id: uniforms_test + property bool heightChanged: false + property bool widthChanged: false + property int initStatus: -1 + property int renderStatus: -1 + + anchors.fill: parent + onInitializeGL: initStatus = Content.initializeGL(uniforms_test) + onPaintGL: { + renderStatus = Content.paintGL(uniforms_test) + } + onHeightChanged: heightChanged = true + onWidthChanged: widthChanged = true + } + + TestCase { + name: "Canvas3D_test_uniforms" + when: windowShown + + function test_uniforms() { + waitForRendering(uniforms_test) + tryCompare(uniforms_test, "initStatus", 0) + tryCompare(uniforms_test, "renderStatus", 0) + } + } +}