diff --git a/examples/canvas3d/jsonmodels/ThreeJSLoader.js b/3rdparty/ThreeJSLoader.js similarity index 100% rename from examples/canvas3d/jsonmodels/ThreeJSLoader.js rename to 3rdparty/ThreeJSLoader.js diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/glMatrix-0.9.5.min.js b/3rdparty/gl-matrix.js similarity index 91% rename from examples/canvas3d/canvasswitch/qml/canvasswitch/glMatrix-0.9.5.min.js rename to 3rdparty/gl-matrix.js index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..eb16c6b48a1e17b4d2ff0bba299fde131d583122 100644 --- a/examples/canvas3d/canvasswitch/qml/canvasswitch/glMatrix-0.9.5.min.js +++ b/3rdparty/gl-matrix.js @@ -2,9 +2,29 @@ * @fileoverview gl-matrix - High performance matrix and vector operations * @author Brandon Jones * @author Colin MacKenzie IV - * @version 2.2.0 + * @version 2.2.2 */ +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +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. */ + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, @@ -77,7 +97,7 @@ if(!GLMAT_EPSILON) { } if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; + var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; } if(!GLMAT_RANDOM) { @@ -91,7 +111,7 @@ if(!GLMAT_RANDOM) { var glMatrix = {}; /** - * Sets the type of array used when creating new vectors and matricies + * Sets the type of array used when creating new vectors and matrices * * @param {Type} type Array type, such as Float32Array or Array */ @@ -427,6 +447,19 @@ vec2.negate = function(out, a) { return out; }; +/** + * Returns the inverse of the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to invert + * @returns {vec2} out + */ +vec2.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + return out; +}; + /** * Normalize a vec2 * @@ -962,6 +995,20 @@ vec3.negate = function(out, a) { return out; }; +/** + * Returns the inverse of the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to invert + * @returns {vec3} out + */ +vec3.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + return out; +}; + /** * Normalize a vec3 * @@ -1062,10 +1109,12 @@ vec3.random = function (out, scale) { * @returns {vec3} out */ vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; + var x = a[0], y = a[1], z = a[2], + w = m[3] * x + m[7] * y + m[11] * z + m[15]; + w = w || 1.0; + out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; + out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; + out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; return out; }; @@ -1112,6 +1161,90 @@ vec3.transformQuat = function(out, a, q) { return out; }; +/** + * Rotate a 3D vector around the x-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ +vec3.rotateX = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]; + r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c); + r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/** + * Rotate a 3D vector around the y-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ +vec3.rotateY = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c); + r[1] = p[1]; + r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/** + * Rotate a 3D vector around the z-axis + * @param {vec3} out The receiving vec3 + * @param {vec3} a The vec3 point to rotate + * @param {vec3} b The origin of the rotation + * @param {Number} c The angle of rotation + * @returns {vec3} out + */ +vec3.rotateZ = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c); + r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); + r[2] = p[2]; + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + /** * Perform some operation over an array of vec3s. * @@ -1153,6 +1286,29 @@ vec3.forEach = (function() { }; })(); +/** + * Get the angle between two 3D vectors + * @param {vec3} a The first operand + * @param {vec3} b The second operand + * @returns {Number} The angle in radians + */ +vec3.angle = function(a, b) { + + var tempA = vec3.fromValues(a[0], a[1], a[2]); + var tempB = vec3.fromValues(b[0], b[1], b[2]); + + vec3.normalize(tempA, tempA); + vec3.normalize(tempB, tempB); + + var cosine = vec3.dot(tempA, tempB); + + if(cosine > 1.0){ + return 0; + } else { + return Math.acos(cosine); + } +}; + /** * Returns a string representation of a vector * @@ -1521,6 +1677,21 @@ vec4.negate = function(out, a) { return out; }; +/** + * Returns the inverse of the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to invert + * @returns {vec4} out + */ +vec4.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + out[3] = 1.0 / a[3]; + return out; +}; + /** * Normalize a vec4 * @@ -1644,7 +1815,7 @@ vec4.transformQuat = function(out, a, q) { * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a @@ -1869,10 +2040,10 @@ mat2.determinant = function (a) { mat2.multiply = function (out, a, b) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; return out; }; @@ -1894,10 +2065,10 @@ mat2.rotate = function (out, a, rad) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], s = Math.sin(rad), c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; return out; }; @@ -1913,8 +2084,8 @@ mat2.scale = function(out, a, v) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], v0 = v[0], v1 = v[1]; out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; out[3] = a3 * v1; return out; }; @@ -1929,6 +2100,32 @@ mat2.str = function (a) { return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; }; +/** + * Returns Frobenius norm of a mat2 + * + * @param {mat2} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2))) +}; + +/** + * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix + * @param {mat2} L the lower triangular matrix + * @param {mat2} D the diagonal matrix + * @param {mat2} U the upper triangular matrix + * @param {mat2} a the input matrix to factorize + */ + +mat2.LDU = function (L, D, U, a) { + L[2] = a[2]/a[0]; + U[0] = a[0]; + U[1] = a[1]; + U[3] = a[3] - L[2] * U[1]; + return [L, D, U]; +}; + /* if(typeof(exports) !== 'undefined') { exports.mat2 = mat2; @@ -1963,17 +2160,16 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ * @description * A mat2d contains six elements defined as: * <pre> - * [a, b, - * c, d, - * tx,ty] + * [a, c, tx, + * b, d, ty] * </pre> * This is a short form for the 3x3 matrix: * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] + * [a, c, tx, + * b, d, ty, + * 0, 0, 1] * </pre> - * The last column is ignored so the array is shorter and operations are faster. + * The last row is ignored so the array is shorter and operations are faster. */ var mat2d = {}; @@ -2089,17 +2285,14 @@ mat2d.determinant = function (a) { * @returns {mat2d} out */ mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + out[4] = a0 * b4 + a2 * b5 + a4; + out[5] = a1 * b4 + a3 * b5 + a5; return out; }; @@ -2119,21 +2312,15 @@ mat2d.mul = mat2d.multiply; * @returns {mat2d} out */ mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; + out[4] = a4; + out[5] = a5; return out; }; @@ -2146,13 +2333,14 @@ mat2d.rotate = function (out, a, rad) { * @returns {mat2d} out **/ mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; + out[3] = a3 * v1; + out[4] = a4; + out[5] = a5; return out; }; @@ -2165,12 +2353,14 @@ mat2d.scale = function(out, a, v) { * @returns {mat2d} out **/ mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0; + out[1] = a1; + out[2] = a2; + out[3] = a3; + out[4] = a0 * v0 + a2 * v1 + a4; + out[5] = a1 * v0 + a3 * v1 + a5; return out; }; @@ -2185,6 +2375,16 @@ mat2d.str = function (a) { a[3] + ', ' + a[4] + ', ' + a[5] + ')'; }; +/** + * Returns Frobenius norm of a mat2d + * + * @param {mat2d} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2d.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) +}; + /* if(typeof(exports) !== 'undefined') { exports.mat2d = mat2d; @@ -2665,6 +2865,17 @@ mat3.str = function (a) { a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; }; + +/** + * Returns Frobenius norm of a mat3 + * + * @param {mat3} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat3.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) +}; + /* if(typeof(exports) !== 'undefined') { exports.mat3 = mat3; @@ -3027,35 +3238,31 @@ mat4.translate = function (out, a, v) { var x = v[0], y = v[1], z = v[2], a00, a01, a02, a03, a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; + a20, a21, a22, a23; + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } return out; }; + /** * Scales the mat4 by the dimensions in the given vec3 * @@ -3421,17 +3628,14 @@ mat4.perspective = function (out, fovy, aspect, near, far) { out[1] = 0; out[2] = 0; out[3] = 0; - out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; - out[8] = 0; out[9] = 0; out[10] = (far + near) * nf; out[11] = -1; - out[12] = 0; out[13] = 0; out[14] = (2 * far * near) * nf; @@ -3574,6 +3778,16 @@ mat4.str = function (a) { a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; }; +/** + * Returns Frobenius norm of a mat4 + * + * @param {mat4} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat4.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) +}; + /* if(typeof(exports) !== 'undefined') { exports.mat4 = mat4; @@ -3896,7 +4110,7 @@ quat.calculateW = function (out, a) { out[0] = x; out[1] = y; out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); return out; }; @@ -4071,9 +4285,9 @@ quat.fromMat3 = function(out, m) { fRoot = Math.sqrt(fTrace + 1.0); // 2w out[3] = 0.5 * fRoot; fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; + out[0] = (m[5]-m[7])*fRoot; + out[1] = (m[6]-m[2])*fRoot; + out[2] = (m[1]-m[3])*fRoot; } else { // |w| <= 1/2 var i = 0; @@ -4087,7 +4301,7 @@ quat.fromMat3 = function(out, m) { fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); out[i] = 0.5 * fRoot; fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; + out[3] = (m[j*3+k] - m[k*3+j]) * fRoot; out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; } diff --git a/creatortemplates/qtcanvas3dthreejs/main.cpp b/creatortemplates/qtcanvas3dthreejs/main.cpp deleted file mode 100644 index 244c6f8842e9bd4a15d983c5248644232e2ec2da..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/main.cpp +++ /dev/null @@ -1,30 +0,0 @@ -#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"))); - - 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(); - - return app.exec(); -} diff --git a/creatortemplates/qtcanvas3dthreejs/main.qml b/creatortemplates/qtcanvas3dthreejs/main.qml deleted file mode 100644 index 32975227e86322f679f6218892cfbf3baf2f2c9b..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/main.qml +++ /dev/null @@ -1,26 +0,0 @@ -import QtQuick 2.0 -import QtCanvas3D 1.0 - -import "materials.js" as GLCode - -Item { - id: mainview - width: 1200 - height: 700 - visible: true - - Canvas3D { - id: canvas3d - anchors.fill: parent - focus: true - - onInitGL: { - GLCode.initGL(canvas3d); - } - - onRenderGL: { - GLCode.renderGL(canvas3d); - } - } -} - diff --git a/creatortemplates/qtcanvas3dthreejs/materials.js b/creatortemplates/qtcanvas3dthreejs/materials.js deleted file mode 100644 index 02183a3fa94241ef43fd74fa56841fb8031d912d..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/materials.js +++ /dev/null @@ -1,158 +0,0 @@ -Qt.include("three.js") - -var camera, scene, renderer, objects; -var particleLight; - -var materials = []; - -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} - -function initGL(canvas) { - log("initGL ENTER..."); - - camera = new THREE.PerspectiveCamera( 45, canvas.width / canvas.height, 1, 2000 ); - camera.position.set( 0, 200, 800 ); - - scene = new THREE.Scene(); - - // Grid - - var line_material = new THREE.LineBasicMaterial( { color: 0x303030 } ), - geometry = new THREE.Geometry(), - floor = -75, step = 25; - - for ( var i = 0; i <= 40; i ++ ) { - - geometry.vertices.push( new THREE.Vector3( - 500, floor, i * step - 500 ) ); - geometry.vertices.push( new THREE.Vector3( 500, floor, i * step - 500 ) ); - - geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, -500 ) ); - geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, 500 ) ); - - } - - var line = new THREE.Line( geometry, line_material, THREE.LinePieces ); - scene.add( line ); - - // Materials - var texture = THREE.ImageUtils.loadTexture("qrc:/textures/land_ocean_ice_cloud_2048.jpg") - - materials.push( new THREE.MeshLambertMaterial( { map: texture, transparent: true } ) ); - materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) ); - materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) ); - materials.push( new THREE.MeshNormalMaterial( ) ); - materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending } ) ); - //materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) ); - - materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ) ); - materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true } ) ); - materials.push( new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ) ); - materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ) ); - - materials.push( new THREE.MeshDepthMaterial() ); - - materials.push( new THREE.MeshLambertMaterial( { color: 0x666666, emissive: 0xff0000, ambient: 0x000000, shading: THREE.SmoothShading } ) ); - materials.push( new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x666666, emissive: 0xff0000, ambient: 0x000000, shininess: 10, shading: THREE.SmoothShading, opacity: 0.9, transparent: true } ) ); - - materials.push( new THREE.MeshBasicMaterial( { map: texture, transparent: true } ) ); - - // Spheres geometry - - var geometry_smooth = new THREE.SphereGeometry( 70, 32, 16 ); - var geometry_flat = new THREE.SphereGeometry( 70, 32, 16 ); - var geometry_pieces = new THREE.SphereGeometry( 70, 32, 16 ); // Extra geometry to be broken down for MeshFaceMaterial - - for ( var i = 0, l = geometry_pieces.faces.length; i < l; i ++ ) { - - var face = geometry_pieces.faces[ i ]; - face.materialIndex = Math.floor( Math.random() * materials.length ); - - } - - geometry_pieces.materials = materials; - - materials.push( new THREE.MeshFaceMaterial( materials ) ); - - objects = []; - - var sphere, geometry, material; - - for ( var i = 0, l = materials.length; i < l; i ++ ) { - - material = materials[ i ]; - - geometry = material instanceof THREE.MeshFaceMaterial ? geometry_pieces : - ( material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth ); - - sphere = new THREE.Mesh( geometry, material ); - - sphere.position.x = ( i % 4 ) * 200 - 400; - sphere.position.z = Math.floor( i / 4 ) * 200 - 200; - - sphere.rotation.x = Math.random() * 200 - 100; - sphere.rotation.y = Math.random() * 200 - 100; - sphere.rotation.z = Math.random() * 200 - 100; - - objects.push( sphere ); - - scene.add( sphere ); - - } - - particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ); - scene.add( particleLight ); - - // Lights - - scene.add( new THREE.AmbientLight( 0x111111 ) ); - - var directionalLight = new THREE.DirectionalLight( /*Math.random() * */ 0xffffff, 0.125 ); - - directionalLight.position.x = Math.random() - 0.5; - directionalLight.position.y = Math.random() - 0.5; - directionalLight.position.z = Math.random() - 0.5; - - directionalLight.position.normalize(); - - scene.add( directionalLight ); - - var pointLight = new THREE.PointLight( 0xffffff, 1 ); - particleLight.add( pointLight ); - - renderer = new THREE.Canvas3DRenderer( - { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio }); - renderer.setSize( canvas.width, canvas.height ); -} - -function renderGL(canvas) { - log("renderGL ENTER..."); - - var timer = 0.0001 * Date.now(); - - camera.position.x = Math.cos( timer ) * 1000; - camera.position.z = Math.sin( timer ) * 1000; - - camera.lookAt( scene.position ); - - for ( var i = 0, l = objects.length; i < l; i ++ ) { - - var object = objects[ i ]; - - object.rotation.x += 0.01; - object.rotation.y += 0.005; - - } - - materials[ materials.length - 3 ].emissive.setHSL( 0.54, 1, 0.35 * ( 0.5 + 0.5 * Math.sin( 35 * timer ) ) ); - materials[ materials.length - 4 ].emissive.setHSL( 0.04, 1, 0.35 * ( 0.5 + 0.5 * Math.cos( 35 * timer ) ) ); - - particleLight.position.x = Math.sin( timer * 7 ) * 300; - particleLight.position.y = Math.cos( timer * 5 ) * 400; - particleLight.position.z = Math.cos( timer * 3 ) * 300; - - renderer.render( scene, camera ); - log("renderGL EXIT..."); -} diff --git a/creatortemplates/qtcanvas3dthreejs/project.pro b/creatortemplates/qtcanvas3dthreejs/project.pro deleted file mode 100644 index 93a1e6c12998ac02379e400603097fd67097d56e..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/project.pro +++ /dev/null @@ -1,8 +0,0 @@ -QT += qml quick - -TEMPLATE = app -SOURCES += main.cpp - -OTHER_FILES += qml/%ProjectName:l%/* - -RESOURCES += %ProjectName:l%.qrc diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png b/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png deleted file mode 100644 index a41f5d2ed70dd33c8f6040182e9fdd6901e27c10..0000000000000000000000000000000000000000 Binary files a/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png and /dev/null differ diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc b/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc deleted file mode 100644 index b844350d7e24771cc756f5eff2782622ee8428f4..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc +++ /dev/null @@ -1,7 +0,0 @@ -<RCC> - <qresource prefix="/"> - <file>qml/%ProjectName%/%ProjectName%.qml</file> - <file>qml/%ProjectName%/materials.js</file> - <file>qml/%ProjectName%/three.js</file> - </qresource> -</RCC> diff --git a/creatortemplates/qtcanvas3dthreejs/three.js b/creatortemplates/qtcanvas3dthreejs/three.js deleted file mode 100644 index fc1c9ba379c6d6763f820fcdcedee0b87cfd35d7..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/three.js +++ /dev/null @@ -1,35534 +0,0 @@ -// File:src/qml/ThreeQML.js - -/** - * three.js QML port by - * @author Pasi keränen / pasi.keranen@digia.com - */ - -// File:src/qml/TypedArrayWrappers.js - -//Uint8ClampedArray - -function Int8Array(initValue) { - var i; - if (initValue instanceof Int8Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt8Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt8Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newInt8Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Int8Array.prototype = { - constructor: Int8Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Int8Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - return ar; - } -} - -function Uint8Array(initValue) { - var i; - if (initValue instanceof Uint8Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint8Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint8Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newUint8Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Uint8Array.prototype = { - constructor: Uint8Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Uint8Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -function Int16Array(initValue) { - var i; - if (initValue instanceof Int16Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt16Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt16Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newInt16Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Int16Array.prototype = { - constructor: Int16Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Int16Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -function Uint16Array(initValue) { - var i; - if (initValue instanceof Uint16Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint16Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = iniValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint16Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = iniValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newUint16Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Uint16Array.prototype = { - constructor: Uint16Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Uint16Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -function Int32Array(initValue) { - var i; - if (initValue instanceof Int32Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newInt32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Int32Array.prototype = { - constructor: Int32Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Int32Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -function Uint32Array(initValue) { - var i; - if (initValue instanceof Uint32Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newUint32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Uint32Array.prototype = { - constructor: Uint32Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Uint32Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -function Float32Array(initValue) { - var i; - if (initValue instanceof Float32Array) { - this._length = initValue.length; - this._internalArray = Arrays.newFloat32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newFloat32Array(this._length); - for (i = 0; i < this._length; i++) { - this[i] = initValue[i]; - } - } else { - this._length = initValue; - this._internalArray = Arrays.newFloat32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Float32Array.prototype = { - constructor: Float32Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Float32Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) { - ar.set(i, this[i]); - } - if (this.name !== undefined) { - ar.name = this.name; - } - - return ar; - } -} - -function Float64Array(initValue) { - var i; - if (initValue instanceof Float64Array) { - this._length = initValue.length; - this._internalArray = Arrays.newFloat64Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newFloat64Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newFloat64Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Float64Array.prototype = { - constructor: Float64Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Float64Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) { - ar.set(i, this[i]); - } - if (this.name !== undefined) { - ar.name = this.name; - } - - return ar; - } -} - -function Int32Array(initValue) { - var i; - if (initValue instanceof Int32Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newInt32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newInt32Array(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Int32Array.prototype = { - constructor: Int32Array, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Int32Array) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -function Uint8ClampedArray(initValue) { - var i; - if (initValue instanceof Uint8ClampedArray) { - this._length = initValue.length; - this._internalArray = Arrays.newUint8ClampedArray(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else if (initValue instanceof Array) { - this._length = initValue.length; - this._internalArray = Arrays.newUint8ClampedArray(this._length); - for (i = 0; i < this._length; i++) - this[i] = initValue[i]; - } else { - this._length = initValue; - this._internalArray = Arrays.newUint8ClampedArray(this._length); - for (i = 0; i < this._length; i++) - this[i] = 0; - } - - var _this = this; - this.__defineGetter__("length", function(){ - return _this._length; - }); -} - -Uint8ClampedArray.prototype = { - constructor: Uint8ClampedArray, - - set: function( index, value ) { - if (index instanceof Array || index instanceof Uint8ClampedArray) { - for (var i = 0; i < this._length; i++) - this[i] = index[i]; - } else { - this[index] = value; - } - }, - - get: function( index ) { - return this[index]; - }, - print: function() { - var values = "[ " - for (var i = 0; i < this._length; i++) { - values += this[i] + " "; - }; - values += "]"; - }, - typedArray: function() { - var ar = this._internalArray; - for (var i = 0; i < this._length; i++) - ar.set(i, this[i]); - if (this.name !== undefined) - ar.name = this.name; - - return ar; - } -} - -// 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/renderers/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, - - _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; - this.devicePixelRatio = parameters.devicePixelRatio !== undefined - ? parameters.devicePixelRatio - : self.devicePixelRatio !== undefined - ? self.devicePixelRatio - : 1; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - // physically based shading - - 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, - _currentGeometryGroupHash = - 1, - _currentCamera = null, - - _usedTextureUnits = 0, - - // GL state cache - - _oldDoubleSided = - 1, - _oldFlipSided = - 1, - - _oldBlending = - 1, - - _oldBlendEquation = - 1, - _oldBlendSrc = - 1, - _oldBlendDst = - 1, - - _oldDepthTest = - 1, - _oldDepthWrite = - 1, - - _oldPolygonOffset = null, - _oldPolygonOffsetFactor = null, - _oldPolygonOffsetUnits = null, - - _oldLineWidth = null, - - _viewportX = 0, - _viewportY = 0, - _viewportWidth = _canvas.width, - _viewportHeight = _canvas.height, - _currentWidth = 0, - _currentHeight = 0, - - _newAttributes = new Uint8Array( 16 ), - _enabledAttributes = new Uint8Array( 16 ), - - // frustum - - _frustum = new THREE.Frustum(), - - // camera matrices cache - - _projScreenMatrix = new THREE.Matrix4(), - _projScreenMatrixPS = 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: [] }, - spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] }, - 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.'; - - } - - } - - } catch ( error ) { - - console.error( error ); - - } - -// 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_standard_derivatives' ); - - if ( _logarithmicDepthBuffer ) { - - extensions.get( 'EXT_frag_depth' ); - - } - - // - - function setDefaultGLState() { - - _gl.clearColor( 0, 0, 0, 1 ); - _gl.clearDepth( 1 ); - _gl.clearStencil( 0 ); - - _gl.enable( _gl.DEPTH_TEST ); - _gl.depthFunc( _gl.LEQUAL ); - - _gl.frontFace( _gl.CCW ); - _gl.cullFace( _gl.BACK ); - _gl.enable( _gl.CULL_FACE ); - - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA ); - - _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - } - - setDefaultGLState(); - - this.context = _gl; - - // GPU capabilities - - var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS ); - var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); - var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE ); - var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE ); - - var _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 _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT ); - - var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT ); - var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT ); - var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_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'; - console.warn( 'THREE.Canvas3DRenderer: highp not supported, using mediump.' ); - - } else { - - _precision = 'lowp'; - console.warn( 'THREE.Canvas3DRenderer: highp and mediump not supported, using lowp.' ); - - } - - } - - if ( _precision === 'mediump' && ! mediumpAvailable ) { - - _precision = 'lowp'; - console.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.supportsVertexTextures = function () { - - return _supportsVertexTextures; - - }; - - this.supportsFloatTextures = function () { - - return extensions.get( 'OES_texture_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.setSize = function ( width, height, updateStyle ) { - - //_canvas.width = width * this.devicePixelRatio; - //_canvas.height = height * this.devicePixelRatio; - - //if ( updateStyle !== false ) { - - // _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 * this.devicePixelRatio; - _viewportY = y * this.devicePixelRatio; - - _viewportWidth = width * this.devicePixelRatio; - _viewportHeight = height * this.devicePixelRatio; - - _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - _gl.scissor( - x * this.devicePixelRatio, - y * this.devicePixelRatio, - width * this.devicePixelRatio, - height * this.devicePixelRatio - ); - - }; - - this.enableScissorTest = function ( enable ) { - - enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST ); - - }; - - // Clearing - - this.setClearColor = function ( color, alpha ) { - - _clearColor.set( color ); - _clearAlpha = alpha !== undefined ? alpha : 1; - - _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - }; - - this.setClearColorHex = function ( hex, alpha ) { - - console.warn( 'THREE.Canvas3DRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' ); - this.setClearColor( hex, alpha ); - - }; - - this.getClearColor = function () { - - return _clearColor; - - }; - - this.getClearAlpha = function () { - - return _clearAlpha; - - }; - - this.clear = function ( color, depth, stencil ) { - - var bits = 0; - - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; - - _gl.clear( bits ); - - }; - - this.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 = function () { - - _currentProgram = null; - _currentCamera = null; - - _oldBlending = - 1; - _oldDepthTest = - 1; - _oldDepthWrite = - 1; - _oldDoubleSided = - 1; - _oldFlipSided = - 1; - _currentGeometryGroupHash = - 1; - _currentMaterialId = - 1; - - _lightsNeedUpdate = true; - - }; - - // 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; - - if ( geometryGroup.numMorphTargets ) { - - geometryGroup.__webglMorphTargetsBuffers = []; - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - var buf = _gl.createBuffer(); - buf.name = "Mesh__MorphTarget_"+m; - geometryGroup.__webglMorphTargetsBuffers.push(buf); - - } - - } - - if ( geometryGroup.numMorphNormals ) { - - geometryGroup.__webglMorphNormalsBuffers = []; - - for ( m = 0, ml = geometryGroup.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 - - _currentGeometryGroupHash = - 1; - - }; - - 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[BUFFER_BELONGS_TO_ATTRIBUTE] = 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.__sortArray = []; - - 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; - - if ( geometryGroup.numMorphTargets ) { - - geometryGroup.__morphTargetsArrays = []; - - for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) { - var mta = new Float32Array( nvertices * 3 ); - mta.name = "morphTargetArray_"+m; - geometryGroup.__morphTargetsArrays.push(mta); - } - - } - - if ( geometryGroup.numMorphNormals ) { - - geometryGroup.__morphNormalsArrays = []; - - for ( m = 0, ml = geometryGroup.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[BUFFER_BELONGS_TO_ATTRIBUTE] = 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 materialNeedsSmoothNormals ( material ) { - - return material && material.shading !== undefined && material.shading === THREE.SmoothShading; - - }; - - // Buffer setting - - function setParticleBuffers ( geometry, hint, object ) { - - var v, c, vertex, offset, index, color, - - vertices = geometry.vertices, - vl = vertices.length, - - colors = geometry.colors, - cl = colors.length, - - vertexArray = geometry.__vertexArray, - colorArray = geometry.__colorArray, - - sortArray = geometry.__sortArray, - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyElements = geometry.elementsNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - - customAttributes = geometry.__webglCustomAttributesList, - i, il, - a, ca, cal, value, - customAttribute; - - if ( object.sortParticles ) { - - _projScreenMatrixPS.copy( _projScreenMatrix ); - _projScreenMatrixPS.multiply( object.matrixWorld ); - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - _vector3.copy( vertex ); - _vector3.applyProjection( _projScreenMatrixPS ); - - sortArray[ v ] = [ _vector3.z, v ]; - - } - - sortArray.sort( numericalSort ); - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ sortArray[ v ][ 1 ] ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - for ( c = 0; c < cl; c ++ ) { - - offset = c * 3; - - color = colors[ sortArray[ c ][ 1 ] ]; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue; - - offset = 0; - - cal = customAttribute.value.length; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - customAttribute.array[ ca ] = customAttribute.value[ index ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === 'c' ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - index = sortArray[ ca ][ 1 ]; - - value = customAttribute.value[ index ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - } - - } - - } else { - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - } - - if ( dirtyColors ) { - - for ( c = 0; c < cl; c ++ ) { - - color = colors[ c ]; - - offset = c * 3; - - colorArray[ offset ] = color.r; - colorArray[ offset + 1 ] = color.g; - colorArray[ offset + 2 ] = color.b; - - } - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate && - ( customAttribute.boundTo === undefined || - customAttribute.boundTo === 'vertices' ) ) { - - cal = customAttribute.value.length; - - offset = 0; - - if ( customAttribute.size === 1 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - customAttribute.array[ ca ] = customAttribute.value[ ca ]; - - } - - } else if ( customAttribute.size === 2 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - - offset += 2; - - } - - } else if ( customAttribute.size === 3 ) { - - if ( customAttribute.type === 'c' ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.r; - customAttribute.array[ offset + 1 ] = value.g; - customAttribute.array[ offset + 2 ] = value.b; - - offset += 3; - - } - - } else { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - - offset += 3; - - } - - } - - } else if ( customAttribute.size === 4 ) { - - for ( ca = 0; ca < cal; ca ++ ) { - - value = customAttribute.value[ ca ]; - - customAttribute.array[ offset ] = value.x; - customAttribute.array[ offset + 1 ] = value.y; - customAttribute.array[ offset + 2 ] = value.z; - customAttribute.array[ offset + 3 ] = value.w; - - offset += 4; - - } - - } - - } - - } - - } - - } - - if ( dirtyVertices || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray.typedArray(), hint ); - - } - - if ( dirtyColors || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, colorArray.typedArray(), hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( customAttribute.needsUpdate || object.sortParticles ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array.typedArray(), hint ); - - } - - } - - } - - } - - 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, - a, ca, cal, value, - customAttribute; - - if ( dirtyVertices ) { - - for ( v = 0; v < vl; v ++ ) { - - vertex = vertices[ v ]; - - offset = v * 3; - - vertexArray[ offset ] = vertex.x; - vertexArray[ offset + 1 ] = vertex.y; - vertexArray[ offset + 2 ] = vertex.z; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray.typedArray(), 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.typedArray(), 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.typedArray(), 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.typedArray(), hint ); - - } - - } - - } - - } - - function setMeshBuffers( geometryGroup, object, hint, dispose, material ) { - - if ( ! geometryGroup.__inittedArrays ) { - - return; - - } - - var needsSmoothNormals = materialNeedsSmoothNormals( material ); - - var f, fl, fi, face, - vertexNormals, faceNormal, normal, - vertexColors, faceColor, - vertexTangents, - uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4, - c1, c2, c3, - sw1, sw2, sw3, sw4, - si1, si2, si3, si4, - sa1, sa2, sa3, sa4, - sb1, sb2, sb3, sb4, - m, ml, i, il, - vn, uvi, uv2i, - vk, vkl, vka, - nka, chf, faceVertexNormals, - a, - - vertexIndex = 0, - - offset = 0, - offset_uv = 0, - offset_uv2 = 0, - offset_face = 0, - offset_normal = 0, - offset_tangent = 0, - offset_line = 0, - offset_color = 0, - offset_skin = 0, - offset_morphTarget = 0, - offset_custom = 0, - offset_customSrc = 0, - - value, - - vertexArray = geometryGroup.__vertexArray, - uvArray = geometryGroup.__uvArray, - uv2Array = geometryGroup.__uv2Array, - normalArray = geometryGroup.__normalArray, - tangentArray = geometryGroup.__tangentArray, - colorArray = geometryGroup.__colorArray, - - skinIndexArray = geometryGroup.__skinIndexArray, - skinWeightArray = geometryGroup.__skinWeightArray, - - morphTargetsArrays = geometryGroup.__morphTargetsArrays, - morphNormalsArrays = geometryGroup.__morphNormalsArrays, - - customAttributes = geometryGroup.__webglCustomAttributesList, - customAttribute, - - faceArray = geometryGroup.__faceArray, - lineArray = geometryGroup.__lineArray, - - geometry = object.geometry, // this is shared for all chunks - - dirtyVertices = geometry.verticesNeedUpdate, - dirtyElements = geometry.elementsNeedUpdate, - dirtyUvs = geometry.uvsNeedUpdate, - dirtyNormals = geometry.normalsNeedUpdate, - dirtyTangents = geometry.tangentsNeedUpdate, - dirtyColors = geometry.colorsNeedUpdate, - dirtyMorphTargets = geometry.morphTargetsNeedUpdate, - - vertices = geometry.vertices, - chunk_faces3 = geometryGroup.faces3, - obj_faces = geometry.faces, - - obj_uvs = geometry.faceVertexUvs[ 0 ], - obj_uvs2 = geometry.faceVertexUvs[ 1 ], - - obj_colors = geometry.colors, - - obj_skinIndices = geometry.skinIndices, - obj_skinWeights = geometry.skinWeights, - - morphTargets = geometry.morphTargets, - morphNormals = geometry.morphNormals; - - if ( dirtyVertices ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - v1 = vertices[ face.a ]; - v2 = vertices[ face.b ]; - v3 = vertices[ face.c ]; - - vertexArray[ offset ] = v1.x; - vertexArray[ offset + 1 ] = v1.y; - vertexArray[ offset + 2 ] = v1.z; - - vertexArray[ offset + 3 ] = v2.x; - vertexArray[ offset + 4 ] = v2.y; - vertexArray[ offset + 5 ] = v2.z; - - vertexArray[ offset + 6 ] = v3.x; - vertexArray[ offset + 7 ] = v3.y; - vertexArray[ offset + 8 ] = v3.z; - - offset += 9; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray.typedArray(), hint ); - - } - - if ( dirtyMorphTargets ) { - - for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) { - - offset_morphTarget = 0; - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - chf = chunk_faces3[ f ]; - face = obj_faces[ chf ]; - - // morph positions - - v1 = morphTargets[ vk ].vertices[ face.a ]; - v2 = morphTargets[ vk ].vertices[ face.b ]; - v3 = morphTargets[ vk ].vertices[ face.c ]; - - vka = morphTargetsArrays[ vk ]; - - vka[ offset_morphTarget ] = v1.x; - vka[ offset_morphTarget + 1 ] = v1.y; - vka[ offset_morphTarget + 2 ] = v1.z; - - vka[ offset_morphTarget + 3 ] = v2.x; - vka[ offset_morphTarget + 4 ] = v2.y; - vka[ offset_morphTarget + 5 ] = v2.z; - - vka[ offset_morphTarget + 6 ] = v3.x; - vka[ offset_morphTarget + 7 ] = v3.y; - vka[ offset_morphTarget + 8 ] = v3.z; - - // morph normals - - if ( material.morphNormals ) { - - if ( needsSmoothNormals ) { - - faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ]; - - n1 = faceVertexNormals.a; - n2 = faceVertexNormals.b; - n3 = faceVertexNormals.c; - - } else { - - n1 = morphNormals[ vk ].faceNormals[ chf ]; - n2 = n1; - n3 = n1; - - } - - nka = morphNormalsArrays[ vk ]; - - nka[ offset_morphTarget ] = n1.x; - nka[ offset_morphTarget + 1 ] = n1.y; - nka[ offset_morphTarget + 2 ] = n1.z; - - nka[ offset_morphTarget + 3 ] = n2.x; - nka[ offset_morphTarget + 4 ] = n2.y; - nka[ offset_morphTarget + 5 ] = n2.z; - - nka[ offset_morphTarget + 6 ] = n3.x; - nka[ offset_morphTarget + 7 ] = n3.y; - nka[ offset_morphTarget + 8 ] = n3.z; - - } - - // - - offset_morphTarget += 9; - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] ); - _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ].typedArray(), hint ); - - if ( material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] ); - _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ].typedArray(), 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.typedArray(), hint ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray.typedArray(), 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.typedArray(), 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.typedArray(), 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 && needsSmoothNormals ) { - - for ( i = 0; i < 3; i ++ ) { - - vn = vertexNormals[ i ]; - - normalArray[ offset_normal ] = vn.x; - normalArray[ offset_normal + 1 ] = vn.y; - normalArray[ offset_normal + 2 ] = vn.z; - - offset_normal += 3; - - } - - } else { - - for ( i = 0; i < 3; i ++ ) { - - normalArray[ offset_normal ] = faceNormal.x; - normalArray[ offset_normal + 1 ] = faceNormal.y; - normalArray[ offset_normal + 2 ] = faceNormal.z; - - offset_normal += 3; - - } - - } - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, normalArray.typedArray(), 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.typedArray(), 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.typedArray(), 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.typedArray(), hint ); - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer ); - _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray.typedArray(), hint ); - - } - - if ( customAttributes ) { - - for ( i = 0, il = customAttributes.length; i < il; i ++ ) { - - customAttribute = customAttributes[ i ]; - - if ( ! customAttribute.__original.needsUpdate ) continue; - - offset_custom = 0; - offset_customSrc = 0; - - if ( customAttribute.size === 1 ) { - - if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) { - - for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) { - - face = obj_faces[ chunk_faces3[ f ] ]; - - customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ]; - customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; - - offset_custom += 3; - - } - - } 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.typedArray(), hint ); - - } - - } - - if ( dispose ) { - - delete geometryGroup.__inittedArrays; - delete geometryGroup.__colorArray; - delete geometryGroup.__normalArray; - delete geometryGroup.__tangentArray; - delete geometryGroup.__uvArray; - delete geometryGroup.__uv2Array; - delete geometryGroup.__faceArray; - delete geometryGroup.__vertexArray; - delete geometryGroup.__lineArray; - delete geometryGroup.__skinIndexArray; - delete geometryGroup.__skinWeightArray; - - } - - }; - - function setDirectBuffers( geometry ) { - - 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 ]; - - if ( attribute.buffer === undefined ) { - - attribute.buffer = _gl.createBuffer(); - attribute.needsUpdate = true; - - } - - if ( attribute.needsUpdate === true ) { - - var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER; - - _gl.bindBuffer( bufferType, attribute.buffer ); - _gl.bufferData( bufferType, attribute.array.typedArray(), _gl.STATIC_DRAW ); - - attribute.needsUpdate = false; - - } - - } - - } - - // Buffer rendering - - this.renderBufferImmediate = function ( object, program, material ) { - - 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.__webglVertexBuffer ) object.__webglVertexBuffer.name = "object.__webglVertexBuffer"; - if ( object. __webglNormalBuffer )object. __webglNormalBuffer.name = "object. __webglNormalBuffer"; - if ( object. __webglUvBuffer ) object. __webglUvBuffer.name = "object. __webglUvBuffer"; - if ( object. __webglColorBuffer ) object. __webglColorBuffer.name = "object. __webglColorBuffer"; - - if ( object.hasPositions ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray.typedArray(), _gl.DYNAMIC_DRAW ); - 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.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.typedArray(), _gl.DYNAMIC_DRAW ); - 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.typedArray(), _gl.DYNAMIC_DRAW ); - 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.typedArray(), _gl.DYNAMIC_DRAW ); - enableAttribute( program.attributes.color ); - _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } - - 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 ); - - 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 ] ); - - } - - } - - } - - } - - disableUnusedAttributes(); - - } - - this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) { - - if ( material.visible === false ) return; - - var program = setProgram( camera, lights, fog, material, object ); - - var updateBuffers = false, - wireframeBit = material.wireframe ? 1 : 0, - geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; - - if ( geometryHash !== _currentGeometryGroupHash ) { - - _currentGeometryGroupHash = geometryHash; - updateBuffers = true; - - } - - if ( updateBuffers ) { - - 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 / 3 ); - - _this.info.render.calls ++; - _this.info.render.vertices += position.array.length / 3; - _this.info.render.faces += position.array.length / 9; - - } - - } else if ( object instanceof THREE.PointCloud ) { - - // render particles - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry, 0 ); - - } - - var position = geometry.attributes.position; - - // render particles - - _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 ); - - _this.info.render.calls ++; - _this.info.render.points += position.array.length / 3; - - } else if ( object instanceof THREE.Line ) { - - var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES; - - setLineWidth( material.linewidth ); - - 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; - - _gl.drawArrays( mode, 0, position.array.length / 3 ); - - _this.info.render.calls ++; - _this.info.render.points += position.array.length / 3; - - } - - } - - }; - - this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) { - - if ( material.visible === false ) return; - - var program = setProgram( camera, lights, fog, material, object ); - - var attributes = program.attributes; - - var updateBuffers = false, - wireframeBit = material.wireframe ? 1 : 0, - geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit; - - if ( geometryGroupHash !== _currentGeometryGroupHash ) { - - _currentGeometryGroupHash = geometryGroupHash; - updateBuffers = true; - - } - - if ( updateBuffers ) { - - initAttributes(); - - } - - // vertices - - if ( ! material.morphTargets && attributes.position >= 0 ) { - - if ( updateBuffers ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer ); - 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[BUFFER_BELONGS_TO_ATTRIBUTE] ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer ); - enableAttribute( attributes[ attribute.buffer[BUFFER_BELONGS_TO_ATTRIBUTE] ] ); - _gl.vertexAttribPointer( attributes[ attribute.buffer[BUFFER_BELONGS_TO_ATTRIBUTE] ], 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 ); - 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 ); - 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 ); - 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 ); - 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 ); - 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 ); - enableAttribute( attributes.skinIndex ); - _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 ); - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer ); - 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 ); - enableAttribute( attributes.lineDistance ); - _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 ); - - } - - } - - disableUnusedAttributes(); - - // render mesh - - if ( object instanceof THREE.Mesh ) { - - var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT; - - // wireframe - - if ( material.wireframe ) { - - setLineWidth( material.wireframeLinewidth ); - 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; - - setLineWidth( material.linewidth ); - - _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 initAttributes() { - - for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) { - - _newAttributes[ i ] = 0; - - } - - } - - function enableAttribute( attribute ) { - - _newAttributes[ attribute ] = 1; - - if ( _enabledAttributes[ attribute ] === 0 ) { - - _gl.enableVertexAttribArray( attribute ); - _enabledAttributes[ attribute ] = 1; - - } - - } - - function disableUnusedAttributes() { - - for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) { - - if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) { - - _gl.disableVertexAttribArray( i ); - _enabledAttributes[ i ] = 0; - - } - - } - - } - - 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 ] ); - 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 ); - 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; - - while ( m < material.numSupportedMorphTargets && m < order.length ) { - - if ( attributes[ 'morphTarget' + m ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] ); - enableAttribute( attributes[ 'morphTarget' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] ); - enableAttribute( attributes[ 'morphNormal' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ]; - - m ++; - } - - } else { - - // find the most influencing - - var influence, activeInfluenceIndices = []; - var influences = object.morphTargetInfluences; - var i, il = influences.length; - - for ( i = 0; i < il; i ++ ) { - - influence = influences[ i ]; - - if ( influence > 0 ) { - - activeInfluenceIndices.push( [ 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 influenceIndex, m = 0; - - while ( m < material.numSupportedMorphTargets ) { - - if ( activeInfluenceIndices[ m ] ) { - - influenceIndex = activeInfluenceIndices[ m ][ 1 ]; - - if ( attributes[ 'morphTarget' + m ] >= 0 ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] ); - enableAttribute( attributes[ 'morphTarget' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] ); - enableAttribute( attributes[ 'morphNormal' + m ] ); - _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 ); - - - } - - object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ]; - - } else { - - /* - _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - if ( material.morphNormals ) { - - _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 ); - - } - */ - - object.__webglMorphTargetInfluences[ m ] = 0; - - } - - m ++; - - } - - } - - // load updated influences uniform - - if ( material.program.uniforms.morphTargetInfluences !== null ) { - - _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences ); - - } - - } - - // Sorting - - function painterSortStable ( a, b ) { - - if ( a.material.id !== b.material.id ) { - - return b.material.id - a.material.id; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - - } - - function reversePainterSortStable ( a, b ) { - - if ( a.z !== b.z ) { - - return a.z - b.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 ) { - - console.error( 'THREE.Canvas3DRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - var fog = scene.fog; - - // reset caching for this frame - - _currentGeometryGroupHash = - 1; - _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, 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 material = scene.overrideMaterial; - - this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - this.setDepthTest( material.depthTest ); - this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - renderObjects( opaqueObjects, camera, lights, fog, true, material ); - renderObjects( transparentObjects, camera, lights, fog, true, material ); - renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material ); - - } else { - - var material = null; - - // opaque pass (front-to-back order) - - this.setBlending( THREE.NoBlending ); - - renderObjects( opaqueObjects, camera, lights, fog, false, material ); - renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material ); - - // transparent pass (back-to-front order) - - renderObjects( transparentObjects, camera, lights, fog, true, material ); - renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material ); - - } - - // 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 - - this.setDepthTest( true ); - this.setDepthWrite( true ); - - // _gl.finish(); - - }; - - function projectObject( scene, object ) { - - if ( object.visible === false ) return; - - if ( object instanceof THREE.Scene || object instanceof THREE.Group ) { - - // skip - - } else { - - initObject( object, scene ); - - 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 ) ) { - - updateObject( object, scene ); - - for ( var i = 0, l = webglObjects.length; i < l; i ++ ) { - - var webglObject = webglObjects[i]; - - unrollBufferMaterial( webglObject ); - - webglObject.render = true; - - if ( _this.sortObjects === true ) { - - if ( object.renderDepth !== null ) { - - webglObject.z = object.renderDepth; - - } else { - - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyProjection( _projScreenMatrix ); - - webglObject.z = _vector3.z; - - } - - } - - } - - } - - } - - } - - for ( var i = 0, l = object.children.length; i < l; i ++ ) { - - projectObject( scene, object.children[ i ] ); - - } - - } - - function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) { - - var material; - - for ( var i = renderList.length - 1; i !== - 1; 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; - - if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - - _this.setDepthTest( material.depthTest ); - _this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - _this.setMaterialFaces( material ); - - if ( buffer instanceof THREE.BufferGeometry ) { - - _this.renderBufferDirect( camera, lights, fog, material, buffer, object ); - - } else { - - _this.renderBuffer( camera, lights, fog, material, buffer, object ); - - } - - } - - } - - function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) { - - var material; - - for ( var i = 0, il = renderList.length; i < il; i ++ ) { - - var webglObject = renderList[ i ]; - var object = webglObject.object; - - if ( object.visible ) { - - if ( overrideMaterial ) { - - material = overrideMaterial; - - } else { - - material = webglObject[ materialType ]; - - if ( ! material ) continue; - - if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - - _this.setDepthTest( material.depthTest ); - _this.setDepthWrite( material.depthWrite ); - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - _this.renderImmediateObject( camera, lights, fog, material, object ); - - } - - } - - } - - this.renderImmediateObject = function ( camera, lights, fog, material, object ) { - - var program = setProgram( camera, lights, fog, material, object ); - - _currentGeometryGroupHash = - 1; - - _this.setMaterialFaces( material ); - - if ( object.immediateRenderCallback ) { - - object.immediateRenderCallback( program, _gl, _frustum ); - - } else { - - object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } ); - - } - - }; - - function unrollImmediateBufferMaterial ( globject ) { - - var object = globject.object, - material = object.material; - - if ( material.transparent ) { - - globject.transparent = material; - globject.opaque = null; - - } else { - - globject.opaque = material; - globject.transparent = null; - - } - - } - - function unrollBufferMaterial ( globject ) { - - var object = globject.object; - 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, scene ) { - - 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 ) { - - // - - } else if ( object instanceof THREE.Mesh ) { - - initGeometryGroups( scene, 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( scene, 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, scene ) { - - var geometry = object.geometry, customAttributesDirty, material; - - if ( geometry instanceof THREE.BufferGeometry ) { - - setDirectBuffers( geometry ); - - } else if ( object instanceof THREE.Mesh ) { - - // check all geometry groups - - if ( geometry.groupsNeedUpdate === true ) { - - initGeometryGroups( scene, object, geometry ); - - } - - var geometryGroupsList = geometryGroups[ geometry.id ]; - - for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) { - - var geometryGroup = geometryGroupsList[ i ]; - - material = getBufferMaterial( object, geometryGroup ); - - if ( geometry.groupsNeedUpdate === true ) { - - initMeshBuffers( geometryGroup, object ); - - } - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate || - geometry.uvsNeedUpdate || geometry.normalsNeedUpdate || - geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) { - - setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material ); - - } - - } - - geometry.verticesNeedUpdate = false; - geometry.morphTargetsNeedUpdate = false; - geometry.elementsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.tangentsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } else if ( object instanceof THREE.Line ) { - - material = getBufferMaterial( object, geometry ); - - 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; - - material.attributes && clearCustomAttributes( material ); - - - } else if ( object instanceof THREE.PointCloud ) { - - material = getBufferMaterial( object, geometry ); - - customAttributesDirty = material.attributes && areCustomAttributesDirty( material ); - - if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) { - - setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object ); - - } - - geometry.verticesNeedUpdate = false; - geometry.colorsNeedUpdate = false; - - material.attributes && clearCustomAttributes( material ); - - } - - } - - // Objects updates - custom attributes check - - function areCustomAttributesDirty( material ) { - - for ( var 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 - - function initMaterial( material, lights, fog, object ) { - - material.addEventListener( 'dispose', onMaterialDispose ); - - var shaderID; - - if ( material instanceof THREE.MeshDepthMaterial ) { - - shaderID = 'depth'; - - } else if ( material instanceof THREE.MeshNormalMaterial ) { - - shaderID = 'normal'; - - } else if ( material instanceof THREE.MeshBasicMaterial ) { - - shaderID = 'basic'; - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - shaderID = 'lambert'; - - } else if ( material instanceof THREE.MeshPhongMaterial ) { - - shaderID = 'phong'; - - } else if ( material instanceof THREE.LineBasicMaterial ) { - - shaderID = 'basic'; - - } else if ( material instanceof THREE.LineDashedMaterial ) { - - shaderID = 'dashed'; - - } else if ( material instanceof THREE.PointCloudMaterial ) { - - shaderID = 'particle_basic'; - - } - - if ( shaderID ) { - - var shader = THREE.ShaderLib[ shaderID ]; - - material.__webglShader = { - id: shaderID, - uniforms: THREE.UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - } - - } else { - - material.__webglShader = { - id: "material", - 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, - lightMap: !! material.lightMap, - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - specularMap: !! material.specularMap, - alphaMap: !! material.alphaMap, - - vertexColors: material.vertexColors, - - fog: fog, - useFog: material.fog, - fogExp: fog instanceof THREE.FogExp2, - - 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 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 ); - object.__webglMorphTargetInfluences.name = ""+object.name+"._webglMorphTargetInfluencesArray"; - } - - } - - 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.typedArray() ); - - 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.ShaderMaterial || - material.skinning ) { - - if ( p_uniforms.viewMatrix !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements.typedArray() ); - - } - - } - - } - - // 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.typedArray() ); - - } - - if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) { - - _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements.typedArray() ); - - } - - 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.typedArray() ); - - } - - } - - } - - 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.typedArray() ); - - } - - return program; - - } - - // Uniforms (refresh uniforms objects) - - function refreshUniformsCommon ( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( _this.gammaInput ) { - - uniforms.diffuse.value.copyGammaToLinear( material.color ); - - } else { - - uniforms.diffuse.value = material.color; - - } - - uniforms.map.value = material.map; - uniforms.lightMap.value = material.lightMap; - uniforms.specularMap.value = material.specularMap; - 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; - - if ( _this.gammaInput ) { - - //uniforms.reflectivity.value = material.reflectivity * material.reflectivity; - uniforms.reflectivity.value = material.reflectivity; - - } else { - - uniforms.reflectivity.value = material.reflectivity; - - } - - uniforms.refractionRatio.value = material.refractionRatio; - uniforms.combine.value = material.combine; - uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; - - } - - function refreshUniformsLine ( uniforms, material ) { - - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - - } - - function 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; - - } - - function refreshUniformsFog ( uniforms, fog ) { - - uniforms.fogColor.value = fog.color; - - if ( fog instanceof THREE.Fog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog instanceof THREE.FogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - } - - function refreshUniformsPhong ( uniforms, material ) { - - uniforms.shininess.value = material.shininess; - - if ( _this.gammaInput ) { - - uniforms.ambient.value.copyGammaToLinear( material.ambient ); - uniforms.emissive.value.copyGammaToLinear( material.emissive ); - uniforms.specular.value.copyGammaToLinear( material.specular ); - - } else { - - uniforms.ambient.value = material.ambient; - uniforms.emissive.value = material.emissive; - uniforms.specular.value = material.specular; - - } - - if ( material.wrapAround ) { - - uniforms.wrapRGB.value.copy( material.wrapRGB ); - - } - - } - - function refreshUniformsLambert ( uniforms, material ) { - - if ( _this.gammaInput ) { - - uniforms.ambient.value.copyGammaToLinear( material.ambient ); - uniforms.emissive.value.copyGammaToLinear( material.emissive ); - - } else { - - uniforms.ambient.value = material.ambient; - uniforms.emissive.value = material.emissive; - - } - - if ( material.wrapAround ) { - - uniforms.wrapRGB.value.copy( material.wrapRGB ); - - } - - } - - function refreshUniformsLights ( uniforms, lights ) { - - uniforms.ambientLightColor.value = lights.ambient; - - uniforms.directionalLightColor.value = lights.directional.colors; - uniforms.directionalLightDirection.value = lights.directional.positions; - - uniforms.pointLightColor.value = lights.point.colors; - uniforms.pointLightPosition.value = lights.point.positions; - uniforms.pointLightDistance.value = lights.point.distances; - - uniforms.spotLightColor.value = lights.spot.colors; - uniforms.spotLightPosition.value = lights.spot.positions; - uniforms.spotLightDistance.value = lights.spot.distances; - uniforms.spotLightDirection.value = lights.spot.directions; - uniforms.spotLightAngleCos.value = lights.spot.anglesCos; - uniforms.spotLightExponent.value = lights.spot.exponents; - - 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, bValue ) { - - uniforms.ambientLightColor.needsUpdate = bValue; - - uniforms.directionalLightColor.needsUpdate = bValue; - uniforms.directionalLightDirection.needsUpdate = bValue; - - uniforms.pointLightColor.needsUpdate = bValue; - uniforms.pointLightPosition.needsUpdate = bValue; - uniforms.pointLightDistance.needsUpdate = bValue; - - uniforms.spotLightColor.needsUpdate = bValue; - uniforms.spotLightPosition.needsUpdate = bValue; - uniforms.spotLightDistance.needsUpdate = bValue; - uniforms.spotLightDirection.needsUpdate = bValue; - uniforms.spotLightAngleCos.needsUpdate = bValue; - uniforms.spotLightExponent.needsUpdate = bValue; - - uniforms.hemisphereLightSkyColor.needsUpdate = bValue; - uniforms.hemisphereLightGroundColor.needsUpdate = bValue; - uniforms.hemisphereLightDirection.needsUpdate = bValue; - - } - - 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.typedArray() ); - - if ( uniforms.normalMatrix ) { - - _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements.typedArray() ); - - } - - } - - function getTextureUnit() { - - var textureUnit = _usedTextureUnits; - - if ( textureUnit >= _maxTextures ) { - - console.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': - if (value instanceof Array) - _gl.uniform1iv( location, value ); - else - _gl.uniform1iv( location, value.typedArray() ); - break; - - case '3iv': - if (value instanceof Array) - _gl.uniform3iv( location, value ); - else - _gl.uniform3iv( location, value.typedArray() ); - break; - - case '1fv': - if (value instanceof Array) - _gl.uniform1fv( location, value ); - else - _gl.uniform1fv( location, value.typedArray() ); - break; - - case '2fv': - if (value instanceof Array) - _gl.uniform2fv( location, value ); - else - _gl.uniform2fv( location, value.typedArray() ); - break; - - case '3fv': - if (value instanceof Array) - _gl.uniform3fv( location, value ); - else - _gl.uniform3fv( location, value.typedArray() ); - break; - - case '4fv': - if (value instanceof Array) - _gl.uniform4fv( location, value ); - else - _gl.uniform4fv( location, value.typedArray() ); - break; - - case 'Matrix3fv': - if (value instanceof Array) - _gl.uniformMatrix4fv( location, false, value ); - else - _gl.uniformMatrix3fv( location, false, value.typedArray() ); - break; - - case 'Matrix4fv': - if (value instanceof Array) - _gl.uniformMatrix4fv( location, false, value ); - else - _gl.uniformMatrix4fv( location, false, value.typedArray() ); - 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) - if (value instanceof Array) - _gl.uniform1iv( location, value ); - else - _gl.uniform1iv( location, value.typedArray() ); - - break; - - case 'iv': - - // flat array of integers with 3 x N size (JS or typed array) - if (value instanceof Array) - _gl.uniform3iv( location, value ); - else - _gl.uniform3iv( location, value.typedArray() ); - - break; - - case 'fv1': - - // flat array of floats (JS or typed array) - if (value instanceof Array) - _gl.uniform1fv( location, value ); - else - _gl.uniform1fv( location, value.typedArray() ); - - break; - - case 'fv': - - // flat array of floats with 3 x N size (JS or typed array) - if (value instanceof Array) - _gl.uniform3fv( location, value ); - else - _gl.uniform3fv( location, value.typedArray() ); - - 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.typedArray() ); - - 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.typedArray() ); - - 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.typedArray() ); - - break; - - case 'm3': - - // single THREE.Matrix3 - _gl.uniformMatrix3fv( location, false, value.elements.typedArray() ); - - 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.typedArray() ); - - break; - - case 'm4': - - // single THREE.Matrix4 - _gl.uniformMatrix4fv( location, false, value.elements.typedArray() ); - - 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.typedArray() ); - - 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: - - console.warn( 'THREE.Canvas3DRenderer: Unknown uniform type: ' + type ); - - } - - } - - } - - function setupMatrices ( object, camera ) { - - object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object._normalMatrix.getNormalMatrix( object._modelViewMatrix ); - - } - - // - - function setColorGamma( array, offset, color, intensitySq ) { - - array[ offset ] = color.r * color.r * intensitySq; - array[ offset + 1 ] = color.g * color.g * intensitySq; - array[ offset + 2 ] = color.b * color.b * intensitySq; - - } - - function setColorLinear( array, offset, color, intensity ) { - - array[ offset ] = color.r * intensity; - array[ offset + 1 ] = color.g * intensity; - array[ offset + 2 ] = color.b * intensity; - - } - - function setupLights ( lights ) { - - var l, ll, light, n, - r = 0, g = 0, b = 0, - color, skyColor, groundColor, - intensity, intensitySq, - position, - distance, - - zlights = _lights, - - dirColors = zlights.directional.colors, - dirPositions = zlights.directional.positions, - - pointColors = zlights.point.colors, - pointPositions = zlights.point.positions, - pointDistances = zlights.point.distances, - - spotColors = zlights.spot.colors, - spotPositions = zlights.spot.positions, - spotDistances = zlights.spot.distances, - spotDirections = zlights.spot.directions, - spotAnglesCos = zlights.spot.anglesCos, - spotExponents = zlights.spot.exponents, - - 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; - - if ( _this.gammaInput ) { - - r += color.r * color.r; - g += color.g * color.g; - b += color.b * color.b; - - } else { - - r += color.r; - g += color.g; - b += color.b; - - } - - } else if ( light instanceof THREE.DirectionalLight ) { - - 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; - - if ( _this.gammaInput ) { - - setColorGamma( dirColors, dirOffset, color, intensity * intensity ); - - } else { - - setColorLinear( dirColors, dirOffset, color, intensity ); - - } - - dirLength += 1; - - } else if ( light instanceof THREE.PointLight ) { - - pointCount += 1; - - if ( ! light.visible ) continue; - - pointOffset = pointLength * 3; - - if ( _this.gammaInput ) { - - setColorGamma( pointColors, pointOffset, color, intensity * intensity ); - - } else { - - setColorLinear( pointColors, pointOffset, color, intensity ); - - } - - _vector3.setFromMatrixPosition( light.matrixWorld ); - - pointPositions[ pointOffset ] = _vector3.x; - pointPositions[ pointOffset + 1 ] = _vector3.y; - pointPositions[ pointOffset + 2 ] = _vector3.z; - - pointDistances[ pointLength ] = distance; - - pointLength += 1; - - } else if ( light instanceof THREE.SpotLight ) { - - spotCount += 1; - - if ( ! light.visible ) continue; - - spotOffset = spotLength * 3; - - if ( _this.gammaInput ) { - - setColorGamma( spotColors, spotOffset, color, intensity * intensity ); - - } else { - - 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; - - 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; - - if ( _this.gammaInput ) { - - intensitySq = intensity * intensity; - - setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq ); - setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq ); - - } else { - - setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity ); - setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity ); - - } - - 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 ) { - - var doubleSided = material.side === THREE.DoubleSide; - var flipSided = material.side === THREE.BackSide; - - if ( _oldDoubleSided !== doubleSided ) { - - if ( doubleSided ) { - - _gl.disable( _gl.CULL_FACE ); - - } else { - - _gl.enable( _gl.CULL_FACE ); - - } - - _oldDoubleSided = doubleSided; - - } - - if ( _oldFlipSided !== flipSided ) { - - if ( flipSided ) { - - _gl.frontFace( _gl.CW ); - - } else { - - _gl.frontFace( _gl.CCW ); - - } - - _oldFlipSided = flipSided; - - } - - }; - - this.setDepthTest = function ( depthTest ) { - - if ( _oldDepthTest !== depthTest ) { - - if ( depthTest ) { - - _gl.enable( _gl.DEPTH_TEST ); - - } else { - - _gl.disable( _gl.DEPTH_TEST ); - - } - - _oldDepthTest = depthTest; - - } - - }; - - this.setDepthWrite = function ( depthWrite ) { - - if ( _oldDepthWrite !== depthWrite ) { - - _gl.depthMask( depthWrite ); - _oldDepthWrite = depthWrite; - - } - - }; - - function setLineWidth ( width ) { - - if ( width !== _oldLineWidth ) { - - _gl.lineWidth( width ); - - _oldLineWidth = width; - - } - - } - - function setPolygonOffset ( polygonoffset, factor, units ) { - - if ( _oldPolygonOffset !== polygonoffset ) { - - if ( polygonoffset ) { - - _gl.enable( _gl.POLYGON_OFFSET_FILL ); - - } else { - - _gl.disable( _gl.POLYGON_OFFSET_FILL ); - - } - - _oldPolygonOffset = polygonoffset; - - } - - if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) { - - _gl.polygonOffset( factor, units ); - - _oldPolygonOffsetFactor = factor; - _oldPolygonOffsetUnits = units; - - } - - } - - this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) { - - if ( blending !== _oldBlending ) { - - if ( blending === THREE.NoBlending ) { - - _gl.disable( _gl.BLEND ); - - } else if ( blending === THREE.AdditiveBlending ) { - - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE ); - - } else if ( blending === THREE.SubtractiveBlending ) { - - // TODO: Find blendFuncSeparate() combination - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR ); - - } else if ( blending === THREE.MultiplyBlending ) { - - // TODO: Find blendFuncSeparate() combination - _gl.enable( _gl.BLEND ); - _gl.blendEquation( _gl.FUNC_ADD ); - _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR ); - - } else if ( blending === THREE.CustomBlending ) { - - _gl.enable( _gl.BLEND ); - - } else { - - _gl.enable( _gl.BLEND ); - _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD ); - _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); - - } - - _oldBlending = blending; - - } - - if ( blending === THREE.CustomBlending ) { - - if ( blendEquation !== _oldBlendEquation ) { - - _gl.blendEquation( paramThreeToGL( blendEquation ) ); - - _oldBlendEquation = blendEquation; - - } - - if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) { - - _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) ); - - _oldBlendSrc = blendSrc; - _oldBlendDst = blendDst; - - } - - } else { - - _oldBlendEquation = null; - _oldBlendSrc = null; - _oldBlendDst = null; - - } - - }; - - // 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 ); - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); - - } - - extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension && texture.type !== THREE.FloatType ) { - - if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) { - - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); - texture.__oldAnisotropy = 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.typedArray() ); - - } - - texture.generateMipmaps = false; - - } else { - - _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data.typedArray() ); - - } - - } 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.typedArray() ); - - } else { - - console.warn( "Attempt to load unsupported compressed texture format" ); - - } - - } else { - - _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data.typedArray() ); - - } - - } - - } 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.texImage() ); - - } - - 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( canvasWith, canvasHeight ); - - - console.log( 'THREE.Canvas3DRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvasWidth + 'x' + canvasHeight + '.' ); - - 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 { - - console.warn( "Attempt to load unsupported compressed texture format" ); - - } - - } 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(); - renderTarget.__webglTexture.name = "WebGLRenderTarget_Texture"+_this.info.memory.textures; - - _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.__webglFramebuffer[ i ].name = "WebGLRenderTarget_Framebuffer"; - renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer(); - renderTarget.__webglRenderbuffer[ i ].name = "WebGLRenderTarget_Renderbuffer"; - - _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - - setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); - setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget ); - - } - - if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } else { - - renderTarget.__webglFramebuffer = _gl.createFramebuffer(); - renderTarget.__webglFramebuffer.name = "WebGLRenderTarget_Framebuffer"; - - if ( renderTarget.shareDepthFrom ) { - - renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer; - - } else { - - renderTarget.__webglRenderbuffer = _gl.createRenderbuffer(); - renderTarget.__webglRenderbuffer.name = "WebGLRenderTarget_Renderbuffer"; - - } - - _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; - - }; - - 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; - - 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 ) { - - console.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 () { - - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - - }; - - this.addPrePlugin = function () { - - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - - }; - - this.addPostPlugin = function () { - - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); - - }; - - this.updateShadowMap = function () { - - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); - - }; - -}; - -// File:src/Three.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ -function THREE() {}; - -THREE.REVISION = '69' - -// browserify support - -//if ( typeof module === 'object' ) { - -// module.exports = THREE; - -//} - -// polyfills - -if ( Math.sign === undefined ) { - - Math.sign = function ( x ) { - - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0; - - }; - -} - -// 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 = function () {}; - -THREE.CubeReflectionMapping = function () {}; -THREE.CubeRefractionMapping = function () {}; - -THREE.SphericalReflectionMapping = function () {}; -THREE.SphericalRefractionMapping = function () {}; - -// 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; - -// 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; - -// 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; - - -// 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 ) { - - this.r = color.r * color.r; - this.g = color.g * color.g; - this.b = color.b * color.b; - - return this; - - }, - - copyLinearToGamma: function ( color ) { - - this.r = Math.sqrt( color.r ); - this.g = Math.sqrt( color.g ); - this.b = Math.sqrt( color.b ); - - 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(' + ( Math.floor( this.r * 255 ) ) + ',' + ( Math.floor( this.g * 255 ) ) + ',' + ( Math.floor( this.b * 255 ) ) + ')'; - - }, - - 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 () { - - return [ this.r, this.g, this.b ]; - - }, - - 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 ) { - - console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); - return this.multiplyQuaternions( q, p ); - - } - - return this.multiplyQuaternions( this, q ); - - }, - - 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 ) { - - console.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 ) { - - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); - - } - - this.x += v.x; - this.y += v.y; - - return this; - - }, - - addVectors: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - - return this; - - }, - - addScalar: function ( s ) { - - this.x += s; - this.y += s; - - return this; - - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - - } - - this.x -= v.x; - this.y -= v.y; - - return this; - - }, - - 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; - - }, - - 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; - - }, - - 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 ) { - - console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); - - } - - this.x += v.x; - this.y += v.y; - this.z += v.z; - - return this; - - }, - - addScalar: function ( s ) { - - this.x += s; - this.y += s; - this.z += s; - - return this; - - }, - - addVectors: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - - return this; - - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - - } - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - - return this; - - }, - - subVectors: function ( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - - return this; - - }, - - multiply: function ( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); - return this.multiplyVectors( v, w ); - - } - - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - - return this; - - }, - - multiplyScalar: function ( scalar ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - - return this; - - }, - - multiplyVectors: function ( a, b ) { - - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - - return this; - - }, - - applyEuler: function () { - - var quaternion; - - return function ( euler ) { - - if ( euler instanceof THREE.Euler === false ) { - - console.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; - - }, - - cross: function ( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); - return this.crossVectors( v, w ); - - } - - var x = this.x, y = this.y, z = this.z; - - this.x = y * v.z - z * v.y; - this.y = z * v.x - x * v.z; - this.z = x * v.y - y * v.x; - - return this; - - }, - - crossVectors: function ( a, b ) { - - var ax = a.x, ay = a.y, az = a.z; - var bx = b.x, by = b.y, bz = b.z; - - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; - - return this; - - }, - - projectOnVector: function () { - - 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 ) { - - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - - }, - - setEulerFromQuaternion: function ( q, order ) { - - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - - }, - - getPositionFromMatrix: function ( m ) { - - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - - return this.setFromMatrixPosition( m ); - - }, - - getScaleFromMatrix: function ( m ) { - - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - - return this.setFromMatrixScale( m ); - }, - - getColumnFromMatrix: function ( index, matrix ) { - - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - - return this.setFromMatrixColumn( 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; - - }, - - 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 ) { - - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); - - } - - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - - return this; - - }, - - addScalar: function ( s ) { - - this.x += s; - this.y += s; - this.z += s; - this.w += s; - - return this; - - }, - - addVectors: function ( a, b ) { - - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - - return this; - - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - - } - - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - - return this; - - }, - - 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; - - }, - - 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; - - }, - - 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 ) { - - 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 { - - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ) - - } - - this._order = order; - - this.onChangeCallback(); - - return this; - - }, - - setFromQuaternion: function ( q, order, update ) { - - var clamp = THREE.Math.clamp; - - // q is assumed to be normalized - - // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m - - var sqx = q.x * q.x; - var sqy = q.y * q.y; - var sqz = q.z * q.z; - var sqw = q.w * q.w; - - order = order || this._order; - - if ( order === 'XYZ' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); - this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) ); - this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); - - } else if ( order === 'YXZ' ) { - - this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) ); - this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); - this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); - - } else if ( order === 'ZXY' ) { - - this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) ); - this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); - this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); - - } else if ( order === 'ZYX' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); - this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) ); - this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); - - } else if ( order === 'YZX' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); - this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); - this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) ); - - } else if ( order === 'XZY' ) { - - this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); - this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); - this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) ); - - } else { - - console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order ) - - } - - this._order = order; - - if ( update !== false ) this.onChangeCallback(); - - return this; - - }, - - 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 () { - - return [ this._x, this._y, this._z, this._order ]; - - }, - - 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 ) { - - console.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 ) { - - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); - - }, - - multiplyVector3Array: function ( a ) { - - console.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, il; 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 { - - console.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 ) { - - console.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 ) { - - console.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; - - }, - - 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 ) { - - console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); - - } - - var te = this.elements; - - var x = euler.x, y = euler.y, z = euler.z; - var a = Math.cos( x ), b = Math.sin( x ); - var c = Math.cos( y ), d = Math.sin( y ); - var e = Math.cos( z ), f = Math.sin( z ); - - if ( euler.order === 'XYZ' ) { - - var ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; - - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; - - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YXZ' ) { - - var ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; - - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; - - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZXY' ) { - - var ce = c * e, cf = c * f, de = d * e, df = d * f; - - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; - - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; - - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; - - } else if ( euler.order === 'ZYX' ) { - - var ae = a * e, af = a * f, be = b * e, bf = b * f; - - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; - - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; - - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; - - } else if ( euler.order === 'YZX' ) { - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; - - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; - - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; - - } else if ( euler.order === 'XZY' ) { - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; - - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; - - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; - - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; - - } - - // last column - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; - - // bottom row - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; - - return this; - - }, - - setRotationFromQuaternion: function ( q ) { - - console.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 ) { - - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); - - } - - return this.multiplyMatrices( this, m ); - - }, - - 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 ) { - - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); - return vector.applyProjection( this ); - - }, - - multiplyVector4: function ( vector ) { - - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - - multiplyVector3Array: function ( a ) { - - console.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, il; 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 ) { - - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - - v.transformDirection( this ); - - }, - - crossVector: function ( vector ) { - - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - - 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 () { - - console.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 = "Matrix4.getInverse(): can't invert matrix, determinant is 0"; - - if ( throwOnInvertible || false ) { - - throw new Error( msg ); - - } else { - - console.warn( msg ); - - } - - this.identity(); - - return this; - } - - this.multiplyScalar( 1 / det ); - - return this; - - }, - - translate: function ( v ) { - - console.warn( 'THREE.Matrix4: .translate() has been removed.' ); - - }, - - rotateX: function ( angle ) { - - console.warn( 'THREE.Matrix4: .rotateX() has been removed.' ); - - }, - - rotateY: function ( angle ) { - - console.warn( 'THREE.Matrix4: .rotateY() has been removed.' ); - - }, - - rotateZ: function ( angle ) { - - console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' ); - - }, - - rotateByAxis: function ( axis, angle ) { - - console.warn( '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 - - 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 ) { - - var rValue = Math.random() * ( high - low + 1 ); - if (rValue > 0) - rValue = Math.floor(rValue); - else - rValue = Math.ceil(rValue); - - return low + rValue; - - }, - - // 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; - - } - -}; - -// 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, - linearDistance, realDistance, - sampling, position, - newpoints = [], - tmpVec = new THREE.Vector3(), - sl = this.getLength(); - - newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); - - for ( i = 1; i < this.points.length; i ++ ) { - - //tmpVec.copy( this.points[ i - 1 ] ); - //linearDistance = tmpVec.distanceTo( this.points[ i ] ); - - realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; - - sampling = Math.ceil( samplingCoef * realDistance / sl.total ); - - indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); - indexNext = i / ( this.points.length - 1 ); - - for ( j = 1; j < sampling - 1; j ++ ) { - - index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); - - position = this.getPoint( index ); - newpoints.push( tmpVec.copy( position ).clone() ); - - } - - newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); - - } - - this.points = newpoints; - - }; - - // Catmull-Rom - - function interpolate( p0, p1, p2, p3, t, t2, t3 ) { - - var v0 = ( p2 - p0 ) * 0.5, - v1 = ( p3 - p1 ) * 0.5; - - return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; - - }; - -}; - -// 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 = 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 = 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 ) { - - this.ray.set( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - }, - - 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 ) { - - console.log( '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 scope = this; - - 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.renderDepth = null; - - 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.userData = {}; - -}; - -THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 ); - -THREE.Object3D.prototype = { - - constructor: THREE.Object3D, - - get eulerOrder () { - - console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' ); - - return this.rotation.order; - - }, - - set eulerOrder ( value ) { - - console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' ); - - this.rotation.order = value; - - }, - - get useQuaternion () { - - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - - }, - - set useQuaternion ( value ) { - - console.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 ) { - - console.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 ) { - - console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." ); - 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 { - - console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." ); - - } - - 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, recursive ) { - - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name, recursive ); - - }, - - getObjectById: function ( id, recursive ) { - - if ( this.id === id ) return this; - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - var child = this.children[ i ]; - var object = child.getObjectById( id, recursive ); - - if ( object !== undefined ) { - - return object; - - } - - } - - return undefined; - - }, - - getObjectByName: function ( name, recursive ) { - - if ( this.name === name ) return this; - - for ( var i = 0, l = this.children.length; i < l; i ++ ) { - - var child = this.children[ i ]; - var object = child.getObjectByName( name, recursive ); - - 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 ); - - } - - }, - - 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; - - } 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; - - } else if ( object instanceof THREE.HemisphereLight ) { - - data.color = object.color.getHex(); - data.groundColor = object.groundColor.getHex(); - - } else if ( object instanceof THREE.Mesh ) { - - data.geometry = parseGeometry( object.geometry ); - data.material = parseMaterial( object.material ); - - } else if ( object instanceof THREE.Line ) { - - data.geometry = parseGeometry( object.geometry ); - data.material = parseMaterial( object.material ); - - } 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.renderDepth = this.renderDepth; - - 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/Projector.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Projector = function () { - - console.warn( 'THREE.Projector has been moved to /examples/renderers/Projector.js.' ); - - this.projectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); - vector.project( camera ); - - }; - - this.unprojectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); - vector.unproject( camera ); - - }; - - this.pickingRay = function ( vector, camera ) { - - console.error( 'THREE.Projector: .pickingRay() has been removed.' ); - - }; - -}; - -// 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 ) { - - console.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 ]; - - } - - }, - - set: function ( value ) { - - this.array.set( value ); - - 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 ) { - - console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint8Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint8ClampedAttribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - - -}; - -THREE.Int16Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint16Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Int32Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Uint32Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Float32Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, itemSize ); - -}; - -THREE.Float64Attribute = function ( data, itemSize ) { - - console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' ); - return new THREE.BufferAttribute( data, 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 ) { - - console.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; - - } - - }, - - center: function () { - - // TODO - - }, - - 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 ) ) { - - console.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 ) ) { - - console.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 ) { - - console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' ); - return; - - } - - var indices = this.attributes.index.array; - var positions = this.attributes.position.array; - var normals = this.attributes.normal.array; - var uvs = this.attributes.uv.array; - - var nVertices = positions.length / 3; - - if ( this.attributes.tangent === undefined ) { - - 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 ); - - } - - } - - }, - - /* - computeOffsets - 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. - indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks. - */ - computeOffsets: function ( indexBufferSize ) { - - var size = indexBufferSize; - if ( indexBufferSize === undefined ) - size = 65535; //WebGL limits type of index buffer values to 16-bit. - - var s = Date.now(); - - var indices = this.attributes.index.array; - var vertices = this.attributes.position.array; - - var verticesCount = ( vertices.length / 3 ); - 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; - - /* - 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 () { - - console.log( 'BufferGeometry.merge(): TODO' ); - - }, - - 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 = [], typeArray = attribute.array; - - for ( var i = 0, l = typeArray.length; i < l; i ++ ) { - - array[ i ] = typeArray[ i ]; - - } - - 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 instanceof THREE.Box3 ) { - - this.computeBoundingBox(); - - } - - if ( this.boundingSphere instanceof THREE.Sphere ) { - - this.computeBoundingSphere(); - - } - - }, - - 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 ) ); - scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ], tempUVs[ b ], tempUVs[ c ] ] ); - - }; - - if ( indices !== undefined ) { - - for ( var i = 0; i < indices.length; i += 3 ) { - - addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); - - } - - } else { - - for ( var i = 0; i < 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 = new THREE.Vector3(); - - offset.addVectors( this.boundingBox.min, this.boundingBox.max ); - offset.multiplyScalar( - 0.5 ); - - this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) ); - this.computeBoundingBox(); - - 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, vD; - var cb = new THREE.Vector3(), ab = new THREE.Vector3(), - db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = 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, il, vertexIndex, - face, uv, vA, vB, vC, uvA, uvB, uvC, - x1, x2, y1, y2, z1, z2, - s1, s2, t1, t2, r, t, test, - tan1 = [], tan2 = [], - sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), - tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), - n = new THREE.Vector3(), w; - - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { - - tan1[ v ] = new THREE.Vector3(); - tan2[ v ] = new THREE.Vector3(); - - } - - function handleTriangle( context, a, b, c, ua, ub, uc ) { - - vA = context.vertices[ a ]; - vB = context.vertices[ b ]; - vC = context.vertices[ c ]; - - uvA = uv[ ua ]; - uvB = uv[ ub ]; - uvC = uv[ uc ]; - - x1 = vB.x - vA.x; - x2 = vC.x - vA.x; - y1 = vB.y - vA.y; - y2 = vC.y - vA.y; - z1 = vB.z - vA.z; - z2 = vC.z - vA.z; - - s1 = uvB.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 ) { - - console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); - return; - - } - - var normalMatrix, - vertexOffset = this.vertices.length, - vertices1 = this.vertices, - vertices2 = geometry.vertices, - faces1 = this.faces, - faces2 = geometry.faces, - uvs1 = this.faceVertexUvs[ 0 ], - uvs2 = geometry.faceVertexUvs[ 0 ]; - - 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( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) ); - - } - - uvs1.push( uvCopy ); - - } - - }, - - /* - * 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, k, j, jl, u; - - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { - - v = this.vertices[ i ]; - key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); - - 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() ); - - } - - var uvs = this.faceVertexUvs[ 0 ]; - - for ( var i = 0, il = uvs.length; i < il; i ++ ) { - - var uv = uvs[ i ], uvCopy = []; - - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { - - uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) ); - - } - - geometry.faceVertexUvs[ 0 ].push( uvCopy ); - - } - - 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.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 ); - -// 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.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 ); - - -/** - * 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.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.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 ); - - -// 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.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.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 ) { - - THREE.Light.call( this, color ); - - this.type = 'PointLight'; - - this.intensity = ( intensity !== undefined ) ? intensity : 1; - this.distance = ( distance !== undefined ) ? distance : 0; - -}; - -THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); - -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; - - return light; - -}; - -// File:src/lights/SpotLight.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) { - - 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.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.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.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 = function () { - - this.files = {}; - -}; - -THREE.Cache.prototype = { - - constructor: THREE.Cache, - - 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 ( ( Math.floor(rgb[ 0 ] * 255) << 16 ) + - ( Math.floor(rgb[ 1 ] * 255) << 8 ) + - Math.floor(rgb[ 2 ] * 255) ); - - } - - // defaults - - var mtype = 'MeshLambertMaterial'; - var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false }; - - // parameters from model file - - if ( m.shading ) { - - var shading = m.shading.toLowerCase(); - - if ( shading === 'phong' ) mtype = 'MeshPhongMaterial'; - else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial'; - - } - - if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) { - - mpars.blending = THREE[ m.blending ]; - - } - - if ( m.transparent !== undefined || m.opacity < 1.0 ) { - - mpars.transparent = m.transparent; - - } - - if ( m.depthTest !== undefined ) { - - mpars.depthTest = m.depthTest; - - } - - if ( m.depthWrite !== undefined ) { - - mpars.depthWrite = m.depthWrite; - - } - - if ( m.visible !== undefined ) { - - mpars.visible = m.visible; - - } - - if ( m.flipSided !== undefined ) { - - mpars.side = THREE.BackSide; - - } - - if ( m.doubleSided !== undefined ) { - - mpars.side = THREE.DoubleSide; - - } - - if ( m.wireframe !== undefined ) { - - mpars.wireframe = m.wireframe; - - } - - if ( m.vertexColors !== undefined ) { - - if ( m.vertexColors === 'face' ) { - - mpars.vertexColors = THREE.FaceColors; - - } else if ( m.vertexColors ) { - - mpars.vertexColors = THREE.VertexColors; - - } - - } - - // colors - - if ( m.colorDiffuse ) { - - mpars.color = rgb2hex( m.colorDiffuse ); - - } else if ( m.DbgColor ) { - - mpars.color = m.DbgColor; - - } - - if ( m.colorSpecular ) { - - mpars.specular = rgb2hex( m.colorSpecular ); - - } - - if ( m.colorAmbient ) { - - mpars.ambient = rgb2hex( m.colorAmbient ); - - } - - if ( m.colorEmissive ) { - - mpars.emissive = rgb2hex( m.colorEmissive ); - - } - - // modifiers - - if ( m.transparency ) { - - mpars.opacity = m.transparency; - - } - - if ( m.specularCoef ) { - - mpars.shininess = m.specularCoef; - - } - - // textures - - if ( m.mapDiffuse && texturePath ) { - - create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - - } - - if ( m.mapLight && texturePath ) { - - create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - - } - - if ( m.mapBump && texturePath ) { - - create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - - } - - if ( m.mapNormal && texturePath ) { - - create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - - } - - if ( m.mapSpecular && texturePath ) { - - create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - - } - - if ( m.mapAlpha && texturePath ) { - - create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - - } - - // - - if ( m.mapBumpScale ) { - - mpars.bumpScale = m.mapBumpScale; - - } - - // special case for normal mapped material - - if ( m.mapNormal ) { - - var shader = THREE.ShaderLib[ 'normalmap' ]; - var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); - - uniforms[ 'tNormal' ].value = mpars.normalMap; - - if ( m.mapNormalFactor ) { - - uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor ); - - } - - if ( mpars.map ) { - - uniforms[ 'tDiffuse' ].value = mpars.map; - uniforms[ 'enableDiffuse' ].value = true; - - } - - if ( mpars.specularMap ) { - - uniforms[ 'tSpecular' ].value = mpars.specularMap; - uniforms[ 'enableSpecular' ].value = true; - - } - - if ( mpars.lightMap ) { - - uniforms[ 'tAO' ].value = mpars.lightMap; - uniforms[ 'enableAO' ].value = true; - - } - - // for the moment don't handle displacement texture - - uniforms[ 'diffuse' ].value.setHex( mpars.color ); - uniforms[ 'specular' ].value.setHex( mpars.specular ); - uniforms[ 'ambient' ].value.setHex( mpars.ambient ); - - uniforms[ 'shininess' ].value = mpars.shininess; - - if ( mpars.opacity !== undefined ) { - - uniforms[ 'opacity' ].value = mpars.opacity; - - } - - var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; - var material = new THREE.ShaderMaterial( parameters ); - - if ( mpars.transparent ) { - - material.transparent = true; - - } - - } else { - - 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.cache = new THREE.Cache(); - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - -}; - -THREE.XHRLoader.prototype = { - - constructor: THREE.XHRLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var cached = scope.cache.get( url ); - - if ( cached !== undefined ) { - - if ( onLoad ) onLoad( cached ); - return; - - } - - var request = new XMLHttpRequest(); - request.open( 'GET', url, true ); - - request.addEventListener( 'load', function ( event ) { - - scope.cache.add( url, this.response ); - - if ( onLoad ) onLoad( this.response ); - - scope.manager.itemEnd( url ); - - }, false ); - - if ( onProgress !== undefined ) { - - request.addEventListener( 'progress', function ( event ) { - - onProgress( event ); - - }, false ); - - } - - if ( onError !== undefined ) { - - request.addEventListener( 'error', function ( event ) { - - onError( event ); - - }, false ); - - } - - 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.cache = new THREE.Cache(); - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - -}; - -THREE.ImageLoader.prototype = { - - constructor: THREE.ImageLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var cached = scope.cache.get( url ); - - if ( cached !== undefined ) { - - onLoad( cached ); - return; - - } - - var image = document.createElement( 'img' ); - - if ( onLoad !== undefined ) { - - image.addEventListener( 'load', function ( event ) { - - scope.cache.add( url, this ); - - onLoad( this ); - 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.load = function ( url, callback, texturePath ) { - - var scope = this; - - // 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 ); - - if ( json.metadata !== undefined && json.metadata.type === 'scene' ) { - - console.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 { - - console.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 { - - console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' ); - - } - - } else if ( xhr.readyState === xhr.LOADING ) { - - if ( callbackProgress ) { - - if ( length === 0 ) { - - length = xhr.getResponseHeader( 'Content-Length' ); - - } - - callbackProgress( { total: length, loaded: xhr.responseText.length } ); - - } - - } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) { - - 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 scope = this, - 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, color, 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 ) ) { - - console.warn( '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(); - 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.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.offsets; - - if ( offsets !== undefined ) { - - geometry.offsets = JSON.parse( JSON.stringify( offsets ) ); - - } - - var boundingSphere = json.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(); - 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.ambient !== undefined ) material.ambient.setHex( json.ambient ); - 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; - - 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; - -}; - -THREE.ObjectLoader.prototype = { - - constructor: THREE.ObjectLoader, - - 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 geometries = this.parseGeometries( json.geometries ); - var materials = this.parseMaterials( json.materials ); - var object = this.parseObject( json.object, geometries, materials ); - - 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': - - geometry = new THREE.PlaneGeometry( - 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.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 ) { - - var materials = {}; - - if ( json !== undefined ) { - - 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; - - materials[ data.uuid ] = material; - - } - - } - - return materials; - - }, - - parseObject: function () { - - var matrix = new THREE.Matrix4(); - - return function ( data, geometries, materials ) { - - var object; - - 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 ); - - break; - - case 'SpotLight': - - object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent ); - - break; - - case 'HemisphereLight': - - object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'Mesh': - - var geometry = geometries[ data.geometry ]; - var material = materials[ data.material ]; - - if ( geometry === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry ); - - } - - if ( material === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); - - } - - object = new THREE.Mesh( geometry, material ); - - break; - - case 'Line': - - var geometry = geometries[ data.geometry ]; - var material = materials[ data.material ]; - - if ( geometry === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry ); - - } - - if ( material === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); - - } - - object = new THREE.Line( geometry, material ); - - break; - - case 'Sprite': - - var material = materials[ data.material ]; - - if ( material === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', data.material ); - - } - - object = new THREE.Sprite( 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/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.depthTest = true; - this.depthWrite = 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, - - setValues: function ( values ) { - - if ( values === undefined ) return; - - for ( var key in values ) { - - var newValue = values[ key ]; - - if ( newValue === undefined ) { - - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; - - } - - if ( key in this ) { - - var currentValue = this[ key ]; - - if ( currentValue instanceof THREE.Color ) { - - 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.ambient = this.ambient.getHex(); - output.emissive = this.emissive.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.MeshPhongMaterial ) { - - output.color = this.color.getHex(); - output.ambient = this.ambient.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.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } else if ( this instanceof THREE.MeshNormalMaterial ) { - - if ( this.shading !== THREE.FlatShading ) 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.MeshDepthMaterial ) { - - if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending; - if ( this.side !== THREE.FrontSide ) output.side = this.side; - - } 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.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; - - }, - - 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.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.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.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>, - * ambient: <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.ambient = new THREE.Color( 0xffffff ); - this.emissive = new THREE.Color( 0x000000 ); - - this.wrapAround = false; - this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); - - this.map = null; - - this.lightMap = null; - - this.specularMap = null; - - this.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.clone = function () { - - var material = new THREE.MeshLambertMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.ambient.copy( this.ambient ); - material.emissive.copy( this.emissive ); - - material.wrapAround = this.wrapAround; - material.wrapRGB.copy( this.wrapRGB ); - - material.map = this.map; - - material.lightMap = this.lightMap; - - material.specularMap = this.specularMap; - - material.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>, - * ambient: <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.ambient = new THREE.Color( 0xffffff ); - 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.clone = function () { - - var material = new THREE.MeshPhongMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.color.copy( this.color ); - material.ambient.copy( this.ambient ); - material.emissive.copy( this.emissive ); - material.specular.copy( this.specular ); - material.shininess = this.shininess; - - material.metal = this.metal; - - material.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.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.shading = THREE.FlatShading; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.morphTargets = false; - - this.setValues( parameters ); - -}; - -THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); - -THREE.MeshNormalMaterial.prototype.clone = function () { - - var material = new THREE.MeshNormalMaterial(); - - THREE.Material.prototype.clone.call( this, material ); - - material.shading = this.shading; - - material.wireframe = this.wireframe; - material.wireframeLinewidth = this.wireframeLinewidth; - - return material; - -}; - -// 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>, - * - * 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.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 ) { - - console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' ); - return new THREE.PointCloudMaterial( parameters ); - -}; - -THREE.ParticleSystemMaterial = function ( parameters ) { - - console.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.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.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.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.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 = new 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 ) { - - 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.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.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.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 ); - -// 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 ); - -// 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 } ); - - this.sortParticles = false; - -}; - -THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype ); - -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 ); - - object.sortParticles = this.sortParticles; - - THREE.Object3D.prototype.clone.call( this, object ); - - return object; - -}; - -// Backwards compatibility - -THREE.ParticleSystem = function ( geometry, material ) { - - console.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.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 ); - - /* if ( geometry instanceof THREE.BufferGeometry ) { - - } else */ if ( geometry instanceof THREE.Geometry ) { - - var vertices = geometry.vertices; - var nbVertices = vertices.length; - var interSegment = new THREE.Vector3(); - var interRay = new THREE.Vector3(); - var step = this.mode === THREE.LineStrip ? 1 : 2; - - for ( var i = 0; i < nbVertices - 1; i = 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 ), - 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.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 ]; - - } - - console.log( '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, d; - 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 ( belongsToSkin ) { - - THREE.Object3D.call( this ); - - this.skin = belongsToSkin; - -}; - -THREE.Bone.prototype = Object.create( THREE.Object3D.prototype ); - - -// 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 { - - console.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.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 { - - console.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.setFrameRange = function ( start, end ) { - - this.startKeyframe = start; - this.endKeyframe = end; - - this.length = this.endKeyframe - this.startKeyframe + 1; - -}; - -THREE.MorphAnimMesh.prototype.setDirectionForward = function () { - - this.direction = 1; - this.directionBackwards = false; - -}; - -THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { - - this.direction = - 1; - this.directionBackwards = true; - -}; - -THREE.MorphAnimMesh.prototype.parseAnimations = function () { - - var geometry = this.geometry; - - if ( ! geometry.animations ) geometry.animations = {}; - - var firstAnimation, animations = geometry.animations; - - var pattern = /([a-z]+)_?(\d+)/; - - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - - var morph = geometry.morphTargets[ i ]; - var parts = morph.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - var label = parts[ 1 ]; - var num = parts[ 2 ]; - - if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity }; - - var animation = animations[ label ]; - - if ( i < animation.start ) animation.start = i; - if ( i > animation.end ) animation.end = i; - - if ( ! firstAnimation ) firstAnimation = label; - - } - - } - - geometry.firstAnimation = firstAnimation; - -}; - -THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { - - if ( ! this.geometry.animations ) this.geometry.animations = {}; - - this.geometry.animations[ label ] = { start: start, end: end }; - -}; - -THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { - - var animation = this.geometry.animations[ label ]; - - if ( animation ) { - - this.setFrameRange( animation.start, animation.end ); - this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); - this.time = 0; - - } else { - - console.warn( 'animation[' + label + '] undefined' ); - - } - -}; - -THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { - - var frameTime = this.duration / this.length; - - this.time += this.direction * delta; - - if ( this.mirroredLoop ) { - - if ( this.time > this.duration || this.time < 0 ) { - - this.direction *= - 1; - - if ( this.time > this.duration ) { - - this.time = this.duration; - this.directionBackwards = true; - - } - - if ( this.time < 0 ) { - - this.time = 0; - this.directionBackwards = false; - - } - - } - - } else { - - this.time = this.time % this.duration; - - if ( this.time < 0 ) this.time += this.duration; - - } - - var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); - - if ( keyframe !== this.currentKeyframe ) { - - this.morphTargetInfluences[ this.lastKeyframe ] = 0; - this.morphTargetInfluences[ this.currentKeyframe ] = 1; - - this.morphTargetInfluences[ keyframe ] = 0; - - this.lastKeyframe = this.currentKeyframe; - this.currentKeyframe = keyframe; - - } - - var mix = ( this.time % frameTime ) / frameTime; - - if ( this.directionBackwards ) { - - mix = 1 - mix; - - } - - this.morphTargetInfluences[ this.currentKeyframe ] = mix; - this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; - -}; - -THREE.MorphAnimMesh.prototype.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.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.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 ); - - -/* - * 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.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/alphatest_fragment.glsl - -THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.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 vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\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 lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\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 * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\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 lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\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 * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * 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 vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\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 = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl - -THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl - -THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;"; - -// 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'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\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\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\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 lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\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 pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\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 pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\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 lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\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 spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * 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 spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\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 dirDiffuse += diffuse * 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 dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\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 hemiDiffuse += diffuse * 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 hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif"; - -// 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 uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif"; - -// 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 #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * 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 gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif"; - -// 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 #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\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 uniform bool useRefract;\n\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl - -THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif"; - -// 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 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform 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\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\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 vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif"; - -// 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(1e-6, 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 const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), 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"; - -// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl - -THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;"; - -// 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\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\n uniform float spotLightDistance[ 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;\nvarying vec3 vNormal;"; - -// 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 gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\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 gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\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 = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif"; - -// 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 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * 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 #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif"; - -// 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 gl_FragColor.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 }, - "useRefract" : { type: "i", value: 0 }, - "reflectivity" : { type: "f", value: 1.0 }, - "refractionRatio" : { type: "f", value: 0.98 }, - "combine" : { type: "i", value: 0 }, - - "morphTargetInfluences" : { type: "f", value: 0 } - - }, - - bump: { - - "bumpMap" : { type: "t", value: null }, - "bumpScale" : { type: "f", value: 1 } - - }, - - normalmap: { - - "normalMap" : { type: "t", value: null }, - "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) } - }, - - fog : { - - "fogDensity" : { type: "f", value: 0.00025 }, - "fogNear" : { type: "f", value: 1 }, - "fogFar" : { type: "f", value: 2000 }, - "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } - - }, - - lights: { - - "ambientLightColor" : { type: "fv", value: [] }, - - "directionalLightDirection" : { type: "fv", value: [] }, - "directionalLightColor" : { type: "fv", value: [] }, - - "hemisphereLightDirection" : { type: "fv", value: [] }, - "hemisphereLightSkyColor" : { type: "fv", value: [] }, - "hemisphereLightGroundColor" : { type: "fv", value: [] }, - - "pointLightColor" : { type: "fv", value: [] }, - "pointLightPosition" : { type: "fv", value: [] }, - "pointLightDistance" : { type: "fv1", value: [] }, - - "spotLightColor" : { type: "fv", value: [] }, - "spotLightPosition" : { type: "fv", value: [] }, - "spotLightDirection" : { type: "fv", value: [] }, - "spotLightDistance" : { type: "fv1", value: [] }, - "spotLightAngleCos" : { type: "fv1", value: [] }, - "spotLightExponent" : { type: "fv1", value: [] } - - }, - - particle: { - - "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) }, - "opacity" : { type: "f", value: 1.0 }, - "size" : { type: "f", value: 1.0 }, - "scale" : { type: "f", value: 1.0 }, - "map" : { type: "t", value: null }, - - "fogDensity" : { type: "f", value: 0.00025 }, - "fogNear" : { type: "f", value: 1 }, - "fogFar" : { type: "f", value: 2000 }, - "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) } - - }, - - shadowmap: { - - "shadowMap": { type: "tv", value: [] }, - "shadowMapSize": { type: "v2v", value: [] }, - - "shadowBias" : { type: "fv1", value: [] }, - "shadowDarkness": { type: "fv1", value: [] }, - - "shadowMatrix" : { type: "m4v", value: [] } - - } - -}; - -// 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[ "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[ "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() {", - - " gl_FragColor = vec4( diffuse, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphamap_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'lambert': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - } - - ] ), - - vertexShader: [ - - "#define LAMBERT", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - " varying vec3 vLightBack;", - - "#endif", - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - 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 float opacity;", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - " varying vec3 vLightBack;", - - "#endif", - - 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() {", - - " gl_FragColor = vec4( vec3( 1.0 ), opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_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 )", - " gl_FragColor.xyz *= vLightFront;", - " else", - " gl_FragColor.xyz *= vLightBack;", - - " #else", - - " gl_FragColor.xyz *= vLightFront;", - - " #endif", - - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'phong': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "bump" ], - THREE.UniformsLib[ "normalmap" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) }, - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, - "shininess": { type: "f", value: 30 }, - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - } - - ] ), - - vertexShader: [ - - "#define PHONG", - - "varying vec3 vViewPosition;", - "varying vec3 vNormal;", - - THREE.ShaderChunk[ "map_pars_vertex" ], - THREE.ShaderChunk[ "lightmap_pars_vertex" ], - THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_phong_pars_vertex" ], - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - 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" ], - - " vNormal = normalize( transformedNormal );", - - 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 float opacity;", - - "uniform vec3 ambient;", - "uniform vec3 emissive;", - "uniform vec3 specular;", - "uniform float shininess;", - - THREE.ShaderChunk[ "color_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], - THREE.ShaderChunk[ "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() {", - - " gl_FragColor = vec4( vec3( 1.0 ), opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_fragment" ], - THREE.ShaderChunk[ "alphamap_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "specularmap_fragment" ], - - THREE.ShaderChunk[ "lights_phong_fragment" ], - - THREE.ShaderChunk[ "lightmap_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "envmap_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n") - - }, - - 'particle_basic': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "particle" ], - THREE.UniformsLib[ "shadowmap" ] - - ] ), - - vertexShader: [ - - "uniform float size;", - "uniform float scale;", - - THREE.ShaderChunk[ "color_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - 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[ "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() {", - - " gl_FragColor = vec4( psColor, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "map_particle_fragment" ], - THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "shadowmap_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].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[ "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[ "color_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " if ( mod( vLineDistance, totalSize ) > dashSize ) {", - - " discard;", - - " }", - - " gl_FragColor = vec4( diffuse, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - THREE.ShaderChunk[ "color_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].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[ "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[ "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 );", - - "}" - - ].join("\n") - - }, - - 'normal': { - - uniforms: { - - "opacity" : { type: "f", value: 1.0 } - - }, - - vertexShader: [ - - "varying vec3 vNormal;", - - 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[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", - - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - - "}" - - ].join("\n") - - }, - - /* ------------------------------------------------------------------------- - // Normal map shader - // - Blinn-Phong - // - normal + diffuse + specular + AO + displacement + reflection + shadow maps - // - point and directional lights (use with "lights: true" material option) - ------------------------------------------------------------------------- */ - - 'normalmap' : { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - THREE.UniformsLib[ "shadowmap" ], - - { - - "enableAO" : { type: "i", value: 0 }, - "enableDiffuse" : { type: "i", value: 0 }, - "enableSpecular" : { type: "i", value: 0 }, - "enableReflection" : { type: "i", value: 0 }, - "enableDisplacement": { type: "i", value: 0 }, - - "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture - "tDiffuse" : { type: "t", value: null }, - "tCube" : { type: "t", value: null }, - "tNormal" : { type: "t", value: null }, - "tSpecular" : { type: "t", value: null }, - "tAO" : { type: "t", value: null }, - - "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }, - - "uDisplacementBias": { type: "f", value: 0.0 }, - "uDisplacementScale": { type: "f", value: 1.0 }, - - "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) }, - "specular": { type: "c", value: new THREE.Color( 0x111111 ) }, - "ambient": { type: "c", value: new THREE.Color( 0xffffff ) }, - "shininess": { type: "f", value: 30 }, - "opacity": { type: "f", value: 1 }, - - "useRefract": { type: "i", value: 0 }, - "refractionRatio": { type: "f", value: 0.98 }, - "reflectivity": { type: "f", value: 0.5 }, - - "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }, - "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }, - - "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) } - - } - - ] ), - - fragmentShader: [ - - "uniform vec3 ambient;", - "uniform vec3 diffuse;", - "uniform vec3 specular;", - "uniform float shininess;", - "uniform float opacity;", - - "uniform bool enableDiffuse;", - "uniform bool enableSpecular;", - "uniform bool enableAO;", - "uniform bool enableReflection;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tNormal;", - "uniform sampler2D tSpecular;", - "uniform sampler2D tAO;", - - "uniform samplerCube tCube;", - - "uniform vec2 uNormalScale;", - - "uniform bool useRefract;", - "uniform float refractionRatio;", - "uniform float reflectivity;", - - "varying vec3 vTangent;", - "varying vec3 vBinormal;", - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "uniform vec3 ambientLightColor;", - - "#if MAX_DIR_LIGHTS > 0", - - " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];", - " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];", - - "#endif", - - "#if MAX_HEMI_LIGHTS > 0", - - " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", - " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", - " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];", - - "#endif", - - "#if MAX_POINT_LIGHTS > 0", - - " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", - " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", - " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", - - "#endif", - - "#if MAX_SPOT_LIGHTS > 0", - - " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", - " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", - " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", - " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];", - " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", - " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", - - "#endif", - - "#ifdef WRAP_AROUND", - - " uniform vec3 wrapRGB;", - - "#endif", - - "varying vec3 vWorldPosition;", - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "shadowmap_pars_fragment" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], - - "void main() {", - THREE.ShaderChunk[ "logdepthbuf_fragment" ], - - " gl_FragColor = vec4( vec3( 1.0 ), opacity );", - - " vec3 specularTex = vec3( 1.0 );", - - " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", - " normalTex.xy *= uNormalScale;", - " normalTex = normalize( normalTex );", - - " if( enableDiffuse ) {", - - " #ifdef GAMMA_INPUT", - - " vec4 texelColor = texture2D( tDiffuse, vUv );", - " texelColor.xyz *= texelColor.xyz;", - - " gl_FragColor = gl_FragColor * texelColor;", - - " #else", - - " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );", - - " #endif", - - " }", - - " if( enableAO ) {", - - " #ifdef GAMMA_INPUT", - - " vec4 aoColor = texture2D( tAO, vUv );", - " aoColor.xyz *= aoColor.xyz;", - - " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;", - - " #else", - - " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;", - - " #endif", - - " }", - - THREE.ShaderChunk[ "alphatest_fragment" ], - - " if( enableSpecular )", - " specularTex = texture2D( tSpecular, vUv ).xyz;", - - " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", - " vec3 finalNormal = tsb * normalTex;", - - " #ifdef FLIP_SIDED", - - " finalNormal = -finalNormal;", - - " #endif", - - " vec3 normal = normalize( finalNormal );", - " vec3 viewPosition = normalize( vViewPosition );", - - // point lights - - " #if MAX_POINT_LIGHTS > 0", - - " vec3 pointDiffuse = vec3( 0.0 );", - " vec3 pointSpecular = vec3( 0.0 );", - - " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - - " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", - " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;", - - " float pointDistance = 1.0;", - " if ( pointLightDistance[ i ] > 0.0 )", - " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );", - - " pointVector = normalize( pointVector );", - - // diffuse - - " #ifdef WRAP_AROUND", - - " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );", - " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );", - - " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );", - - " #else", - - " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", - - " #endif", - - " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;", - - // specular - - " vec3 pointHalfVector = normalize( pointVector + viewPosition );", - " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", - " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );", - " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", - - " }", - - " #endif", - - // spot lights - - " #if MAX_SPOT_LIGHTS > 0", - - " vec3 spotDiffuse = vec3( 0.0 );", - " vec3 spotSpecular = vec3( 0.0 );", - - " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", - - " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", - " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", - - " float spotDistance = 1.0;", - " if ( spotLightDistance[ i ] > 0.0 )", - " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", - - " spotVector = normalize( spotVector );", - - " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", - - " if ( spotEffect > spotLightAngleCos[ i ] ) {", - - " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );", - - // diffuse - - " #ifdef WRAP_AROUND", - - " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", - " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", - - " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", - - " #else", - - " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", - - " #endif", - - " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;", - - // specular - - " vec3 spotHalfVector = normalize( spotVector + viewPosition );", - " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", - " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );", - " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", - - " }", - - " }", - - " #endif", - - // directional lights - - " #if MAX_DIR_LIGHTS > 0", - - " vec3 dirDiffuse = vec3( 0.0 );", - " vec3 dirSpecular = vec3( 0.0 );", - - " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {", - - " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", - " vec3 dirVector = normalize( lDirection.xyz );", - - // diffuse - - " #ifdef WRAP_AROUND", - - " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );", - " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", - - " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );", - - " #else", - - " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", - - " #endif", - - " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;", - - // specular - - " vec3 dirHalfVector = normalize( dirVector + viewPosition );", - " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", - " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );", - " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", - - " }", - - " #endif", - - // hemisphere lights - - " #if MAX_HEMI_LIGHTS > 0", - - " vec3 hemiDiffuse = vec3( 0.0 );", - " vec3 hemiSpecular = vec3( 0.0 );" , - - " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", - - " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );", - " vec3 lVector = normalize( lDirection.xyz );", - - // diffuse - - " float dotProduct = dot( normal, lVector );", - " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", - - " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", - - " hemiDiffuse += diffuse * hemiColor;", - - // specular (sky light) - - - " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );", - " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;", - " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );", - - // specular (ground light) - - " vec3 lVectorGround = -lVector;", - - " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );", - " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;", - " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );", - - " float dotProductGround = dot( normal, lVectorGround );", - - " float specularNormalization = ( shininess + 2.0 ) / 8.0;", - - " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );", - " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );", - " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );", - - " }", - - " #endif", - - // all lights contribution summation - - " vec3 totalDiffuse = vec3( 0.0 );", - " vec3 totalSpecular = vec3( 0.0 );", - - " #if MAX_DIR_LIGHTS > 0", - - " totalDiffuse += dirDiffuse;", - " totalSpecular += dirSpecular;", - - " #endif", - - " #if MAX_HEMI_LIGHTS > 0", - - " totalDiffuse += hemiDiffuse;", - " totalSpecular += hemiSpecular;", - - " #endif", - - " #if MAX_POINT_LIGHTS > 0", - - " totalDiffuse += pointDiffuse;", - " totalSpecular += pointSpecular;", - - " #endif", - - " #if MAX_SPOT_LIGHTS > 0", - - " totalDiffuse += spotDiffuse;", - " totalSpecular += spotSpecular;", - - " #endif", - - " #ifdef METAL", - - " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );", - - " #else", - - " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;", - - " #endif", - - " if ( enableReflection ) {", - - " vec3 vReflect;", - " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", - - " if ( useRefract ) {", - - " vReflect = refract( cameraToVertex, normal, refractionRatio );", - - " } else {", - - " vReflect = reflect( cameraToVertex, normal );", - - " }", - - " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", - - " #ifdef GAMMA_INPUT", - - " cubeColor.xyz *= cubeColor.xyz;", - - " #endif", - - " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );", - - " }", - - THREE.ShaderChunk[ "shadowmap_fragment" ], - THREE.ShaderChunk[ "linear_to_gamma_fragment" ], - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join("\n"), - - vertexShader: [ - - "attribute vec4 tangent;", - - "uniform vec2 uOffset;", - "uniform vec2 uRepeat;", - - "uniform bool enableDisplacement;", - - "#ifdef VERTEX_TEXTURES", - - " uniform sampler2D tDisplacement;", - " uniform float uDisplacementScale;", - " uniform float uDisplacementBias;", - - "#endif", - - "varying vec3 vTangent;", - "varying vec3 vBinormal;", - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vWorldPosition;", - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "skinning_pars_vertex" ], - THREE.ShaderChunk[ "shadowmap_pars_vertex" ], - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - - // normal, tangent and binormal vectors - - " #ifdef USE_SKINNING", - - " vNormal = normalize( normalMatrix * skinnedNormal.xyz );", - - " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", - " vTangent = normalize( normalMatrix * skinnedTangent.xyz );", - - " #else", - - " vNormal = normalize( normalMatrix * normal );", - " vTangent = normalize( normalMatrix * tangent.xyz );", - - " #endif", - - " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );", - - " vUv = uv * uRepeat + uOffset;", - - // displacement mapping - - " vec3 displacedPosition;", - - " #ifdef VERTEX_TEXTURES", - - " if ( enableDisplacement ) {", - - " vec3 dv = texture2D( tDisplacement, uv ).xyz;", - " float df = uDisplacementScale * dv.x + uDisplacementBias;", - " displacedPosition = position + normalize( normal ) * df;", - - " } else {", - - " #ifdef USE_SKINNING", - - " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", - - " vec4 skinned = vec4( 0.0 );", - " skinned += boneMatX * skinVertex * skinWeight.x;", - " skinned += boneMatY * skinVertex * skinWeight.y;", - " skinned += boneMatZ * skinVertex * skinWeight.z;", - " skinned += boneMatW * skinVertex * skinWeight.w;", - " skinned = bindMatrixInverse * skinned;", - - " displacedPosition = skinned.xyz;", - - " #else", - - " displacedPosition = position;", - - " #endif", - - " }", - - " #else", - - " #ifdef USE_SKINNING", - - " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", - - " vec4 skinned = vec4( 0.0 );", - " skinned += boneMatX * skinVertex * skinWeight.x;", - " skinned += boneMatY * skinVertex * skinWeight.y;", - " skinned += boneMatZ * skinVertex * skinWeight.z;", - " skinned += boneMatW * skinVertex * skinWeight.w;", - " skinned = bindMatrixInverse * skinned;", - - " displacedPosition = skinned.xyz;", - - " #else", - - " displacedPosition = position;", - - " #endif", - - " #endif", - - // - - " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", - " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );", - - " gl_Position = projectionMatrix * mvPosition;", - - THREE.ShaderChunk[ "logdepthbuf_vertex" ], - - // - - " vWorldPosition = worldPosition.xyz;", - " vViewPosition = -mvPosition.xyz;", - - // shadows - - " #ifdef USE_SHADOWMAP", - - " for( int i = 0; i < MAX_SHADOWS; i ++ ) {", - - " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;", - - " }", - - " #endif", - - "}" - - ].join("\n") - - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - 'cube': { - - uniforms: { "tCube": { type: "t", value: null }, - "tFlip": { type: "f", value: - 1 } }, - - vertexShader: [ - - "varying vec3 vWorldPosition;", - - THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], - - "void main() {", - - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - " vWorldPosition = worldPosition.xyz;", - - " 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[ "logdepthbuf_pars_fragment" ], - - "void main() {", - - " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", - - 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[ "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[ "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 = 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 ); - -// File:src/renderers/webgl/WebGLExtensions.js - -THREE.WebGLExtensions = function ( gl ) { - - var extensions = {}; - - this.get = function ( name ) { - - if ( extensions[ name ] !== undefined ) { - - return extensions[ name ]; - - } - - var extension; - - switch ( name ) { - - case 'OES_texture_float': - extension = gl.getExtension( 'OES_texture_float' ); - break; - - case 'OES_texture_float_linear': - extension = gl.getExtension( 'OES_texture_float_linear' ); - break; - - case 'OES_standard_derivatives': - extension = gl.getExtension( 'OES_standard_derivatives' ); - break; - - case 'EXT_texture_filter_anisotropic': - extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; - - case 'WEBGL_compressed_texture_s3tc': - extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; - - case 'WEBGL_compressed_texture_pvrtc': - extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; - - case 'OES_element_index_uint': - extension = gl.getExtension( 'OES_element_index_uint' ); - break; - - case 'EXT_blend_minmax': - extension = gl.getExtension( 'EXT_blend_minmax' ); - break; - - case 'EXT_frag_depth': - extension = gl.getExtension( 'EXT_frag_depth' ); - break; - - } - - if ( extension === null ) { - - console.log( '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"; - - } - - // console.log( "building new program " ); - - // - - var customDefines = generateDefines( defines ); - - // - - var program = _gl.createProgram(); - program.name = "Program_"+material.type; - - 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 MAX_DIR_LIGHTS " + parameters.maxDirLights, - "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, - "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, - "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights, - - "#define MAX_SHADOWS " + parameters.maxShadows, - - "#define MAX_BONES " + parameters.maxBones, - - parameters.map ? "#define USE_MAP" : "", - parameters.envMap ? "#define USE_ENVMAP" : "", - parameters.lightMap ? "#define USE_LIGHTMAP" : "", - parameters.bumpMap ? "#define USE_BUMPMAP" : "", - parameters.normalMap ? "#define USE_NORMALMAP" : "", - parameters.specularMap ? "#define USE_SPECULARMAP" : "", - parameters.alphaMap ? "#define USE_ALPHAMAP" : "", - parameters.vertexColors ? "#define USE_COLOR" : "", - - 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 = [ - - "precision " + parameters.precision + " float;", - "precision " + parameters.precision + " int;", - - ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "", - - customDefines, - - "#define MAX_DIR_LIGHTS " + parameters.maxDirLights, - "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, - "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights, - "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights, - - "#define MAX_SHADOWS " + parameters.maxShadows, - - parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "", - - _this.gammaInput ? "#define GAMMA_INPUT" : "", - _this.gammaOutput ? "#define GAMMA_OUTPUT" : "", - - ( 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.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.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 ); - - if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) { - - console.error( 'THREE.WebGLProgram: Could not initialise shader.' ); - console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) ); - console.error( 'gl.getError()', _gl.getError() ); - - } - - if ( _gl.getProgramInfoLog( program ) !== '' ) { - - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) ); - - } - - // 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 ) { - - console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); - - } - - if ( gl.getShaderInfoLog( shader ) !== '' ) { - - console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) ); - console.warn( addLineNumbers( string ) ); - - } - - // --enable-privileged-webgl-extension - // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - - return shader; - - }; - -} )(); - -// 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 ); - program.name = "ShaderProgram_LensFlarePlugin"; - - 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.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, - program, 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.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 { - - console.error( "Unsupported light type for shadow" ); - 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; - - 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(); - program.name = "ShaderProgram_SpritePlugin"; - - 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.typedArray() ); - - 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 ); - - if ( sprite.renderDepth === null ) { - - sprite.z = - sprite._modelViewMatrix.elements[ 14 ]; - - } else { - - sprite.z = sprite.renderDepth; - - } - - } - - 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.typedArray() ); - - scale[ 0 ] = sprite.scale.x; - scale[ 1 ] = sprite.scale.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.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - renderer.setDepthTest( material.depthTest ); - renderer.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 ) { - - console.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 ) { - - console.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 ); - - } - - } ); - - } - - for ( var i = 0, il = array.length; i < il; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - }, - - loadCompressedTexture: function () { - - console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ) - - }, - - loadCompressedTextureCube: function () { - - console.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; - - // TODO: This might not work on QtQuick - 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; - - var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data; - - return data; - - }, - - drawText: function ( text ) { - - var characterPts = [], allPts = []; - - // RenderText - - var i, p, - face = this.getFace(), - scale = this.size / face.resolution, - offset = 0, - chars = String( text ).split( '' ), - length = chars.length; - - var fontPaths = []; - - for ( i = 0; i < length; i ++ ) { - - var path = new THREE.Path(); - - var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path ); - offset += ret.offset; - - fontPaths.push( ret.path ); - - } - - // get the width - - var width = offset / 2; - // - // for ( p = 0; p < allPts.length; p++ ) { - // - // allPts[ p ].x -= width; - // - // } - - //var extract = this.extractPoints( allPts, characterPts ); - //extract.contour = allPts; - - //extract.paths = fontPaths; - //extract.offset = width; - - return { paths: fontPaths, offset: width }; - - }, - - - - - extractGlyphPoints: function ( c, face, scale, offset, path ) { - - var pts = []; - - var i, i2, divisions, - outline, action, length, - scaleX, scaleY, - x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, - laste, - glyph = face.glyphs[ c ] || face.glyphs[ '?' ]; - - if ( ! glyph ) return; - - if ( glyph.o ) { - - outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - length = outline.length; - - scaleX = scale; - scaleY = scale; - - for ( i = 0; i < length; ) { - - action = outline[ i ++ ]; - - //console.log( action ); - - switch ( action ) { - - case 'm': - - // Move To - - x = outline[ i ++ ] * scaleX + offset; - y = outline[ i ++ ] * scaleY; - - path.moveTo( x, y ); - break; - - case 'l': - - // Line To - - x = outline[ i ++ ] * scaleX + offset; - y = outline[ i ++ ] * scaleY; - path.lineTo( x,y ); - break; - - case 'q': - - // QuadraticCurveTo - - cpx = outline[ i ++ ] * scaleX + offset; - cpy = outline[ i ++ ] * scaleY; - cpx1 = outline[ i ++ ] * scaleX + offset; - cpy1 = outline[ i ++ ] * scaleY; - - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); - - laste = pts[ pts.length - 1 ]; - - if ( laste ) { - - cpx0 = laste.x; - cpy0 = laste.y; - - for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) { - - var t = i2 / divisions; - var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx ); - var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy ); - } - - } - - break; - - case 'b': - - // Cubic Bezier Curve - - cpx = outline[ i ++ ] * scaleX + offset; - cpy = outline[ i ++ ] * scaleY; - cpx1 = outline[ i ++ ] * scaleX + offset; - cpy1 = outline[ i ++ ] * scaleY; - cpx2 = outline[ i ++ ] * scaleX + offset; - cpy2 = outline[ i ++ ] * scaleY; - - path.bezierCurveTo( 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; - var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx ); - var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy ); - - } - - } - - break; - - } - - } - } - - - - return { offset: glyph.ha * scale, path:path }; - } - -}; - - -THREE.FontUtils.generateShapes = function ( text, parameters ) { - - // Parameters - - parameters = parameters || {}; - - var size = parameters.size !== undefined ? parameters.size : 100; - var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4; - - var font = parameters.font !== undefined ? parameters.font : 'helvetiker'; - var weight = parameters.weight !== undefined ? parameters.weight : 'normal'; - var style = parameters.style !== undefined ? parameters.style : 'normal'; - - THREE.FontUtils.size = size; - THREE.FontUtils.divisions = curveSegments; - - THREE.FontUtils.face = font; - THREE.FontUtils.weight = weight; - THREE.FontUtils.style = style; - - // Get a Font data json object - - var data = THREE.FontUtils.drawText( text ); - - var paths = data.paths; - var shapes = []; - - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - - } - - return shapes; - -}; - - -/** - * This code is a quick port of code written in C++ which was submitted to - * flipcode.com by John W. Ratcliff // July 22, 2000 - * See original code and more information here: - * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml - * - * ported to actionscript by Zevan Rosser - * www.actionsnippet.com - * - * ported to javascript by Joshua Koo - * http://www.lab4games.net/zz85/blog - * - */ - - -//( function ( namespace ) { - - var EPSILON = 0.0000000001; - - // takes in an contour array and returns - -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. - console.log( 'Warning, unable to triangulate polygon!' ); - - 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.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); - - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); - -}; - -THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); - -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; - scope.source.connect( scope.panner ); - scope.source.start( 0 ); - - } ); - - }; - request.send(); - - return this; - -}; - -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.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.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; - - 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, this.up.x, this.up.y, this.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 ) { - - console.log( "Warning, getPoint() not implemented!" ); - return null; - -}; - -// Get point at relative position in curve according to arc length -// - u [0 .. 1] - -THREE.Curve.prototype.getPointAt = function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getPoint( t ); - -}; - -// Get sequence of points using getPoint( t ) - -THREE.Curve.prototype.getPoints = function ( divisions ) { - - if ( ! divisions ) divisions = 5; - - var d, pts = []; - - for ( d = 0; d <= divisions; d ++ ) { - - pts.push( this.getPoint( d / divisions ) ); - - } - - return pts; - -}; - -// Get sequence of points using getPointAt( u ) - -THREE.Curve.prototype.getSpacedPoints = function ( divisions ) { - - if ( ! divisions ) divisions = 5; - - var d, pts = []; - - for ( d = 0; d <= divisions; d ++ ) { - - pts.push( this.getPointAt( d / divisions ) ); - - } - - return pts; - -}; - -// Get total curve arc length - -THREE.Curve.prototype.getLength = function () { - - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - -}; - -// Get list of cumulative segment lengths - -THREE.Curve.prototype.getLengths = function ( divisions ) { - - if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200; - - if ( this.cacheArcLengths - && ( this.cacheArcLengths.length == divisions + 1 ) - && ! this.needsUpdate) { - - //console.log( "cached", this.cacheArcLengths ); - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; - - cache.push( 0 ); - - for ( p = 1; p <= divisions; p ++ ) { - - current = this.getPoint ( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum:sum }; Sum is in the last element. - -}; - - -THREE.Curve.prototype.updateArcLengths = function() { - this.needsUpdate = true; - this.getLengths(); -}; - -// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance - -THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) { - - var arcLengths = this.getLengths(); - - var i = 0, il = arcLengths.length; - - var targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - //var time = Date.now(); - - // binary search for the index with largest value smaller than target u distance - - var low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - continue; - - } else if ( comparison > 0 ) { - - high = i - 1; - continue; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - //console.log('b' , i, low, high, Date.now()- time); - - if ( arcLengths[ i ] == targetArcLength ) { - - var t = i / ( il - 1 ); - return t; - - } - - // we could get finer grain at lengths, or use simple interpolatation between two points - - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; - - var segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - var t = ( i + segmentFraction ) / ( il -1 ); - - return t; - -}; - -// 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.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.add = function ( curve ) { - - this.curves.push( curve ); - -}; - -THREE.CurvePath.prototype.checkConnection = function() { - // TODO - // If the ending of curve is not connected to the starting - // or the next curve, then, this is not a real path -}; - -THREE.CurvePath.prototype.closePath = function() { - // TODO Test - // and verify for vector3 (needs to implement equals) - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[0].getPoint(0); - var endPoint = this.curves[this.curves.length-1].getPoint(1); - - if (! startPoint.equals(endPoint)) { - this.curves.push( new THREE.LineCurve(endPoint, startPoint) ); - } - -}; - -// To get accurate point with reference to -// entire path distance at time t, -// following has to be done: - -// 1. Length of each sub path have to be known -// 2. Locate and identify type of curve -// 3. Get t for the curve -// 4. Return curve.getPointAt(t') - -THREE.CurvePath.prototype.getPoint = function( t ) { - - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0, diff, curve; - - // To think about boundaries points. - - while ( i < curveLengths.length ) { - - if ( curveLengths[ i ] >= d ) { - - diff = curveLengths[ i ] - d; - curve = this.curves[ i ]; - - var u = 1 - diff / curve.getLength(); - - return curve.getPointAt( u ); - - break; - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 <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.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 ) { - - if (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.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 sh = newShapes[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 ); - -// 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 ) { - - console.log( "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.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.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.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.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.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 ); - -// 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 () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); }, - get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); }, - remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); }, - - // - - animations: [], - - init: function ( data ) { - - if ( data.initialized === true ) return; - - // 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.keyTypes = [ "pos", "rot", "scl" ]; - - -THREE.Animation.prototype.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 ); - -}; - - -THREE.Animation.prototype.stop = function() { - - this.isPlaying = false; - - THREE.AnimationHandler.stop( this ); - -}; - -THREE.Animation.prototype.reset = function () { - - for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { - - var object = this.hierarchy[ h ]; - - object.matrixAutoUpdate = true; - - if ( object.animationCache === undefined ) { - - object.animationCache = { - animations: {}, - blending: { - positionWeight: 0.0, - quaternionWeight: 0.0, - scaleWeight: 0.0 - } - }; - } - - if ( object.animationCache.animations[this.data.name] === undefined ) { - - object.animationCache.animations[this.data.name] = {}; - object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 }; - object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 }; - object.animationCache.animations[this.data.name].originalMatrix = object.matrix; - - } - - var animationCache = object.animationCache.animations[this.data.name]; - - // 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; - - } - - } - -}; - -THREE.Animation.prototype.resetBlendWeights = function () { - - for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) { - - var object = this.hierarchy[ h ]; - - if ( object.animationCache !== undefined ) { - - object.animationCache.blending.positionWeight = 0.0; - object.animationCache.blending.quaternionWeight = 0.0; - object.animationCache.blending.scaleWeight = 0.0; - - } - - } - -}; - -THREE.Animation.prototype.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(); - return; - - } - - } - - 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; - - } - - object.matrixAutoUpdate = true; - object.matrixWorldNeedsUpdate = true; - - 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; - - }; - -})(); - - - - - -// Get next key with - -THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - key = key < keys.length - 1 ? key : keys.length - 1; - - } else { - - key = key % keys.length; - - } - - for ( ; key < keys.length; key ++ ) { - - if ( keys[ key ][ type ] !== undefined ) { - - return keys[ key ]; - - } - - } - - return this.data.hierarchy[ h ].keys[ 0 ]; - -}; - -// Get previous key with - -THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - - if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM || - this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) { - - key = key > 0 ? key : 0; - - } else { - - key = key >= 0 ? key : key + keys.length; - - } - - - for ( ; key >= 0; key -- ) { - - if ( keys[ key ][ type ] !== undefined ) { - - return keys[ key ]; - - } - - } - - return this.data.hierarchy[ h ].keys[ keys.length - 1 ]; - -}; - -// 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.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 ); - -}; - - -THREE.KeyFrameAnimation.prototype.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 - -THREE.KeyFrameAnimation.prototype.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; - - } - - } - -}; - -// Get next key with - -THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - key = key % keys.length; - - for ( ; key < keys.length; key ++ ) { - - if ( keys[ key ].hasTarget( sid ) ) { - - return keys[ key ]; - - } - - } - - return keys[ 0 ]; - -}; - -// Get previous key with - -THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) { - - var keys = this.data.hierarchy[ h ].keys; - key = key >= 0 ? key : key + keys.length; - - for ( ; key >= 0; key -- ) { - - if ( keys[ key ].hasTarget( sid ) ) { - - return keys[ key ]; - - } - - } - - return keys[ keys.length - 1 ]; - -}; - -// File:src/extras/animation/MorphAnimation.js - -/** - * @author mrdoob / http://mrdoob.com - */ - -THREE.MorphAnimation = function ( mesh ) { - - this.mesh = mesh; - this.frames = mesh.morphTargetInfluences.length; - this.currentTime = 0; - this.duration = 1000; - this.loop = true; - - this.isPlaying = false; - -}; - -THREE.MorphAnimation.prototype = { - - play: function () { - - this.isPlaying = true; - - }, - - pause: function () { - - this.isPlaying = false; - - }, - - update: ( function () { - - var lastFrame = 0; - var currentFrame = 0; - - return 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 ); - - if ( frame != currentFrame ) { - - this.mesh.morphTargetInfluences[ lastFrame ] = 0; - this.mesh.morphTargetInfluences[ currentFrame ] = 1; - this.mesh.morphTargetInfluences[ frame ] = 0; - - lastFrame = currentFrame; - currentFrame = frame; - - } - - this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation; - this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ 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 ); - -// 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 ); - -// File:src/extras/geometries/CubeGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - - -THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { - - console.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 ) { - - THREE.Geometry.call( this ); - - this.type = 'CylinderGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded - }; - - 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; - - 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 * Math.PI * 2 ); - vertex.y = - v * height + heightHalf; - vertex.z = radius * Math.cos( u * Math.PI * 2 ); - - this.vertices.push( vertex ); - - verticesRow.push( this.vertices.length - 1 ); - uvsRow.push( new THREE.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[ y ][ x + 1 ]; - var v2 = vertices[ y ][ x ]; - var v3 = this.vertices.length - 1; - - var n1 = new THREE.Vector3( 0, - 1, 0 ); - var n2 = new THREE.Vector3( 0, - 1, 0 ); - var n3 = new THREE.Vector3( 0, - 1, 0 ); - - var uv1 = uvs[ y ][ x + 1 ].clone(); - var uv2 = uvs[ y ][ x ].clone(); - var uv3 = new THREE.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 ); - -// 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.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 bevelPoints = []; - - 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 ) console.log( "die" ); - - return vec.clone().multiplyScalar( size ).add( pt ); - - } - - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length, - cont, clen = contour.length; - - - // Find directions for point movement - - var RAD_TO_DEGREES = 180 / Math.PI; - - - function getBevelVec( 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) - - var pt_i = contour[ i ]; - var pt_j = contour[ j ]; - var pt_k = contour[ k ]; - - contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( b = 0; b < bevelSegments; b ++ ) { - //for ( b = bevelSegments; b > 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * ( 1 - t ); - - //z = bevelThickness * t; - bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved - //bs = bevelSize * t ; // linear - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - 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 ); - -/** - * 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, s; - - 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; - var cont, clen = contour.length; - - for ( i = 0; i < vlen; i ++ ) { - - vert = vertices[ i ]; - - this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) ); - - } - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - - var a = face[ 0 ] + shapesOffset; - var b = face[ 1 ] + shapesOffset; - var c = face[ 2 ] + shapesOffset; - - this.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); - this.faceVertexUvs[ 0 ].push( uvgen.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 ); - -// 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 ); - -// 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 ); - -// 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 ); - - -// 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 ); - -// 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 ); - -// 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 ); - -// 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 ); - -// File:src/extras/geometries/TubeGeometry.js - -/** - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * - * Modified from the TorusKnotGeometry by @oosmoxiecode - * - * Creates a tube which extrudes along a 3d spline - * - * Uses parallel transport frames as described in - * http://www.cs.indiana.edu/pub/techreports/TR425.pdf - */ - -THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) { - - 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; - - var grid = []; - - var scope = this, - - tangent, - normal, - binormal, - - numpoints = segments + 1, - - x, y, z, - tx, ty, tz, - u, v, - - cx, cy, - pos, pos2 = new THREE.Vector3(), - i, j, - ip, jp, - a, b, c, d, - uva, uvb, uvc, uvd; - - var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ), - tangents = frames.tangents, - normals = frames.normals, - binormals = frames.binormals; - - // proxy internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; - - function vert( x, y, z ) { - - return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; - - } - - // consruct the grid - - for ( i = 0; i < numpoints; i ++ ) { - - grid[ i ] = []; - - u = i / ( numpoints - 1 ); - - pos = path.getPointAt( u ); - - tangent = tangents[ i ]; - normal = normals[ i ]; - binormal = binormals[ i ]; - - for ( j = 0; j < radialSegments; j ++ ) { - - v = j / radialSegments * 2 * Math.PI; - - cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. - cy = radius * Math.sin( v ); - - pos2.copy( pos ); - pos2.x += cx * normal.x + cy * binormal.x; - pos2.y += cx * normal.y + cy * binormal.y; - pos2.z += cx * normal.z + cy * binormal.z; - - 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 ); - - -// For computing of Frenet frames, exposing the tangents, normals and binormals the spline -THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) { - - var tangent = new THREE.Vector3(), - normal = new THREE.Vector3(), - binormal = new THREE.Vector3(), - - tangents = [], - normals = [], - binormals = [], - - vec = new THREE.Vector3(), - mat = new THREE.Matrix4(), - - numpoints = segments + 1, - theta, - epsilon = 0.0001, - smallest, - - tx, ty, tz, - i, u, v; - - - // expose internals - this.tangents = tangents; - this.normals = normals; - this.binormals = binormals; - - // compute the tangent vectors for each segment on the path - - for ( i = 0; i < numpoints; i ++ ) { - - u = i / ( numpoints - 1 ); - - tangents[ i ] = path.getTangentAt( u ); - tangents[ i ].normalize(); - - } - - initialNormal3(); - - /* - function initialNormal1(lastBinormal) { - // fixed start binormal. Has dangers of 0 vectors - normals[ 0 ] = new THREE.Vector3(); - binormals[ 0 ] = new THREE.Vector3(); - if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); - normals[ 0 ].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 midpoints = [], 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 cells = Math.pow(4, 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 ); - -// 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 ); - -// 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 ); - -// 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 ); - -// 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 ); - -// 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, il, j, p; - var u, v; - - var stackCount = stacks + 1; - var sliceCount = slices + 1; - - for ( i = 0; i <= stacks; i ++ ) { - - v = i / stacks; - - for ( j = 0; j <= slices; j ++ ) { - - u = j / slices; - - p = func( u, v ); - verts.push( p ); - - } - } - - var a, b, c, d; - var uva, uvb, uvc, uvd; - - for ( i = 0; i < stacks; i ++ ) { - - for ( j = 0; j < slices; j ++ ) { - - a = i * sliceCount + j; - b = i * sliceCount + j + 1; - c = (i + 1) * sliceCount + j + 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 ); - -// 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 ); - -// 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.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, 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.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.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.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.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 - */ - -THREE.EdgesHelper = 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(); - - var 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 ) < 0.9999 ) { // hardwired const OK - - 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 ); - -// 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.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.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, arrowLength, domeSize ) { - - 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.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.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.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.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 vertices = object.geometry.vertices; - - 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.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 vertices = object.geometry.vertices; - - 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.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 ); - -// 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 ); - -// 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.createAnimation = function ( name, start, end, fps ) { - - var animation = { - - startFrame: start, - endFrame: end, - - length: end - start + 1, - - fps: fps, - duration: ( end - start ) / fps, - - lastFrame: 0, - currentFrame: 0, - - active: false, - - time: 0, - direction: 1, - weight: 1, - - directionBackwards: false, - mirroredLoop: false - - }; - - this.animationsMap[ name ] = animation; - this.animationsList.push( animation ); - -}; - -THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { - - var pattern = /([a-z]+)_?(\d+)/; - - var firstAnimation, frameRanges = {}; - - var geometry = this.geometry; - - for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { - - var morph = geometry.morphTargets[ i ]; - var chunks = morph.name.match( pattern ); - - if ( chunks && chunks.length > 1 ) { - - var name = chunks[ 1 ]; - var num = chunks[ 2 ]; - - if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; - - var range = frameRanges[ name ]; - - if ( i < range.start ) range.start = i; - if ( i > range.end ) range.end = i; - - if ( ! firstAnimation ) firstAnimation = name; - - } - - } - - for ( var name in frameRanges ) { - - var range = frameRanges[ name ]; - this.createAnimation( name, range.start, range.end, fps ); - - } - - this.firstAnimation = firstAnimation; - -}; - -THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.direction = 1; - animation.directionBackwards = false; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.direction = - 1; - animation.directionBackwards = true; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.fps = fps; - animation.duration = ( animation.end - animation.start ) / animation.fps; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.duration = duration; - animation.fps = ( animation.end - animation.start ) / animation.duration; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.weight = weight; - - } - -}; - -THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.time = time; - - } - -}; - -THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { - - var time = 0; - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - time = animation.time; - - } - - return time; - -}; - -THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { - - var duration = - 1; - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - duration = animation.duration; - - } - - return duration; - -}; - -THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.time = 0; - animation.active = true; - - } else { - - console.warn( "animation[" + name + "] undefined" ); - - } - -}; - -THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { - - var animation = this.animationsMap[ name ]; - - if ( animation ) { - - animation.active = false; - - } - -}; - -THREE.MorphBlendMesh.prototype.update = function ( delta ) { - - for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { - - var animation = this.animationsList[ i ]; - - if ( ! animation.active ) continue; - - var frameTime = animation.duration / animation.length; - - animation.time += animation.direction * delta; - - if ( animation.mirroredLoop ) { - - if ( animation.time > animation.duration || animation.time < 0 ) { - - animation.direction *= - 1; - - if ( animation.time > animation.duration ) { - - animation.time = animation.duration; - animation.directionBackwards = true; - - } - - if ( animation.time < 0 ) { - - animation.time = 0; - animation.directionBackwards = false; - - } - - } - - } else { - - animation.time = animation.time % animation.duration; - - if ( animation.time < 0 ) animation.time += animation.duration; - - } - - var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); - var weight = animation.weight; - - if ( keyframe !== animation.currentFrame ) { - - this.morphTargetInfluences[ animation.lastFrame ] = 0; - this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; - - this.morphTargetInfluences[ keyframe ] = 0; - - animation.lastFrame = animation.currentFrame; - animation.currentFrame = keyframe; - - } - - var mix = ( animation.time % frameTime ) / frameTime; - - if ( animation.directionBackwards ) mix = 1 - mix; - - this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; - this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; - - } - -}; - diff --git a/creatortemplates/qtcanvas3dthreejs/wizard.xml b/creatortemplates/qtcanvas3dthreejs/wizard.xml deleted file mode 100644 index 65614d23570f1b593d8193f6c834594a0c9f7da9..0000000000000000000000000000000000000000 --- a/creatortemplates/qtcanvas3dthreejs/wizard.xml +++ /dev/null @@ -1,55 +0,0 @@ -<?xml version="1.0" encoding="UTF-8"?> -<!-- -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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="materials.js" target="/qml/%ProjectName%/materials.js"/> - <file source="three.js" target="/qml/%ProjectName%/three.js"/> - <file source="project.pro" target="%ProjectName%.pro" openproject="true"/> - </files> -</wizard> diff --git a/examples/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d.pro index 887eddfaa86dc8743c0cc47ace8f4e15718ef167..ef545b0c1fb6573ee7998f44fadfa3505c7d79fb 100644 --- a/examples/canvas3d/canvas3d.pro +++ b/examples/canvas3d/canvas3d.pro @@ -1,11 +1,5 @@ TEMPLATE = subdirs -SUBDIRS += canvasswitch \ - texturedcube \ - textureandlight \ +SUBDIRS += textureandlight \ framebuffer \ - plasmaeffects \ interaction \ jsonmodels -OTHER_FILES += pureqml/* \ - pureqml/doc/src/* \ - pureqml/doc/images/* diff --git a/examples/canvas3d/canvasswitch/canvasswitch.pro b/examples/canvas3d/canvasswitch/canvasswitch.pro deleted file mode 100644 index 5f0997c7c9760c6c80bab01e1b40cbed0a6ce991..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/canvasswitch.pro +++ /dev/null @@ -1,11 +0,0 @@ -!include( ../examples.pri ) { - error( "Couldn't find the examples.pri file!" ) -} - -SOURCES += main.cpp - -OTHER_FILES += qml/canvasswitch/* \ - doc/src/* \ - doc/images/* - -RESOURCES += canvasswitch.qrc diff --git a/examples/canvas3d/canvasswitch/canvasswitch.qrc b/examples/canvas3d/canvasswitch/canvasswitch.qrc deleted file mode 100644 index 468604bd903e5ccbe84cadc64b002ecfb8af2ee2..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/canvasswitch.qrc +++ /dev/null @@ -1,8 +0,0 @@ -<RCC> - <qresource prefix="/"> - <file>qml/canvasswitch/glMatrix-0.9.5.min.js</file> - <file>qml/canvasswitch/main.qml</file> - <file>qml/canvasswitch/triangle.js</file> - <file>qml/canvasswitch/cube.js</file> - </qresource> -</RCC> diff --git a/examples/canvas3d/canvasswitch/doc/images/canvasswitch-example.png b/examples/canvas3d/canvasswitch/doc/images/canvasswitch-example.png deleted file mode 100644 index 8a5331d4fc8a9d43361abde8a69aff137463d4f3..0000000000000000000000000000000000000000 Binary files a/examples/canvas3d/canvasswitch/doc/images/canvasswitch-example.png and /dev/null differ diff --git a/examples/canvas3d/canvasswitch/doc/src/canvasswitch.qdoc b/examples/canvas3d/canvasswitch/doc/src/canvasswitch.qdoc deleted file mode 100644 index d26b031ea8ccb53da704d5b095985cfb5d1a1ed0..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/doc/src/canvasswitch.qdoc +++ /dev/null @@ -1,82 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 canvasswitch - \since QtCanvas3D 1.0 - \title Canvas Switch Example - \ingroup qtcanvas3d-examples - \brief Switch between canvases on run-time - - The Canvas Switch example shows how to create a Canvas3D dynamically and how to switch between - two canvases on run-time. - - \image canvasswitch-example.png - - \section1 Dynamic Canvas Creation - - First we'll add a function call to the \c{Component.onCompleted} of the main component: - - \snippet canvasswitch/qml/canvasswitch/main.qml 0 - - The function handles the initial canvas creation: - - \snippet canvasswitch/qml/canvasswitch/main.qml 1 - - In the function we create the Canvas3D dynamically: - - \snippet canvasswitch/qml/canvasswitch/main.qml 2 - - We also need to anchor it to the layout we have added inside the function, as we'll call the - function again when switching canvases. - - \snippet canvasswitch/qml/canvasswitch/main.qml 3 - - \section1 Switching Canvas - - First we import the content for both canvases: - - \snippet canvasswitch/qml/canvasswitch/main.qml 4 - - Then, we have a button for switching the content we want to show: - - \snippet canvasswitch/qml/canvasswitch/main.qml 5 - - The content switching itself is done by destroying the old canvas and - creating a new one in the \c{Button}'s \c{onClicked}: - - \snippet canvasswitch/qml/canvasswitch/main.qml 6 - */ diff --git a/examples/canvas3d/canvasswitch/main.cpp b/examples/canvas3d/canvasswitch/main.cpp deleted file mode 100644 index 5d5fe0fe6228564f47e4910c8f417469e6199a83..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/main.cpp +++ /dev/null @@ -1,66 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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"))); - - QObject::connect(viewer.engine(), &QQmlEngine::quit, &viewer, &QWindow::close); - viewer.setSource(QUrl("qrc:/qml/canvasswitch/main.qml")); - - viewer.setTitle(QStringLiteral("Canvas Switch")); - viewer.setResizeMode(QQuickView::SizeRootObjectToView); - viewer.show(); - - return app.exec(); -} diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/cube.js b/examples/canvas3d/canvasswitch/qml/canvasswitch/cube.js deleted file mode 100644 index a2a7b627a3510f0477e7d5944768c8dd34f3620d..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/qml/canvasswitch/cube.js +++ /dev/null @@ -1,252 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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("glMatrix-0.9.5.min.js") - -// -// Draws a cube that has different colors assigned to the vertices. -// Each face of the cube has the linear interpolation of the corner colors. -// - -var gl; -var vertexPositionAttrLoc; -var shaderProgram; -var cubeVertexPositionBuffer; -var cubeVertexIndexBuffer; -var cubeVertexColorBuffer; -var vertexShader; -var fragmentShader; -var vertexColorAttrLoc; -var mvMatrix = mat4.create(); -var pMatrix = mat4.create(); -var pMatrixUniformLoc; -var mvMatrixUniformLoc; - -var canvas3d; - -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} - -function initGL(canvas) { - canvas3d = canvas - try { - // Get the context object that represents the 3D API - gl = canvas.getContext("canvas3d", {depth:true}); - - // Setup the OpenGL state - gl.enable(gl.DEPTH_TEST); - gl.enable(gl.DEPTH_WRITE); - gl.depthMask(true); - gl.enable(gl.CULL_FACE); - gl.cullFace(gl.BACK); - 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 - initBuffers(); - - // Initialize the shader program - initShaders(); - } catch(e) { - console.log("initGL FAILURE!"); - console.log(""+e); - console.log(""+e.message); - } -} - -function textureLoadError(textureImage) { -} - -function textureLoaded(textureImage) { - log("textureLoaded IGNORED"); -} - -function degToRad(degrees) { - return degrees * Math.PI / 180; -} - -function renderGL(canvas) { - log("Render Enter *******") - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0); - mat4.identity(mvMatrix); - mat4.translate(mvMatrix, mvMatrix, [0.0, 0.0, -20.0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 1, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [1, 0, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]); - - gl.useProgram(shaderProgram); - - gl.uniformMatrix4fv(pMatrixUniformLoc, false, pMatrix); - gl.uniformMatrix4fv(mvMatrixUniformLoc, false, mvMatrix); - - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.enableVertexAttribArray(vertexPositionAttrLoc); - gl.vertexAttribPointer(vertexPositionAttrLoc, 3, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); - gl.enableVertexAttribArray(vertexColorAttrLoc); - gl.vertexAttribPointer(vertexColorAttrLoc, 4, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - log("Render Exit *******") -} - -function initBuffers() { - // Create a cubeVertexPositionBuffer and put a single clipspace rectangle in - // it (2 triangles) - cubeVertexPositionBuffer = gl.createBuffer(); - cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer"; - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.bufferData( - gl.ARRAY_BUFFER, - 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, - 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, 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; \ - uniform highp mat4 uPMatrix; \ - varying highp vec4 vColor; \ - void main(void) { \ - gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ - vColor = aVertexColor; \ - }", gl.VERTEX_SHADER); - fragmentShader = getShader(gl, "varying highp vec4 vColor; \ - void main(void) { \ - gl_FragColor = vColor; \ - }", gl.FRAGMENT_SHADER); - - shaderProgram = gl.createProgram(); - shaderProgram.name = "shaderProgram"; - gl.attachShader(shaderProgram, vertexShader); - gl.attachShader(shaderProgram, fragmentShader); - gl.linkProgram(shaderProgram); - - if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { - console.log("Could not initialise shaders"); - console.log(gl.getProgramInfoLog(shaderProgram)); - } - - gl.useProgram(shaderProgram); - - // look up where the vertex data needs to go. - vertexPositionAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition"); - gl.enableVertexAttribArray(vertexPositionAttrLoc); - vertexColorAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexColor"); - gl.enableVertexAttribArray(vertexColorAttrLoc); - - pMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uPMatrix"); - pMatrixUniformLoc.name = "pMatrixUniformLoc"; - mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix"); - mvMatrixUniformLoc.name = "mvMatrixUniformLoc"; - log(" ...done") -} - -function getShader(gl, 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/examples/canvas3d/canvasswitch/qml/canvasswitch/main.qml b/examples/canvas3d/canvasswitch/qml/canvasswitch/main.qml deleted file mode 100644 index 4fbcd0de40bbbe67c27d8ecb03e95f859c9bd5ed..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/qml/canvasswitch/main.qml +++ /dev/null @@ -1,193 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 QtQuick.Controls 1.1 -import QtQuick.Layouts 1.1 - -//! [4] -import "triangle.js" as GLCodeTriangle -import "cube.js" as GLCodeCube -//! [4] - -Item { - id: mainview - width: 1280 - height: 768 - visible: true - - property var activeObject: GLCodeTriangle - property var canvas3d - property double xRotAnim: 0 - property double yRotAnim: 0 - property double zRotAnim: 0 - - //! [0] - Component.onCompleted: { - createCanvas() - } - //! [0] - - SequentialAnimation { - id: objAnimationX - loops: Animation.Infinite - running: true - NumberAnimation { - target: mainview - property: "xRotAnim" - from: 0.0 - to: 120.0 - duration: 7000 - easing.type: Easing.InOutQuad - } - NumberAnimation { - target: mainview - property: "xRotAnim" - from: 120.0 - to: 0.0 - duration: 7000 - easing.type: Easing.InOutQuad - } - } - - SequentialAnimation { - id: objAnimationY - loops: Animation.Infinite - running: true - NumberAnimation { - target: mainview - property: "yRotAnim" - from: 0.0 - to: 240.0 - duration: 5000 - easing.type: Easing.InOutCubic - } - NumberAnimation { - target: mainview - property: "yRotAnim" - from: 240.0 - to: 0.0 - duration: 5000 - easing.type: Easing.InOutCubic - } - } - - SequentialAnimation { - id: objAnimationZ - loops: Animation.Infinite - running: true - NumberAnimation { - target: mainview - property: "zRotAnim" - from: -100.0 - to: 100.0 - duration: 3000 - easing.type: Easing.InOutSine - } - NumberAnimation { - target: mainview - property: "zRotAnim" - from: 100.0 - to: -100.0 - duration: 3000 - easing.type: Easing.InOutSine - } - } - - ColumnLayout { - id: layout - anchors.fill: parent - RowLayout { - id: buttonrow - anchors.margins: 10 - anchors.bottom: parent.bottom - anchors.horizontalCenter: parent.horizontalCenter - - //! [5] - Button { - id: toggleButton - text: "Toggle Canvas" - property bool firstObject: true - //! [5] - //! [6] - onClicked: { - canvas3d.destroy() - firstObject = !firstObject - if (firstObject) - activeObject = GLCodeTriangle - else - activeObject = GLCodeCube - createCanvas() - } - //! [6] - } - Button { - id: quitButton - text: "Quit" - onClicked: { - canvas3d.destroy() - Qt.quit() - } - } - } - } - - //! [1] - function createCanvas() { - //! [2] - // Create canvas dynamically to allow changing js objects on the fly - canvas3d = Qt.createQmlObject(" - import QtQuick 2.2 - import QtCanvas3D 1.0 - Canvas3D { - property double xRotAnim: mainview.xRotAnim - property double yRotAnim: mainview.yRotAnim - property double zRotAnim: mainview.zRotAnim - onInitGL: activeObject.initGL(canvas3d) - onRenderGL: activeObject.renderGL(canvas3d) - }", layout) - //! [2] - //! [3] - canvas3d.anchors.margins = 10 - canvas3d.anchors.top = layout.top - canvas3d.anchors.left = layout.left - canvas3d.anchors.right = layout.right - canvas3d.anchors.bottom = buttonrow.top - //! [3] - } - //! [1] -} diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/triangle.js b/examples/canvas3d/canvasswitch/qml/canvasswitch/triangle.js deleted file mode 100644 index 7142358b445c7669330028f2fad0255a8229d886..0000000000000000000000000000000000000000 --- a/examples/canvas3d/canvasswitch/qml/canvasswitch/triangle.js +++ /dev/null @@ -1,147 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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("glMatrix-0.9.5.min.js") - -// -// Draws a single blue triangle on black background in clipspace. -// - -var gl; -var positionLocation; -var shaderProgram; -var buffer; -var vertexShader; -var fragmentShader; - -var canvas3d; - -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} - -function initGL(canvas) { - canvas3d = canvas - log("initGL("+canvas+") BEGIN"); - try { - gl = canvas.getContext("3d"); - - // Create a buffer and put a single clipspace rectangle in - // it (2 triangles) - 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()) { - console.log("initGL(): FAILURE!"); - return; - } - - gl.useProgram(shaderProgram); - - // look up where the vertex data needs to go. - 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); - } catch(e) { - console.log("initGL(): FAILURE!"); - console.log(""+e); - console.log(""+e.message); - } - log("initGL("+canvas+") END"); -} - -function renderGL(canvas) { - log("renderGL("+canvas+") BEGIN"); - // Clear background - gl.clear(gl.COLOR_BUFFER_BIT); - - // Draw single green triangle - gl.drawArrays(gl.TRIANGLES, 0, 3); - log("renderGL("+canvas+") END"); -} - -function initShaders() -{ - // setup a GLSL program - vertexShader = compileShader("attribute vec2 a_position; \ - void main() { \ - gl_Position = vec4(a_position, 0.0, 1.0); \ - }", gl.VERTEX_SHADER); - fragmentShader = compileShader("void main() { \ - gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); \ - }", 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 initialise 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/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc b/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc index 51f76036b2ee90bd267795dae711a37149d35173..4d24253cd7d58c6a8487cea77638865446c27671 100644 --- a/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc +++ b/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/framebuffer/framebuffer.pro b/examples/canvas3d/framebuffer/framebuffer.pro index 71adfce24e7f19b70e6e81ba6e1c465a0e20946a..fa3f4423223c6e44f67fcfb11a8d19257b325c33 100644 --- a/examples/canvas3d/framebuffer/framebuffer.pro +++ b/examples/canvas3d/framebuffer/framebuffer.pro @@ -4,8 +4,9 @@ SOURCES += main.cpp +RESOURCES += framebuffer.qrc + OTHER_FILES += qml/framebuffer/* \ doc/src/* \ doc/images/* -RESOURCES += framebuffer.qrc diff --git a/examples/canvas3d/framebuffer/framebuffer.qrc b/examples/canvas3d/framebuffer/framebuffer.qrc index 5142cbaa9add9700c7730c134a14fca38f7d4e8b..c685d6e10b9b7e769483e369fc1384e007058a87 100644 --- a/examples/canvas3d/framebuffer/framebuffer.qrc +++ b/examples/canvas3d/framebuffer/framebuffer.qrc @@ -1,6 +1,6 @@ <RCC> <qresource prefix="/"> - <file>qml/framebuffer/glMatrix-0.9.5.min.js</file> + <file>../../../3rdparty/gl-matrix.js</file> <file>qml/framebuffer/main.qml</file> <file>qml/framebuffer/qtlogo.png</file> <file>qml/framebuffer/framebuffer.js</file> diff --git a/examples/canvas3d/framebuffer/main.cpp b/examples/canvas3d/framebuffer/main.cpp index cfa871afe5d39b59c5f6e6c773752f030c22a0c1..f6aff120f277d6ae0385c4e76779fc0ff09a1175 100644 --- a/examples/canvas3d/framebuffer/main.cpp +++ b/examples/canvas3d/framebuffer/main.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** @@ -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/framebuffer/main.qml")); + viewer.setSource(QUrl(QStringLiteral("qrc:///qml/framebuffer/main.qml"))); viewer.setTitle(QStringLiteral("Render into FrameBuffer")); viewer.setResizeMode(QQuickView::SizeRootObjectToView); diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js b/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js index 5d7c31813310a2826bbbac7d01a0a275c3c9325e..580192a382faad97993933afc0d71825b7791c1e 100644 --- a/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js +++ b/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** @@ -34,7 +34,7 @@ ** ****************************************************************************/ -Qt.include("glMatrix-0.9.5.min.js") +Qt.include("../../../3rdparty/gl-matrix.js") // // Draws a cube that has the Qt logo as decal texture on each face in to a texture. diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/glMatrix-0.9.5.min.js b/examples/canvas3d/framebuffer/qml/framebuffer/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/framebuffer/qml/framebuffer/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/main.qml b/examples/canvas3d/framebuffer/qml/framebuffer/main.qml index af143dec188891d5da1dbf20a716470571caa0bc..b28600bf6d3a3f5f14e566f9567f4e75ff4530d3 100644 --- a/examples/canvas3d/framebuffer/qml/framebuffer/main.qml +++ b/examples/canvas3d/framebuffer/qml/framebuffer/main.qml @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/interaction/doc/src/interaction.qdoc b/examples/canvas3d/interaction/doc/src/interaction.qdoc index ea0dc5bc911453d4b7d4ec15542aaec77d78bb9f..b239fb4787a65cb02e86f2c05457450dfef9a2f2 100644 --- a/examples/canvas3d/interaction/doc/src/interaction.qdoc +++ b/examples/canvas3d/interaction/doc/src/interaction.qdoc @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/interaction/interaction.qrc b/examples/canvas3d/interaction/interaction.qrc index 696aa06419f757e07c033f29c26ffa925f8588a9..9e7b3425a67df370767c25e88ed521320fe002e5 100644 --- a/examples/canvas3d/interaction/interaction.qrc +++ b/examples/canvas3d/interaction/interaction.qrc @@ -1,10 +1,10 @@ <RCC> <qresource prefix="/"> + <file>../../../3rdparty/gl-matrix.js</file> + <file>../../../3rdparty/ThreeJSLoader.js</file> <file>qml/interaction/barrel.jpg</file> <file>qml/interaction/barrel.json</file> - <file>qml/interaction/glMatrix-0.9.5.min.js</file> <file>qml/interaction/interaction.js</file> <file>qml/interaction/main.qml</file> - <file>qml/interaction/ThreeJSLoader.js</file> </qresource> </RCC> diff --git a/examples/canvas3d/interaction/qml/interaction/ThreeJSLoader.js b/examples/canvas3d/interaction/qml/interaction/ThreeJSLoader.js deleted file mode 100644 index 966ec7442cf99528f95aa793532cd28a709dbb8c..0000000000000000000000000000000000000000 --- a/examples/canvas3d/interaction/qml/interaction/ThreeJSLoader.js +++ /dev/null @@ -1,448 +0,0 @@ -/* - * The MIT License - * Copyright © 2010-2014 three.js authors - * Copyright © 2014 Digia Plc and/or its subsidiary(-ies). - * 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. - */ - -function GLModel() { - this.vertices = []; - this.normals = []; - this.texCoords = []; - this.indices = []; -} - -function Geometry() { - this.vertices = []; - this.faceVertexUvs = []; - this.faces = []; -} - -function Face3( a, b, c, normal, color, materialIndex ) { - - this.a = a; - this.b = b; - this.c = c; - - this.normal = normal instanceof Vector3 ? normal : new Vector3(); - this.vertexNormals = normal instanceof Array ? normal : [ ]; - - this.color = color instanceof Array ? color : [ ]; - this.vertexColors = color instanceof Array ? color : []; - - this.vertexTangents = []; - - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - - this.centroid = new Vector3() -}; - -function Vector2( x, y) { - this.x = x || 0; - this.y = y || 0; -}; - -function Vector3( x, y, z ) { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; -}; - -Vector3.prototype = { - - constructor: Vector3, - - set: function ( x, y, z ) { - - this.x = x; - this.y = y; - this.z = z; - - return this; - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - } -}; - -Face3.prototype = { - - constructor: Face3, - - clone: function () { - - var face = new Face3( this.a, this.b, this.c ); - - face.normal.copy( this.normal ); - face.color.copy( this.color ); - face.centroid.copy( this.centroid ); - - face.materialIndex = this.materialIndex; - - var i, il; - for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone(); - for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone(); - for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone(); - - return face; - } -}; - -function parseJSON3DModel( json, texturePath ) -{ - var formatVersion = json.metadata.formatVersion; - - if (formatVersion < 4.0 ) { - var i, j; - var geometry = new Geometry(); - var scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; - parseModel( json, geometry, scale ); - - // Translate to model we can use from GL - var glModel = new GLModel(); - - for (i = 0; i < geometry.vertices.length; i++) { - glModel.vertices.push(geometry.vertices[i].x); - glModel.vertices.push(geometry.vertices[i].y); - glModel.vertices.push(geometry.vertices[i].z); - } - - glModel.texCoords[0] = []; - for (var faceIdx = 0; faceIdx < geometry.faces.length; faceIdx++) { - var face = geometry.faces[faceIdx]; - // Array indices - glModel.indices.push(face.a); - glModel.indices.push(face.b); - glModel.indices.push(face.c); - - // Materials - // face.materialIndex - - // Only parse first layer of UVs for this face - for(var uvLayer = 0; uvLayer < geometry.faceVertexUvs.length; uvLayer++) { - var faceUVs = geometry.faceVertexUvs[uvLayer][faceIdx]; - var idxUVA = face.a * 2; - var idxUVB = face.b * 2; - var idxUVC = face.c * 2; - - glModel.texCoords[uvLayer][idxUVA++] = faceUVs[0].x; - glModel.texCoords[uvLayer][idxUVA ] = faceUVs[0].y; - glModel.texCoords[uvLayer][idxUVB++] = faceUVs[1].x; - glModel.texCoords[uvLayer][idxUVB ] = faceUVs[1].y; - glModel.texCoords[uvLayer][idxUVC++] = faceUVs[2].x; - glModel.texCoords[uvLayer][idxUVC ] = faceUVs[2].y; - } - - // Normal - if (face.vertexNormals !== undefined) { - // Per vertex normals - var idxA = face.a * 3; - var idxB = face.b * 3; - var idxC = face.c * 3; - var vrtNormals = face.vertexNormals; - - glModel.normals[idxA++] = vrtNormals[0].x; - glModel.normals[idxA++] = vrtNormals[0].y; - glModel.normals[idxA ] = vrtNormals[0].z; - - glModel.normals[idxB++] = vrtNormals[1].x; - glModel.normals[idxB++] = vrtNormals[1].y; - glModel.normals[idxB ] = vrtNormals[1].z; - - glModel.normals[idxC++] = vrtNormals[2].x; - glModel.normals[idxC++] = vrtNormals[2].y; - glModel.normals[idxC ] = vrtNormals[2].z; - } else if (face.normal !== undefined) { - // Per face normal - glModel.normals[idxA++] = face.normal.x; - glModel.normals[idxA++] = face.normal.y; - glModel.normals[idxA ] = face.normal.z; - - glModel.normals[idxB++] = face.normal.x; - glModel.normals[idxB++] = face.normal.y; - glModel.normals[idxB ] = face.normal.z; - - glModel.normals[idxC++] = face.normal.x; - glModel.normals[idxC++] = face.normal.y; - glModel.normals[idxC ] = face.normal.z; - } - } - } - - return glModel; -}; - -function parseModel( json, geometry, 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, color, 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 > 0 ) nUvLayers ++; - } - - for ( i = 0; i < nUvLayers; i++ ) { - geometry.faceVertexUvs[ i ] = []; - } - } - - offset = 0; - zLength = vertices.length; - - while ( offset < zLength ) { - vertex = new Vector3(); - - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; - - geometry.vertices.push( vertex ); - } - - offset = 0; - zLength = faces.length; - - while ( offset < zLength ) { - type = faces[ offset ++ ]; - - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); - - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); - - if ( isQuad ) { - faceA = new Face3(); - faceA.a = faces[ offset ]; - faceA.b = faces[ offset + 1 ]; - faceA.c = faces[ offset + 3 ]; - - faceB = new Face3(); - faceB.a = faces[ offset + 1 ]; - faceB.b = faces[ offset + 2 ]; - faceB.c = faces[ offset + 3 ]; - - offset += 4; - - if ( hasMaterial ) { - materialIndex = faces[ offset ++ ]; - faceA.materialIndex = materialIndex; - faceB.materialIndex = materialIndex; - } - - // to get face <=> uv index correspondence - fi = geometry.faces.length; - - if ( hasFaceVertexUv ) { - for ( i = 0; i < nUvLayers; i++ ) { - uvLayer = json.uvs[ i ]; - geometry.faceVertexUvs[ i ][ fi ] = []; - geometry.faceVertexUvs[ i ][ fi + 1 ] = [] - - for ( j = 0; j < 4; j ++ ) { - uvIndex = faces[ offset ++ ]; - - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; - - uv = new Vector2( u, v ); - - if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); - } - } - } - - if ( hasFaceNormal ) { - normalIndex = faces[ offset ++ ] * 3; - faceA.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - faceB.normal.copy( faceA.normal ); - } - - if ( hasFaceVertexNormal ) { - for ( i = 0; i < 4; i++ ) { - normalIndex = faces[ offset ++ ] * 3; - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - if ( i !== 2 ) faceA.vertexNormals.push( normal ); - if ( i !== 0 ) faceB.vertexNormals.push( normal ); - } - } - - if ( hasFaceColor ) { - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; - // faceA.color.setHex( hex ); - // faceB.color.setHex( hex ); - } - - if ( hasFaceVertexColor ) { - for ( i = 0; i < 4; i++ ) { - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; - - // if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) ); - // if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) ); - } - } - - geometry.faces.push( faceA ); - geometry.faces.push( faceB ); - - } else { - face = new Face3(); - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; - - if ( hasMaterial ) { - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; - } - - // to get face <=> uv index correspondence - - fi = geometry.faces.length; - - if ( hasFaceVertexUv ) { - - for ( i = 0; i < nUvLayers; i++ ) { - - uvLayer = json.uvs[ i ]; - - geometry.faceVertexUvs[ i ][ fi ] = []; - - for ( j = 0; j < 3; j ++ ) { - - uvIndex = faces[ offset ++ ]; - - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; - - uv = new Vector2( u, v ); - - geometry.faceVertexUvs[ i ][ fi ].push( uv ); - - } - - } - - } - - if ( hasFaceNormal ) { - - normalIndex = faces[ offset ++ ] * 3; - - face.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - } - - if ( hasFaceVertexNormal ) { - - for ( i = 0; i < 3; i++ ) { - - normalIndex = faces[ offset ++ ] * 3; - - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - face.vertexNormals.push( normal ); - - } - - } - - - if ( hasFaceColor ) { - // colorIndex = faces[ offset ]; - offset++; - // face.color.setHex( colors[ colorIndex ] ); - } - - - if ( hasFaceVertexColor ) { - - for ( i = 0; i < 3; i++ ) { - - // colorIndex = faces[offset]; - offset++; - // face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); - - } - - } - - geometry.faces.push( face ); - - } - - } -}; diff --git a/examples/canvas3d/interaction/qml/interaction/glMatrix-0.9.5.min.js b/examples/canvas3d/interaction/qml/interaction/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/interaction/qml/interaction/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/interaction/qml/interaction/interaction.js b/examples/canvas3d/interaction/qml/interaction/interaction.js index d1aa9e689e9530a31bc5ceece1c5e114e19c0838..217ec023fcf1d513a1801de3378c9c9b384855b2 100644 --- a/examples/canvas3d/interaction/qml/interaction/interaction.js +++ b/examples/canvas3d/interaction/qml/interaction/interaction.js @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** @@ -34,8 +34,8 @@ ** ****************************************************************************/ -Qt.include("glMatrix-0.9.5.min.js") -Qt.include("ThreeJSLoader.js") +Qt.include("../../../3rdparty/gl-matrix.js") +Qt.include("../../../3rdparty/ThreeJSLoader.js") var gl; diff --git a/examples/canvas3d/interaction/qml/interaction/main.qml b/examples/canvas3d/interaction/qml/interaction/main.qml index 8947fac96719fa6c1575c875fc16ff281deda825..01f30f3c9ca55b444e2007e8e063f37b5dfdc533 100644 --- a/examples/canvas3d/interaction/qml/interaction/main.qml +++ b/examples/canvas3d/interaction/qml/interaction/main.qml @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc b/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc index 86deacfb9e274d3edfb926191644a793930f0b27..c70ea2bff5ab9cbbfff5b522ac47a60dd101c54a 100644 --- a/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc +++ b/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/jsonmodels/glMatrix-0.9.5.min.js b/examples/canvas3d/jsonmodels/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/jsonmodels/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/jsonmodels/jsonmodels.js b/examples/canvas3d/jsonmodels/jsonmodels.js index 919c327e55624d5c067f5c3468657661c3fd0773..49447254edcc3a44ac6455639c8bdebf5e627390 100644 --- a/examples/canvas3d/jsonmodels/jsonmodels.js +++ b/examples/canvas3d/jsonmodels/jsonmodels.js @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** @@ -34,7 +34,8 @@ ** ****************************************************************************/ -Qt.include("glMatrix-0.9.5.min.js") +Qt.include("gl-matrix.js") + //! [0] Qt.include("ThreeJSLoader.js") //! [0] diff --git a/examples/canvas3d/jsonmodels/main.cpp b/examples/canvas3d/jsonmodels/main.cpp index 64e98514e384ba2d045bec20a1c806e45604c5d9..06ab9cc86333b59561c70c7d1692814a5af48586 100644 --- a/examples/canvas3d/jsonmodels/main.cpp +++ b/examples/canvas3d/jsonmodels/main.cpp @@ -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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + #define NO_ENTERPRISE #include <QGuiApplication> diff --git a/examples/canvas3d/jsonmodels/qml.qrc b/examples/canvas3d/jsonmodels/qml.qrc index 9a3a9577253cd4f71a17678fb73b28471ad8becc..a048c3dc5cd8edb75135ec6ea1c596038f3167f5 100644 --- a/examples/canvas3d/jsonmodels/qml.qrc +++ b/examples/canvas3d/jsonmodels/qml.qrc @@ -1,8 +1,8 @@ <RCC> <qresource prefix="/"> - <file>glMatrix-0.9.5.min.js</file> + <file alias="gl-matrix.js">../../../3rdparty/gl-matrix.js</file> + <file alias="ThreeJSLoader.js">../../../3rdparty/ThreeJSLoader.js</file> <file>gold.json</file> - <file>ThreeJSLoader.js</file> <file>woodbox.json</file> <file>bush.json</file> <file>pallet.json</file> diff --git a/examples/canvas3d/plasmaeffects/doc/images/plasmaeffects-example.png b/examples/canvas3d/plasmaeffects/doc/images/plasmaeffects-example.png deleted file mode 100644 index 2ba5d6b34cbb9cb4b9c9b14ac00741fbcfade00f..0000000000000000000000000000000000000000 Binary files a/examples/canvas3d/plasmaeffects/doc/images/plasmaeffects-example.png and /dev/null differ diff --git a/examples/canvas3d/plasmaeffects/doc/src/plasmaeffects.qdoc b/examples/canvas3d/plasmaeffects/doc/src/plasmaeffects.qdoc deleted file mode 100644 index 44d92eff1171ff117fbc44aeaf0a8c298ab04aa3..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/doc/src/plasmaeffects.qdoc +++ /dev/null @@ -1,80 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 plasmaeffects - \since QtCanvas3D 1.0 - \title Plasma Effects Example - \ingroup qtcanvas3d-examples - \brief Apply oldsk00l plasma effects into a canvas - - The Plasma Effects Example concentrates on showing how to use different shaders in Canvas3D. - These shaders are of "old school graphics demo" variety that achieve their effects with raw - computations based on combining output of trigonometrical functions in various ways. But they - demonstrate how you can hand over high intensity calculations to the Graphics Processing Unit - (GPU) when using QtCanvas3D. - - For a more thorough look into the QML side see the \l {Textured Cube Example} and - for a more thorough look into the JavaScript side see the \l {Lit and Textured Cube Example}. - - \image plasmaeffects-example.png - - \section1 Initialization - - During \c{initGL}'s shader initialization, we'll create two separate shader programs. - - First for the cubes: - - \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 0 - - Then for the background: - - \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 1 - - We'll need to use them one by one to get the uniform locations: - - \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 2 - \dots 0 - \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 3 - - \section1 Usage - - To use the shaders, simply take the right one into use before drawing in \c{renderGL}: - - \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 4 - \dots 0 - \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 5 - */ diff --git a/examples/canvas3d/plasmaeffects/main.cpp b/examples/canvas3d/plasmaeffects/main.cpp deleted file mode 100644 index ffc445d5b43f067c97be5f50a90db85999a9732b..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/main.cpp +++ /dev/null @@ -1,65 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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:/qml/plasmaeffects/main.qml")); - - viewer.setTitle(QStringLiteral("Olds00l Plasma")); - viewer.setResizeMode(QQuickView::SizeRootObjectToView); - viewer.show(); - - return app.exec(); -} diff --git a/examples/canvas3d/plasmaeffects/plasmaeffects.pro b/examples/canvas3d/plasmaeffects/plasmaeffects.pro deleted file mode 100644 index dde84d05948d214e19ded670101ac9b410620d14..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/plasmaeffects.pro +++ /dev/null @@ -1,11 +0,0 @@ -!include( ../examples.pri ) { - error( "Couldn't find the examples.pri file!" ) -} - -SOURCES += main.cpp - -OTHER_FILES += qml/plasmaeffects/* \ - doc/src/* \ - doc/images/* - -RESOURCES += plasmaeffects.qrc diff --git a/examples/canvas3d/plasmaeffects/plasmaeffects.qrc b/examples/canvas3d/plasmaeffects/plasmaeffects.qrc deleted file mode 100644 index e6026818e81ed6b928f3c1b33e057b28cfbb7ba8..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/plasmaeffects.qrc +++ /dev/null @@ -1,8 +0,0 @@ -<RCC> - <qresource prefix="/"> - <file>qml/plasmaeffects/glMatrix-0.9.5.min.js</file> - <file>qml/plasmaeffects/main.qml</file> - <file>qml/plasmaeffects/plasmaeffects.js</file> - <file>qml/plasmaeffects/qtlogo_gray.png</file> - </qresource> -</RCC> diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/glMatrix-0.9.5.min.js b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/main.qml b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/main.qml deleted file mode 100644 index 8ff15894c058d792b609c20eed4d7c3be709deee..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/main.qml +++ /dev/null @@ -1,146 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 "plasmaeffects.js" as GLCode - -Item { - id: mainview - width: 1280 - height: 768 - visible: true - - Canvas3D { - id: canvas3d - anchors.fill:parent - focus: true - property double xRotAnim: 0 - property double yRotAnim: 0 - property double zRotAnim: 0 - property bool isRunning: true - - // Emitted when one time initializations should happen - onInitGL: { - GLCode.initGL(canvas3d); - } - - // Emitted each time Canvas3D is ready for a new frame - onRenderGL: { - GLCode.renderGL(canvas3d); - } - - Keys.onSpacePressed: { - canvas3d.isRunning = !canvas3d.isRunning - if (canvas3d.isRunning) { - objAnimationX.pause(); - objAnimationY.pause(); - objAnimationZ.pause(); - } else { - objAnimationX.resume(); - objAnimationY.resume(); - objAnimationZ.resume(); - } - } - - SequentialAnimation { - id: objAnimationX - loops: Animation.Infinite - running: true - NumberAnimation { - target: canvas3d - property: "xRotAnim" - from: 0.0 - to: 120.0 - duration: 7000 - easing.type: Easing.InOutQuad - } - NumberAnimation { - target: canvas3d - property: "xRotAnim" - from: 120.0 - to: 0.0 - duration: 7000 - easing.type: Easing.InOutQuad - } - } - - SequentialAnimation { - id: objAnimationY - loops: Animation.Infinite - running: true - NumberAnimation { - target: canvas3d - property: "yRotAnim" - from: 0.0 - to: 240.0 - duration: 5000 - easing.type: Easing.InOutCubic - } - NumberAnimation { - target: canvas3d - property: "yRotAnim" - from: 240.0 - to: 0.0 - duration: 5000 - easing.type: Easing.InOutCubic - } - } - - SequentialAnimation { - id: objAnimationZ - loops: Animation.Infinite - running: true - NumberAnimation { - target: canvas3d - property: "zRotAnim" - from: -100.0 - to: 100.0 - duration: 3000 - easing.type: Easing.InOutSine - } - NumberAnimation { - target: canvas3d - property: "zRotAnim" - from: 100.0 - to: -100.0 - duration: 3000 - easing.type: Easing.InOutSine - } - } - } -} diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js deleted file mode 100644 index 185c74aaf5ad72954aec2047390667e8a0192e13..0000000000000000000000000000000000000000 --- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js +++ /dev/null @@ -1,584 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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("glMatrix-0.9.5.min.js") - -var gl; -var cubeTexture = 0; - -var cubeShaderProgram; -var cubeAttribute_vertexPosition; -var cubeAttribute_textureCoord; -var cubeAttribute_vertexColor; -var cubeUniform_time; -var cubeUniform_pMatrix; -var cubeUniform_mvMatrix; -var cubeUniform_textureSampler; - -var cubeVertexPositionBuffer; -var cubeVertexIndexBuffer; -var cubeVertexColorBuffer; -var cubeVerticesTextureCoordBuffer; - -var bkgShaderProgram; -var bkgAttribute_vertexPosition; -var bkgAttribute_textureCoord; -var bkgUniform_time; - -var bkgVertexPositionBuffer; -var bkgVerticesTextureCoordBuffer; - -var mvMatrix = mat4.create(); -var pMatrix = mat4.create(); - -var startTime; -var elapsedTime; -var skipTime = 0; -var pausedTime; -var wasRunning = true; - -var canvas3d; - -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} - -function initGL(canvas) { - canvas3d = canvas; - log("*******************************************************************************************"); - log("initGL ENTER..."); - - try { - startTime = Date.now(); - - // Get the OpenGL context object that represents the API we call - gl = canvas.getContext("canvas3d", {antialias:true, depth:true}); - - // Setup the OpenGL state - gl.enable(gl.DEPTH_TEST); - gl.enable(gl.DEPTH_WRITE); - gl.depthMask(true); - gl.depthFunc(gl.LESS); - - gl.enable(gl.CULL_FACE); - gl.cullFace(gl.BACK); - gl.disable(gl.BLEND); - gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); - - // Set viewport - gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, - canvas.height * canvas.devicePixelRatio); - - // Initialize vertex and color buffers - initBuffers(); - - // Initialize the shader program - initShaders(); - - // Load the texture - var qtLogoImage = TextureImageFactory.newTexImage(); - qtLogoImage.imageLoaded.connect(function() { - cubeTexture = gl.createTexture(); - gl.bindTexture(gl.TEXTURE_2D, cubeTexture); - gl.texImage2D(gl.TEXTURE_2D, // target - 0, // level - gl.RGBA, // internalformat - gl.RGBA, // format - gl.UNSIGNED_BYTE, // type - qtLogoImage); // pixels - - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); - gl.generateMipmap(gl.TEXTURE_2D); - }); - qtLogoImage.imageLoadingFailed.connect(function() { - console.log("Texture load FAILED, "+qtLogoImage.errorString); - }); - qtLogoImage.src = "qrc:/qml/plasmaeffects/qtlogo_gray.png"; - - log("...initGL EXIT"); - } catch(e) { - console.log("...initGL FAILURE!"); - console.log(""+e); - console.log(""+e.message); - } - log("*******************************************************************************************"); -} - -function degToRad(degrees) { - return degrees * Math.PI / 180; -} - -function renderGL(canvas) { - if (canvas.isRunning) { - if (!wasRunning) { - wasRunning = true; - startTime += skipTime; - } - elapsedTime = Date.now() - startTime; - } else { - if (wasRunning) { - // First time renderGL hit when paused - wasRunning = false; - pausedTime = Date.now(); - } - skipTime = Date.now() - pausedTime; - } - - // Clear screen - gl.clearColor(0.0, 0.0, 0.0, 1.0); - gl.clearDepth(1.0); - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - // Set states for background drawing - gl.disable(gl.DEPTH_TEST); - gl.depthMask(false); - gl.disable(gl.DEPTH_WRITE); - - //! [4] - // Draw background - gl.useProgram(bkgShaderProgram); - - //! [4] - - // Update time - gl.uniform1f(bkgUniform_time, elapsedTime / 1000.0); - - // Draw the screen space rect - gl.bindBuffer(gl.ARRAY_BUFFER, bkgVertexPositionBuffer); - gl.enableVertexAttribArray(bkgAttribute_vertexPosition); - gl.vertexAttribPointer(bkgAttribute_vertexPosition, 2, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, bkgVerticesTextureCoordBuffer); - gl.enableVertexAttribArray(bkgAttribute_textureCoord); - gl.vertexAttribPointer(bkgAttribute_textureCoord, 2, gl.FLOAT, false, 0, 0); - - gl.drawArrays(gl.TRIANGLES, 0, 6); - - gl.disableVertexAttribArray(bkgAttribute_vertexPosition); - gl.disableVertexAttribArray(bkgAttribute_textureCoord); - - gl.enable(gl.DEPTH_TEST); - gl.depthMask(true); - gl.enable(gl.DEPTH_WRITE); - - //! [5] - // Draw cubes - gl.useProgram(cubeShaderProgram); - //! [5] - - // Calculate the perspective projection - mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0); - gl.uniformMatrix4fv(cubeUniform_pMatrix, false, pMatrix); - - // Bind the correct buffers - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.enableVertexAttribArray(cubeAttribute_vertexPosition); - gl.vertexAttribPointer(cubeAttribute_vertexPosition, 3, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); - gl.enableVertexAttribArray(cubeAttribute_vertexColor); - gl.vertexAttribPointer(cubeAttribute_vertexColor, 4, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer); - gl.enableVertexAttribArray(cubeAttribute_textureCoord); - gl.vertexAttribPointer(cubeAttribute_textureCoord, 2, gl.FLOAT, false, 0, 0); - - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, cubeTexture); - gl.uniform1i(cubeUniform_textureSampler, 0); - - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); - - // Update time - gl.uniform1f(cubeUniform_time, elapsedTime / 1000.0); - - // Draw first cube - mat4.identity(mvMatrix); - mat4.translate(mvMatrix, mvMatrix, [-(canvas.yRotAnim - 120.0) / 90.0, - -(canvas.xRotAnim - 60.0) / 40.0, - -25.0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim) * degToRad(canvas.xRotAnim), - [1, 0, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]); - - gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix); - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - - // Draw first cube - mat4.identity(mvMatrix); - mat4.translate(mvMatrix, mvMatrix, [-(canvas.xRotAnim - 60.0) / 30.0, - -(canvas.zRotAnim - 100.0) / 60.0, - -20.0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(10), [0, 1, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(30), [1, 0, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 0, 1]); - - gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix); - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - - // Draw second cube - mat4.identity(mvMatrix); - mat4.translate(mvMatrix, mvMatrix, [(canvas.xRotAnim - 60.0) / 30.0, - (canvas.zRotAnim - 100.0) / 60.0, - -15.0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 1, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [1, 0, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [0, 0, 1]); - - gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix); - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - - // Draw third cube - mat4.identity(mvMatrix); - mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0, - (canvas.xRotAnim - 60.0) / 60.0, - -10.0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim) * degToRad(canvas.xRotAnim), - [1, 0, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]); - - gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix); - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - - gl.disableVertexAttribArray(cubeAttribute_vertexPosition); - gl.disableVertexAttribArray(cubeAttribute_vertexColor); - gl.disableVertexAttribArray(cubeAttribute_textureCoord); - -} - -function initBuffers() -{ - log(" initBuffers ENTER..."); - - cubeVertexPositionBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, - new Float32Array([// Front face - -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 face - -1.0, -1.0, -1.0, - -1.0, 1.0, -1.0, - 1.0, 1.0, -1.0, - 1.0, -1.0, -1.0, - - // Top face - -1.0, 1.0, -1.0, - -1.0, 1.0, 1.0, - 1.0, 1.0, 1.0, - 1.0, 1.0, -1.0, - - // Bottom face - -1.0, -1.0, -1.0, - 1.0, -1.0, -1.0, - 1.0, -1.0, 1.0, - -1.0, -1.0, 1.0, - - // Right face - 1.0, -1.0, -1.0, - 1.0, 1.0, -1.0, - 1.0, 1.0, 1.0, - 1.0, -1.0, 1.0, - - // Left face - -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(); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, - new Uint16Array([0, 1, 2, 0, 2, 3, // front - 4, 5, 6, 4, 6, 7, // back - 8, 9, 10, 8, 10, 11, // top - 12, 13, 14, 12, 14, 15, // bottom - 16, 17, 18, 16, 18, 19, // right - 20, 21, 22, 20, 22, 23]), // left - gl.STATIC_DRAW); - - var colors = [[0.0, 1.0, 1.0, 1.0], // Front face: cyan - [1.0, 0.0, 0.0, 1.0], // Back face: red - [0.0, 1.0, 0.0, 1.0], // Top face: green - [0.0, 0.0, 1.0, 1.0], // Bottom face: blue - [1.0, 1.0, 0.0, 1.0], // Right face: yellow - [1.0, 0.0, 1.0, 1.0]]; // Left face: purple - - var generatedColors = []; - for (var j = 0; j < 6; j++) { - var c = colors[j]; - - for (var i = 0; i < 4; i++) { - generatedColors = generatedColors.concat(c); - } - } - - cubeVertexColorBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); - gl.bufferData(gl.ARRAY_BUFFER, - new Float32Array(generatedColors), - gl.STATIC_DRAW); - - cubeVerticesTextureCoordBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer); - var textureCoordinates = [// Front - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Back - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Top - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Bottom - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Right - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Left - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0]; - gl.bufferData(gl.ARRAY_BUFFER, - new Float32Array(textureCoordinates), - gl.STATIC_DRAW); - - bkgVertexPositionBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, bkgVertexPositionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, - new Float32Array([-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); - - bkgVerticesTextureCoordBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, bkgVerticesTextureCoordBuffer); - gl.bufferData(gl.ARRAY_BUFFER, - new Float32Array([0.0, 0.0, - 1.0, 0.0, - 0.0, 1.0, - 0.0, 1.0, - 1.0, 0.0, - 1.0, 1.0]), - gl.STATIC_DRAW); - log(" ...initBuffers EXIT") -} - -function initShaders() -{ - // CUBE SHADER - - log(" initShaders ENTER...") - var cubeVertexShader = getShader(gl, - "attribute highp vec3 aVertexPosition; \ - attribute mediump vec4 aVertexColor; \ - attribute highp vec2 aTextureCoord; \ - \ - uniform mat4 uMVMatrix; \ - uniform mat4 uPMatrix; \ - \ - varying mediump vec4 vColor; \ - varying highp vec2 vTextureCoord; \ - varying highp vec4 vPos; \ - \ - void main(void) { \ - vPos = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ - gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ - vColor = aVertexColor; \ - vTextureCoord = aTextureCoord; \ - }", gl.VERTEX_SHADER); - var cubeFragmentShader = getShader(gl, - " \ - uniform highp float uTime; \ - \ - varying mediump vec4 vColor; \ - varying highp vec2 vTextureCoord; \ - varying highp vec4 vPos; \ - \ - uniform sampler2D uSampler; \ - \ - void main(void) { \ - highp vec4 volScale = vec4(3.0, 3.0, 3.0, 2.0); \ - highp vec4 volume = vPos * volScale - volScale/2.0; \ - \ - highp vec2 scaling = vec2(20.0,20.0); \ - highp vec2 coord = vTextureCoord * scaling - scaling/2.0; \ - highp float value = sin(volume.x+coord.x+uTime); \ - value += sin((volume.y+coord.y+uTime)/1.5); \ - value += sin((volume.z+coord.y+uTime)/1.5); \ - \ - coord += scaling/2.0 * vec2(sin(uTime/3.0), cos(uTime/2.0)); \ - value += sin(sqrt(coord.x*coord.x + coord.y*coord.y + 1.0) + uTime); \ - value = value/2.0; \ - value = sin(3.14*value); \ - highp vec4 col = vec4(value, value, value, 1.0); \ - highp vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \ - gl_FragColor = vec4(col.rgb * vColor.rgb * textureColor.rgb, textureColor.a); \ - }", gl.FRAGMENT_SHADER); - - //! [0] - cubeShaderProgram = gl.createProgram(); - gl.attachShader(cubeShaderProgram, cubeVertexShader); - gl.attachShader(cubeShaderProgram, cubeFragmentShader); - gl.linkProgram(cubeShaderProgram); - //! [0] - - if (!gl.getProgramParameter(cubeShaderProgram, gl.LINK_STATUS)) { - console.log("Could not initialise shaders"); - console.log(gl.getProgramInfoLog(cubeShaderProgram)); - } - - //! [2] - gl.useProgram(cubeShaderProgram); - - cubeAttribute_vertexPosition = gl.getAttribLocation(cubeShaderProgram, "aVertexPosition"); - cubeAttribute_vertexColor = gl.getAttribLocation(cubeShaderProgram, "aVertexColor"); - cubeAttribute_textureCoord = gl.getAttribLocation(cubeShaderProgram, "aTextureCoord"); - - cubeUniform_time = gl.getUniformLocation(cubeShaderProgram, "uTime"); - cubeUniform_pMatrix = gl.getUniformLocation(cubeShaderProgram, "uPMatrix"); - cubeUniform_mvMatrix = gl.getUniformLocation(cubeShaderProgram, "uMVMatrix"); - cubeUniform_textureSampler = gl.getUniformLocation(cubeShaderProgram, "uSampler") - - //! [2] - // BACKGROUND SHADER - var bkgVertexShader = getShader(gl, - "attribute highp vec2 aVertexPosition; \ - attribute highp vec2 aTextureCoord; \ - \ - varying highp vec2 vTextureCoord; \ - \ - void main(void) { \ - gl_Position = vec4(aVertexPosition, 0.0, 1.0); \ - vTextureCoord = aTextureCoord; \ - }", gl.VERTEX_SHADER); - var bkgFragmentShader = getShader(gl, - "uniform highp float uTime; \ - varying highp vec2 vTextureCoord; \ - \ - void main(void) { \ - highp vec2 position = vTextureCoord.xy; \ - \ - highp float centerX = position.x - 0.5 + sin(uTime / 2.0) * 0.1; \ - highp float centerY = position.y - 0.5 + cos(uTime / 2.0) * 0.1; \ - \ - highp float x = log(sqrt(centerX*centerX + centerY*centerY)); \ - highp float y = atan(centerX, centerY); \ - \ - highp float color = cos(x * cos(uTime / 30.0) * 80.0) + cos(x * cos(uTime / 30.0) * 10.0) + \ - cos(y * cos(uTime / 20.0) * 40.0) + cos(y * sin(uTime / 50.0) * 40.0); \ - color *= 0.5; \ - \ - gl_FragColor = vec4(color * sin(uTime / 10.0) * 0.5, color * (1.0 - sin(uTime / 10.0)) * 0.5, sin( color + uTime / 3.0 ) * 0.3, 1.0 ); \ - }", gl.FRAGMENT_SHADER); - var bkgFragmentShaderBW = getShader(gl, - "uniform highp float uTime; \ - varying highp vec2 vTextureCoord; \ - \ - void main(void) { \ - highp vec2 position = vTextureCoord.xy; \ - \ - highp float centerX = position.x - 0.5 + sin(uTime / 3.0) * 0.1; \ - highp float centerY = position.y - 0.5 + cos(uTime / 3.0) * 0.1; \ - \ - highp float x = log(sqrt(centerX*centerX + centerY*centerY)); \ - highp float y = atan(centerX, centerY); \ - \ - highp float color = cos(x * cos(uTime / 30.0) * 80.0) + cos(x * cos(uTime / 30.0) * 10.0); \ - color += cos(y * cos(uTime / 20.0) * 40.0) + cos(y * sin(uTime / 50.0) * 40.0); \ - color *= 0.2; \ - gl_FragColor = vec4(color, color, color, 1.0 ); \ - }", gl.FRAGMENT_SHADER); - - //! [1] - bkgShaderProgram = gl.createProgram(); - gl.attachShader(bkgShaderProgram, bkgVertexShader); - gl.attachShader(bkgShaderProgram, bkgFragmentShader); - gl.linkProgram(bkgShaderProgram); - //! [1] - - if (!gl.getProgramParameter(bkgShaderProgram, gl.LINK_STATUS)) { - console.log("Could not initialize background shader"); - console.log(gl.getProgramInfoLog(bkgShaderProgram)); - } - //! [3] - - gl.useProgram(bkgShaderProgram); - - bkgAttribute_vertexPosition = gl.getAttribLocation(bkgShaderProgram, "aVertexPosition"); - bkgAttribute_textureCoord = gl.getAttribLocation(bkgShaderProgram, "aTextureCoord"); - - bkgUniform_time = gl.getUniformLocation(bkgShaderProgram, "uTime"); - gl.bindTexture(gl.TEXTURE_2D, 0); - //! [3] - - log(" ...initShaders EXIT"); -} - -function getShader(gl, 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/examples/canvas3d/plasmaeffects/qml/plasmaeffects/qtlogo_gray.png b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/qtlogo_gray.png deleted file mode 100644 index c865c0b69a271bfcd5c174200c2713749fbd7ba3..0000000000000000000000000000000000000000 Binary files a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/qtlogo_gray.png and /dev/null differ diff --git a/examples/canvas3d/pureqml/cube.js b/examples/canvas3d/pureqml/cube.js deleted file mode 100644 index 11dfc915b92b6e00cded83b429231cdb0744b39d..0000000000000000000000000000000000000000 --- a/examples/canvas3d/pureqml/cube.js +++ /dev/null @@ -1,203 +0,0 @@ -Qt.include("glMatrix-0.9.5.min.js") - -// -// Draws a cube that has different colors assigned to the vertices. -// Each face of the cube has the linear interpolation of the corner colors. -// - -var gl; -var vertexPositionAttrLoc; -var shaderProgram; -var cubeVertexPositionBuffer; -var cubeVertexIndexBuffer; -var cubeVertexColorBuffer; -var vertexShader; -var fragmentShader; -var vertexColorAttrLoc; -var mvMatrix = mat4.create(); -var pMatrix = mat4.create(); -var pMatrixUniformLoc; -var mvMatrixUniformLoc; - -var canvas3d; - -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} - -function initGL(canvas) { - canvas3d = canvas - try { - // Get the context object that represents the 3D API - gl = canvas3d.getContext("canvas3d", {depth:true, antialias:true}); - - // Setup the OpenGL state - gl.enable(gl.DEPTH_TEST); - gl.depthMask(true); - - 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 - initBuffers(); - - // Initialize the shader program - initShaders(); - } catch(e) { - console.log("initGL FAILURE!"); - console.log(""+e); - console.log(""+e.message); - } -} - -function degToRad(degrees) { - return degrees * Math.PI / 180; -} - -function renderGL() { - log("Render Enter *******") - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - mat4.perspective(pMatrix, degToRad(45), canvas3d.width / canvas3d.height, 0.1, 100.0); - mat4.identity(mvMatrix); - mat4.translate(mvMatrix, mvMatrix, [0.0, 0.0, -5.0]); - //! [0] - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas3d.xRotAnim), [0, 1, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas3d.yRotAnim), [1, 0, 0]); - //! [0] - - gl.useProgram(shaderProgram); - - gl.uniformMatrix4fva(pMatrixUniformLoc, false, pMatrix); - gl.uniformMatrix4fva(mvMatrixUniformLoc, false, mvMatrix); - - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.enableVertexAttribArray(vertexPositionAttrLoc); - gl.vertexAttribPointer(vertexPositionAttrLoc, 3, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); - gl.enableVertexAttribArray(vertexColorAttrLoc); - gl.vertexAttribPointer(vertexColorAttrLoc, 4, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - log("Render Exit *******") -} - -function initBuffers() { - // Create a cubeVertexPositionBuffer and put a single clipspace rectangle in - // it (2 triangles) - cubeVertexPositionBuffer = gl.createBuffer(); - cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer"; - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, - 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, - 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, - new Float32Array([// front - 0.000, 1.000, 0.000, - 0.000, 0.000, 1.000, - 1.000, 1.000, 1.000, - 1.000, 0.000, 0.000, - // back - 1.000, 0.000, 1.000, - 1.000, 1.000, 0.000, - 0.000, 0.000, 0.000, - 0.000, 1.000, 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; \ - uniform highp mat4 uPMatrix; \ - varying highp vec4 vColor; \ - void main(void) { \ - gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ - vColor = aVertexColor; \ - }", gl.VERTEX_SHADER); - fragmentShader = getShader(gl, "varying highp vec4 vColor; \ - void main(void) { \ - gl_FragColor = vColor; \ - }", gl.FRAGMENT_SHADER); - - shaderProgram = gl.createProgram(); - shaderProgram.name = "shaderProgram"; - gl.attachShader(shaderProgram, vertexShader); - gl.attachShader(shaderProgram, fragmentShader); - gl.linkProgram(shaderProgram); - - if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { - console.log("Could not initialise shaders"); - console.log(gl.getProgramInfoLog(shaderProgram)); - } - - gl.useProgram(shaderProgram); - - // look up where the vertex data needs to go. - vertexPositionAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition"); - gl.enableVertexAttribArray(vertexPositionAttrLoc); - vertexColorAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexColor"); - gl.enableVertexAttribArray(vertexColorAttrLoc); - - pMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uPMatrix"); - pMatrixUniformLoc.name = "pMatrixUniformLoc"; - mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix"); - mvMatrixUniformLoc.name = "mvMatrixUniformLoc"; - log(" ...done") -} - -function getShader(gl, 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/examples/canvas3d/pureqml/doc/images/pureqml-example.png b/examples/canvas3d/pureqml/doc/images/pureqml-example.png deleted file mode 100644 index 9e8fc58c39b79e6e6e172675d45d622287f5d698..0000000000000000000000000000000000000000 Binary files a/examples/canvas3d/pureqml/doc/images/pureqml-example.png and /dev/null differ diff --git a/examples/canvas3d/pureqml/doc/src/pureqml.qdoc b/examples/canvas3d/pureqml/doc/src/pureqml.qdoc deleted file mode 100644 index c7ae423a709727fff799232170bf20584d390df8..0000000000000000000000000000000000000000 --- a/examples/canvas3d/pureqml/doc/src/pureqml.qdoc +++ /dev/null @@ -1,73 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 pureqml - \since QtCanvas3D 1.0 - \title Pure QML Example - \ingroup qtcanvas3d-examples - \brief A pure QML application project - - The Pure QML Example demonstrates the use of Canvas3D in a pure Qt Quick UI project, that - has no compilable parts at all. It also briefly demonstrates how to interact with the object - in Canvas3D using a MouseArea. - - \image pureqml-example.png - - \section1 Pure QML - - Our main qml file is similar to a normal Qt Quick Application. The main difference is that - there is no \c{.pro} file and nothing to compile. We create the Canvas3D the normal way: - - \snippet pureqml/pureqml.qml 0 - - \section1 MouseArea Interaction - - We added properties for x and y rotations into the Canvas3D: - - \snippet pureqml/pureqml.qml 1 - - Then we add a \c MouseArea that fills the whole window, and connect the Canvas3D properties - to \c mouseX and \c mouseY on their correspodinh onChanged functions: - - \snippet pureqml/pureqml.qml 2 - - An finally, we just use the Canvas3D properties on the JavaScript side directly for matrix - rotations: - - \snippet pureqml/cube.js 0 - - */ diff --git a/examples/canvas3d/pureqml/glMatrix-0.9.5.min.js b/examples/canvas3d/pureqml/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/pureqml/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/pureqml/pureqml.qml b/examples/canvas3d/pureqml/pureqml.qml deleted file mode 100644 index 2ab006e53d7a831c3a65d70079cbb87e9abd837b..0000000000000000000000000000000000000000 --- a/examples/canvas3d/pureqml/pureqml.qml +++ /dev/null @@ -1,69 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 "cube.js" as GLCode - -Item { - id: mainview - width: 600 - height: 600 - - //! [2] - MouseArea { - anchors.fill: parent - onMouseXChanged: - canvas3d.xRotAnim = mouseX / 3 - onMouseYChanged: - canvas3d.yRotAnim = mouseY / 3 - } - //! [2] - - //! [0] - Canvas3D { - id: canvas3d - anchors.fill: parent - //! [1] - property double xRotAnim: 0 - property double yRotAnim: 0 - //! [1] - onInitGL: GLCode.initGL(canvas3d) - onRenderGL: GLCode.renderGL() - } - //! [0] -} diff --git a/examples/canvas3d/pureqml/pureqml.qmlproject b/examples/canvas3d/pureqml/pureqml.qmlproject deleted file mode 100644 index 45ddaaf8ece6b0a87ddcaea15dfd8ec7fa9fb4cb..0000000000000000000000000000000000000000 --- a/examples/canvas3d/pureqml/pureqml.qmlproject +++ /dev/null @@ -1,20 +0,0 @@ -/* File generated by Qt Creator, version 2.7.0 */ - -import QmlProject 1.1 - -Project { - mainFile: "pureqml.qml" - - /* Include .qml, .js, and image files from current directory and subdirectories */ - QmlFiles { - directory: "." - } - JavaScriptFiles { - directory: "." - } - ImageFiles { - directory: "." - } - /* List of plugin directories passed to QML runtime */ - // importPaths: [ "../exampleplugin" ] -} diff --git a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc b/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc index 2d3e0ac85863bf6eaff6b510f2b568d129fb7337..1b3867ea8c340d19623db4c7966b43d5d8852c66 100644 --- a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc +++ b/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/textureandlight/main.cpp b/examples/canvas3d/textureandlight/main.cpp index 5d26dddf8e3f5cfcb323a79a46fa2cba9d05b1bd..9fde3eb66b1f6f0fe08859138795b83ebd1d51f7 100644 --- a/examples/canvas3d/textureandlight/main.cpp +++ b/examples/canvas3d/textureandlight/main.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/glMatrix-0.9.5.min.js b/examples/canvas3d/textureandlight/qml/textureandlight/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/textureandlight/qml/textureandlight/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/main.qml b/examples/canvas3d/textureandlight/qml/textureandlight/main.qml index b38cfe3ceda9f163502960544a480afb0c4fb81e..733105364e279a5d2697baf2794500c9414e3d35 100644 --- a/examples/canvas3d/textureandlight/qml/textureandlight/main.qml +++ b/examples/canvas3d/textureandlight/qml/textureandlight/main.qml @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** @@ -37,7 +37,7 @@ import QtQuick 2.0 import QtCanvas3D 1.0 -import "textureandlight.js" as GLCode // Textured cube with directional light +import "textureandlight.js" as GLCode Item { id: mainview diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js b/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js index bfe422a32e317e808ea071bad03a898ad8becd8c..80745f72dfe6042939ae5d42a2b7613c29963593 100644 --- a/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js +++ b/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** @@ -35,7 +35,7 @@ ****************************************************************************/ //! [0] -Qt.include("glMatrix-0.9.5.min.js") +Qt.include("../../../3rdparty/gl-matrix.js") //! [0] // diff --git a/examples/canvas3d/textureandlight/textureandlight.pro b/examples/canvas3d/textureandlight/textureandlight.pro index d38bc69e9674b8ead7134328ca99bc8fb7d246e9..502abaa49a0a6848a22d9a60c3e21be55f5317d0 100644 --- a/examples/canvas3d/textureandlight/textureandlight.pro +++ b/examples/canvas3d/textureandlight/textureandlight.pro @@ -4,8 +4,9 @@ SOURCES += main.cpp +RESOURCES += textureandlight.qrc + OTHER_FILES += qml/textureandlight/* \ doc/src/* \ doc/images/* -RESOURCES += textureandlight.qrc diff --git a/examples/canvas3d/textureandlight/textureandlight.qrc b/examples/canvas3d/textureandlight/textureandlight.qrc index 5c84809eb38aacedd37ee2020120f521dd4ca0e5..1db29d8630c7eb4e95b971b1849bf79328da9961 100644 --- a/examples/canvas3d/textureandlight/textureandlight.qrc +++ b/examples/canvas3d/textureandlight/textureandlight.qrc @@ -1,8 +1,8 @@ <RCC> <qresource prefix="/"> - <file>qml/textureandlight/glMatrix-0.9.5.min.js</file> <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> </qresource> </RCC> diff --git a/examples/canvas3d/texturedcube/doc/images/texturedcube-example.png b/examples/canvas3d/texturedcube/doc/images/texturedcube-example.png deleted file mode 100644 index 1723f92ef40b5274e4c9122e7315fa77309cfeda..0000000000000000000000000000000000000000 Binary files a/examples/canvas3d/texturedcube/doc/images/texturedcube-example.png and /dev/null differ diff --git a/examples/canvas3d/texturedcube/doc/src/texturedcube.qdoc b/examples/canvas3d/texturedcube/doc/src/texturedcube.qdoc deleted file mode 100644 index 9a6d76431f778b4f16f9384404652dc1acc66dd5..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/doc/src/texturedcube.qdoc +++ /dev/null @@ -1,85 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 texturedcube - \since QtCanvas3D 1.0 - \title Textured Cube Example - \ingroup qtcanvas3d-examples - \brief A simple textured cube - - The Textured Cube example shows how to create a simple Canvas3D displaying a single moving - textured cube. - - \image texturedcube-example.png - - \section1 Creating Canvas3D - - We'll add a Canvas3D component into the main component: - - \snippet texturedcube/qml/texturedcube/main.qml 0 - \dots - - Inside it, we catch the \c initGL and \c renderGL signals to forward the initialization - and rendering calls to the js object: - - \snippet texturedcube/qml/texturedcube/main.qml 1 - - \section1 The JavaScript Object - - First we import the js object in the QML: - - \snippet texturedcube/qml/texturedcube/main.qml 4 - - In the \c initGL function of the js object, we initialize the OpenGL state. We also create the - TextureImage and register handlers for image load success and fail signals. In the case of - load success the OpenGL texture is created and the loaded image is used to fill the texture - with pixel data: - - \snippet texturedcube/qml/texturedcube/texturedcube.js 0 - - The \c renderGL function does the actual drawing into the canvas: - - \snippet texturedcube/qml/texturedcube/texturedcube.js 1 - - \section1 The Animation - - Animating the cube is done simply by adding a \c SequantialAnimation for different Canvas3D - properties. Here's one as an example, affecting the x rotation of the cube: - - \snippet texturedcube/qml/texturedcube/main.qml 5 - - */ diff --git a/examples/canvas3d/texturedcube/main.cpp b/examples/canvas3d/texturedcube/main.cpp deleted file mode 100644 index 908be6c1e01ba82854b3baff0dba58cd1d496754..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/main.cpp +++ /dev/null @@ -1,65 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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:/qml/texturedcube/main.qml")); - - viewer.setTitle(QStringLiteral("Textured Cube")); - viewer.setResizeMode(QQuickView::SizeRootObjectToView); - viewer.show(); - - return app.exec(); -} diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/glMatrix-0.9.5.min.js b/examples/canvas3d/texturedcube/qml/texturedcube/glMatrix-0.9.5.min.js deleted file mode 100644 index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/qml/texturedcube/glMatrix-0.9.5.min.js +++ /dev/null @@ -1,4128 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.2.0 - */ - -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/* -(function(_global) { - "use strict"; - - var shim = {}; - if (typeof(exports) === 'undefined') { - if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { - shim.exports = {}; - define(function() { - return shim.exports; - }); - } else { - // gl-matrix lives in a browser, define its namespaces in global - shim.exports = typeof(window) !== 'undefined' ? window : _global; - } - } - else { - // gl-matrix lives in commonjs, define its namespaces in exports - shim.exports = exports; - } - - (function(exports) {*/ - /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - - -if(!GLMAT_EPSILON) { - var GLMAT_EPSILON = 0.000001; -} - -if(!GLMAT_ARRAY_TYPE) { - var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array; -} - -if(!GLMAT_RANDOM) { - var GLMAT_RANDOM = Math.random; -} - -/** - * @class Common utilities - * @name glMatrix - */ -var glMatrix = {}; - -/** - * Sets the type of array used when creating new vectors and matricies - * - * @param {Type} type Array type, such as Float32Array or Array - */ -glMatrix.setMatrixArrayType = function(type) { - GLMAT_ARRAY_TYPE = type; -} - -/*if(typeof(exports) !== 'undefined') { - exports.glMatrix = glMatrix; -}*/ - -var degree = Math.PI / 180; - -/** -* Convert Degree To Radian -* -* @param {Number} Angle in Degrees -*/ -glMatrix.toRadian = function(a){ - return a * degree; -} -; -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2 Dimensional Vector - * @name vec2 - */ - -var vec2 = {}; - -/** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ -vec2.create = function() { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; -}; - -/** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ -vec2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Creates a new vec2 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} a new 2D vector - */ -vec2.fromValues = function(x, y) { - var out = new GLMAT_ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ -vec2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - return out; -}; - -/** - * Set the components of a vec2 to the given values - * - * @param {vec2} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @returns {vec2} out - */ -vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; -}; - -/** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; -}; - -/** - * Alias for {@link vec2.subtract} - * @function - */ -vec2.sub = vec2.subtract; - -/** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; -}; - -/** - * Alias for {@link vec2.multiply} - * @function - */ -vec2.mul = vec2.multiply; - -/** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; -}; - -/** - * Alias for {@link vec2.divide} - * @function - */ -vec2.div = vec2.divide; - -/** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; -}; - -/** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ -vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; -}; - -/** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ -vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; -}; - -/** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ -vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ -vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.distance} - * @function - */ -vec2.dist = vec2.distance; - -/** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ -vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredDistance} - * @function - */ -vec2.sqrDist = vec2.squaredDistance; - -/** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ -vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); -}; - -/** - * Alias for {@link vec2.length} - * @function - */ -vec2.len = vec2.length; - -/** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; -}; - -/** - * Alias for {@link vec2.squaredLength} - * @function - */ -vec2.sqrLen = vec2.squaredLength; - -/** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ -vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; -}; - -/** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ -vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ -vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; -}; - -/** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ -vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; -}; - -/** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ -vec2.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec2} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec2} out - */ -vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; -}; - -/** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; -}; - -/** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; -}; - -/** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; -}; - -/** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ -vec2.transformMat4 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[4] * y + m[12]; - out[1] = m[1] * x + m[5] * y + m[13]; - return out; -}; - -/** - * Perform some operation over an array of vec2s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec2.forEach = (function() { - var vec = vec2.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 2; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec2} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec2 = vec2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3 Dimensional Vector - * @name vec3 - */ - -var vec3 = {}; - -/** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ -vec3.create = function() { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; -}; - -/** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ -vec3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Creates a new vec3 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} a new 3D vector - */ -vec3.fromValues = function(x, y, z) { - var out = new GLMAT_ARRAY_TYPE(3); - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Copy the values from one vec3 to another - * - * @param {vec3} out the receiving vector - * @param {vec3} a the source vector - * @returns {vec3} out - */ -vec3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; -}; - -/** - * Set the components of a vec3 to the given values - * - * @param {vec3} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @returns {vec3} out - */ -vec3.set = function(out, x, y, z) { - out[0] = x; - out[1] = y; - out[2] = z; - return out; -}; - -/** - * Adds two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; -}; - -/** - * Alias for {@link vec3.subtract} - * @function - */ -vec3.sub = vec3.subtract; - -/** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; -}; - -/** - * Alias for {@link vec3.multiply} - * @function - */ -vec3.mul = vec3.multiply; - -/** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; -}; - -/** - * Alias for {@link vec3.divide} - * @function - */ -vec3.div = vec3.divide; - -/** - * Returns the minimum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - return out; -}; - -/** - * Returns the maximum of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - return out; -}; - -/** - * Scales a vec3 by a scalar number - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ -vec3.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - return out; -}; - -/** - * Adds two vec3's after scaling the second operand by a scalar value - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ -vec3.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ -vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.distance} - * @function - */ -vec3.dist = vec3.distance; - -/** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ -vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredDistance} - * @function - */ -vec3.sqrDist = vec3.squaredDistance; - -/** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ -vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); -}; - -/** - * Alias for {@link vec3.length} - * @function - */ -vec3.len = vec3.length; - -/** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; -}; - -/** - * Alias for {@link vec3.squaredLength} - * @function - */ -vec3.sqrLen = vec3.squaredLength; - -/** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ -vec3.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - return out; -}; - -/** - * Normalize a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to normalize - * @returns {vec3} out - */ -vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2]; - var len = x*x + y*y + z*z; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ -vec3.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; -}; - -/** - * Computes the cross product of two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ -vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - bx = b[0], by = b[1], bz = b[2]; - - out[0] = ay * bz - az * by; - out[1] = az * bx - ax * bz; - out[2] = ax * by - ay * bx; - return out; -}; - -/** - * Performs a linear interpolation between two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ -vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec3} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec3} out - */ -vec3.random = function (out, scale) { - scale = scale || 1.0; - - var r = GLMAT_RANDOM() * 2.0 * Math.PI; - var z = (GLMAT_RANDOM() * 2.0) - 1.0; - var zScale = Math.sqrt(1.0-z*z) * scale; - - out[0] = Math.cos(r) * zScale; - out[1] = Math.sin(r) * zScale; - out[2] = z * scale; - return out; -}; - -/** - * Transforms the vec3 with a mat4. - * 4th vector component is implicitly '1' - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; - return out; -}; - -/** - * Transforms the vec3 with a mat3. - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ -vec3.transformMat3 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2]; - out[0] = x * m[0] + y * m[3] + z * m[6]; - out[1] = x * m[1] + y * m[4] + z * m[7]; - out[2] = x * m[2] + y * m[5] + z * m[8]; - return out; -}; - -/** - * Transforms the vec3 with a quat - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ -vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec3s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec3.forEach = (function() { - var vec = vec3.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 3; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec3} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec3.str = function (a) { - return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec3 = vec3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4 Dimensional Vector - * @name vec4 - */ - -var vec4 = {}; - -/** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ -vec4.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 0; - return out; -}; - -/** - * Creates a new vec4 initialized with values from an existing vector - * - * @param {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ -vec4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Creates a new vec4 initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} a new 4D vector - */ -vec4.fromValues = function(x, y, z, w) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Copy the values from one vec4 to another - * - * @param {vec4} out the receiving vector - * @param {vec4} a the source vector - * @returns {vec4} out - */ -vec4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set the components of a vec4 to the given values - * - * @param {vec4} out the receiving vector - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {vec4} out - */ -vec4.set = function(out, x, y, z, w) { - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = w; - return out; -}; - -/** - * Adds two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - out[2] = a[2] + b[2]; - out[3] = a[3] + b[3]; - return out; -}; - -/** - * Subtracts vector b from vector a - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - out[3] = a[3] - b[3]; - return out; -}; - -/** - * Alias for {@link vec4.subtract} - * @function - */ -vec4.sub = vec4.subtract; - -/** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - out[3] = a[3] * b[3]; - return out; -}; - -/** - * Alias for {@link vec4.multiply} - * @function - */ -vec4.mul = vec4.multiply; - -/** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - out[3] = a[3] / b[3]; - return out; -}; - -/** - * Alias for {@link vec4.divide} - * @function - */ -vec4.div = vec4.divide; - -/** - * Returns the minimum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - out[2] = Math.min(a[2], b[2]); - out[3] = Math.min(a[3], b[3]); - return out; -}; - -/** - * Returns the maximum of two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ -vec4.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - out[2] = Math.max(a[2], b[2]); - out[3] = Math.max(a[3], b[3]); - return out; -}; - -/** - * Scales a vec4 by a scalar number - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ -vec4.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - out[2] = a[2] * b; - out[3] = a[3] * b; - return out; -}; - -/** - * Adds two vec4's after scaling the second operand by a scalar value - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ -vec4.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - out[2] = a[2] + (b[2] * scale); - out[3] = a[3] + (b[3] * scale); - return out; -}; - -/** - * Calculates the euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ -vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.distance} - * @function - */ -vec4.dist = vec4.distance; - -/** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ -vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredDistance} - * @function - */ -vec4.sqrDist = vec4.squaredDistance; - -/** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ -vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); -}; - -/** - * Alias for {@link vec4.length} - * @function - */ -vec4.len = vec4.length; - -/** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ -vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; -}; - -/** - * Alias for {@link vec4.squaredLength} - * @function - */ -vec4.sqrLen = vec4.squaredLength; - -/** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ -vec4.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = -a[3]; - return out; -}; - -/** - * Normalize a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to normalize - * @returns {vec4} out - */ -vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - var len = x*x + y*y + z*z + w*w; - if (len > 0) { - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - out[2] = a[2] * len; - out[3] = a[3] * len; - } - return out; -}; - -/** - * Calculates the dot product of two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ -vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; -}; - -/** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ -vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - aw = a[3]; - out[0] = ax + t * (b[0] - ax); - out[1] = ay + t * (b[1] - ay); - out[2] = az + t * (b[2] - az); - out[3] = aw + t * (b[3] - aw); - return out; -}; - -/** - * Generates a random vector with the given scale - * - * @param {vec4} out the receiving vector - * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned - * @returns {vec4} out - */ -vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = GLMAT_RANDOM(); - out[1] = GLMAT_RANDOM(); - out[2] = GLMAT_RANDOM(); - out[3] = GLMAT_RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; -}; - -/** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ -vec4.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], w = a[3]; - out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; - out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; - out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; - out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; - return out; -}; - -/** - * Transforms the vec4 with a quat - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ -vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - iw = -qx * x - qy * y - qz * z; - - // calculate result * inverse quat - out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; - out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; - out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return out; -}; - -/** - * Perform some operation over an array of vec4s. - * - * @param {Array} a the array of vectors to iterate over - * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed - * @param {Number} offset Number of elements to skip at the beginning of the array - * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array - * @param {Function} fn Function to call for each vector in the array - * @param {Object} [arg] additional argument to pass to fn - * @returns {Array} a - * @function - */ -vec4.forEach = (function() { - var vec = vec4.create(); - - return function(a, stride, offset, count, fn, arg) { - var i, l; - if(!stride) { - stride = 4; - } - - if(!offset) { - offset = 0; - } - - if(count) { - l = Math.min((count * stride) + offset, a.length); - } else { - l = a.length; - } - - for(i = offset; i < l; i += stride) { - vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; - fn(vec, vec, arg); - a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; - } - - return a; - }; -})(); - -/** - * Returns a string representation of a vector - * - * @param {vec4} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -vec4.str = function (a) { - return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.vec4 = vec4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x2 Matrix - * @name mat2 - */ - -var mat2 = {}; - -/** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ -mat2.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ -mat2.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ -mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; -}; - -/** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ -mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; -}; - -/** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ -mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; -}; - -/** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ -mat2.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = a0 * b0 + a1 * b2; - out[1] = a0 * b1 + a1 * b3; - out[2] = a2 * b0 + a3 * b2; - out[3] = a2 * b1 + a3 * b3; - return out; -}; - -/** - * Alias for {@link mat2.multiply} - * @function - */ -mat2.mul = mat2.multiply; - -/** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ -mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - c = Math.cos(rad); - out[0] = a0 * c + a1 * s; - out[1] = a0 * -s + a1 * c; - out[2] = a2 * c + a3 * s; - out[3] = a2 * -s + a3 * c; - return out; -}; - -/** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ -mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v1; - out[2] = a2 * v0; - out[3] = a3 * v1; - return out; -}; - -/** - * Returns a string representation of a mat2 - * - * @param {mat2} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2 = mat2; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - * <pre> - * [a, b, - * c, d, - * tx,ty] - * </pre> - * This is a short form for the 3x3 matrix: - * <pre> - * [a, b, 0 - * c, d, 0 - * tx,ty,1] - * </pre> - * The last column is ignored so the array is shorter and operations are faster. - */ - -var mat2d = {}; - -/** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.create = function() { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ -mat2d.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(6); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Copy the values from one mat2d to another - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - return out; -}; - -/** - * Set a mat2d to the identity matrix - * - * @param {mat2d} out the receiving matrix - * @returns {mat2d} out - */ -mat2d.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; -}; - -/** - * Inverts a mat2d - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the source matrix - * @returns {mat2d} out - */ -mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5]; - - var det = aa * ad - ab * ac; - if(!det){ - return null; - } - det = 1.0 / det; - - out[0] = ad * det; - out[1] = -ab * det; - out[2] = -ac * det; - out[3] = aa * det; - out[4] = (ac * aty - ad * atx) * det; - out[5] = (ab * atx - aa * aty) * det; - return out; -}; - -/** - * Calculates the determinant of a mat2d - * - * @param {mat2d} a the source matrix - * @returns {Number} determinant of a - */ -mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; -}; - -/** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ -mat2d.multiply = function (out, a, b) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - atx = a[4], aty = a[5], - ba = b[0], bb = b[1], bc = b[2], bd = b[3], - btx = b[4], bty = b[5]; - - out[0] = aa*ba + ab*bc; - out[1] = aa*bb + ab*bd; - out[2] = ac*ba + ad*bc; - out[3] = ac*bb + ad*bd; - out[4] = ba*atx + bc*aty + btx; - out[5] = bb*atx + bd*aty + bty; - return out; -}; - -/** - * Alias for {@link mat2d.multiply} - * @function - */ -mat2d.mul = mat2d.multiply; - - -/** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ -mat2d.rotate = function (out, a, rad) { - var aa = a[0], - ab = a[1], - ac = a[2], - ad = a[3], - atx = a[4], - aty = a[5], - st = Math.sin(rad), - ct = Math.cos(rad); - - out[0] = aa*ct + ab*st; - out[1] = -aa*st + ab*ct; - out[2] = ac*ct + ad*st; - out[3] = -ac*st + ct*ad; - out[4] = ct*atx + st*aty; - out[5] = ct*aty - st*atx; - return out; -}; - -/** - * Scales the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ -mat2d.scale = function(out, a, v) { - var vx = v[0], vy = v[1]; - out[0] = a[0] * vx; - out[1] = a[1] * vy; - out[2] = a[2] * vx; - out[3] = a[3] * vy; - out[4] = a[4] * vx; - out[5] = a[5] * vy; - return out; -}; - -/** - * Translates the mat2d by the dimensions in the given vec2 - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ -mat2d.translate = function(out, a, v) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4] + v[0]; - out[5] = a[5] + v[1]; - return out; -}; - -/** - * Returns a string representation of a mat2d - * - * @param {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat2d = mat2d; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 3x3 Matrix - * @name mat3 - */ - -var mat3 = {}; - -/** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ -mat3.create = function() { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ -mat3.fromMat4 = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[4]; - out[4] = a[5]; - out[5] = a[6]; - out[6] = a[8]; - out[7] = a[9]; - out[8] = a[10]; - return out; -}; - -/** - * Creates a new mat3 initialized with values from an existing matrix - * - * @param {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ -mat3.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(9); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copy the values from one mat3 to another - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Set a mat3 to the identity matrix - * - * @param {mat3} out the receiving matrix - * @returns {mat3} out - */ -mat3.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 1; - out[5] = 0; - out[6] = 0; - out[7] = 0; - out[8] = 1; - return out; -}; - -/** - * Transpose the values of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a12 = a[5]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a01; - out[5] = a[7]; - out[6] = a02; - out[7] = a12; - } else { - out[0] = a[0]; - out[1] = a[3]; - out[2] = a[6]; - out[3] = a[1]; - out[4] = a[4]; - out[5] = a[7]; - out[6] = a[2]; - out[7] = a[5]; - out[8] = a[8]; - } - - return out; -}; - -/** - * Inverts a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - det = a00 * b01 + a01 * b11 + a02 * b21; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = b01 * det; - out[1] = (-a22 * a01 + a02 * a21) * det; - out[2] = (a12 * a01 - a02 * a11) * det; - out[3] = b11 * det; - out[4] = (a22 * a00 - a02 * a20) * det; - out[5] = (-a12 * a00 + a02 * a10) * det; - out[6] = b21 * det; - out[7] = (-a21 * a00 + a01 * a20) * det; - out[8] = (a11 * a00 - a01 * a10) * det; - return out; -}; - -/** - * Calculates the adjugate of a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the source matrix - * @returns {mat3} out - */ -mat3.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - out[0] = (a11 * a22 - a12 * a21); - out[1] = (a02 * a21 - a01 * a22); - out[2] = (a01 * a12 - a02 * a11); - out[3] = (a12 * a20 - a10 * a22); - out[4] = (a00 * a22 - a02 * a20); - out[5] = (a02 * a10 - a00 * a12); - out[6] = (a10 * a21 - a11 * a20); - out[7] = (a01 * a20 - a00 * a21); - out[8] = (a00 * a11 - a01 * a10); - return out; -}; - -/** - * Calculates the determinant of a mat3 - * - * @param {mat3} a the source matrix - * @returns {Number} determinant of a - */ -mat3.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8]; - - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); -}; - -/** - * Multiplies two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ -mat3.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - b20 = b[6], b21 = b[7], b22 = b[8]; - - out[0] = b00 * a00 + b01 * a10 + b02 * a20; - out[1] = b00 * a01 + b01 * a11 + b02 * a21; - out[2] = b00 * a02 + b01 * a12 + b02 * a22; - - out[3] = b10 * a00 + b11 * a10 + b12 * a20; - out[4] = b10 * a01 + b11 * a11 + b12 * a21; - out[5] = b10 * a02 + b11 * a12 + b12 * a22; - - out[6] = b20 * a00 + b21 * a10 + b22 * a20; - out[7] = b20 * a01 + b21 * a11 + b22 * a21; - out[8] = b20 * a02 + b21 * a12 + b22 * a22; - return out; -}; - -/** - * Alias for {@link mat3.multiply} - * @function - */ -mat3.mul = mat3.multiply; - -/** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ -mat3.translate = function(out, a, v) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - x = v[0], y = v[1]; - - out[0] = a00; - out[1] = a01; - out[2] = a02; - - out[3] = a10; - out[4] = a11; - out[5] = a12; - - out[6] = x * a00 + y * a10 + a20; - out[7] = x * a01 + y * a11 + a21; - out[8] = x * a02 + y * a12 + a22; - return out; -}; - -/** - * Rotates a mat3 by the given angle - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ -mat3.rotate = function (out, a, rad) { - var a00 = a[0], a01 = a[1], a02 = a[2], - a10 = a[3], a11 = a[4], a12 = a[5], - a20 = a[6], a21 = a[7], a22 = a[8], - - s = Math.sin(rad), - c = Math.cos(rad); - - out[0] = c * a00 + s * a10; - out[1] = c * a01 + s * a11; - out[2] = c * a02 + s * a12; - - out[3] = c * a10 - s * a00; - out[4] = c * a11 - s * a01; - out[5] = c * a12 - s * a02; - - out[6] = a20; - out[7] = a21; - out[8] = a22; - return out; -}; - -/** - * Scales the mat3 by the dimensions in the given vec2 - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ -mat3.scale = function(out, a, v) { - var x = v[0], y = v[1]; - - out[0] = x * a[0]; - out[1] = x * a[1]; - out[2] = x * a[2]; - - out[3] = y * a[3]; - out[4] = y * a[4]; - out[5] = y * a[5]; - - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - return out; -}; - -/** - * Copies the values from a mat2d into a mat3 - * - * @param {mat3} out the receiving matrix - * @param {mat2d} a the matrix to copy - * @returns {mat3} out - **/ -mat3.fromMat2d = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = 0; - - out[3] = a[2]; - out[4] = a[3]; - out[5] = 0; - - out[6] = a[4]; - out[7] = a[5]; - out[8] = 1; - return out; -}; - -/** -* Calculates a 3x3 matrix from the given quaternion -* -* @param {mat3} out mat3 receiving operation result -* @param {quat} q Quaternion to create matrix from -* -* @returns {mat3} out -*/ -mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[3] = yx - wz; - out[6] = zx + wy; - - out[1] = yx + wz; - out[4] = 1 - xx - zz; - out[7] = zy - wx; - - out[2] = zx - wy; - out[5] = zy + wx; - out[8] = 1 - xx - yy; - - return out; -}; - -/** -* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix -* -* @param {mat3} out mat3 receiving operation result -* @param {mat4} a Mat4 to derive the normal matrix from -* -* @returns {mat3} out -*/ -mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - - out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - - out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - - return out; -}; - -/** - * Returns a string representation of a mat3 - * - * @param {mat3} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat3.str = function (a) { - return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + - a[6] + ', ' + a[7] + ', ' + a[8] + ')'; -}; -/* -if(typeof(exports) !== 'undefined') { - exports.mat3 = mat3; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class 4x4 Matrix - * @name mat4 - */ - -var mat4 = {}; - -/** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ -mat4.create = function() { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ -mat4.clone = function(a) { - var out = new GLMAT_ARRAY_TYPE(16); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ -mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; -}; - -/** - * Transpose the values of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a01 = a[1], a02 = a[2], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; -}; - -/** - * Inverts a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; - out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; -}; - -/** - * Calculates the adjugate of a mat4 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ -mat4.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; -}; - -/** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ -mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; -}; - -/** - * Multiplies two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ -mat4.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; -}; - -/** - * Alias for {@link mat4.multiply} - * @function - */ -mat4.mul = mat4.multiply; - -/** - * Translate a mat4 by the given vector - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ -mat4.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - a30, a31, a32, a33; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; - - out[0] = a00 + a03*x; - out[1] = a01 + a03*y; - out[2] = a02 + a03*z; - out[3] = a03; - - out[4] = a10 + a13*x; - out[5] = a11 + a13*y; - out[6] = a12 + a13*z; - out[7] = a13; - - out[8] = a20 + a23*x; - out[9] = a21 + a23*y; - out[10] = a22 + a23*z; - out[11] = a23; - out[12] = a30 + a33*x; - out[13] = a31 + a33*y; - out[14] = a32 + a33*z; - out[15] = a33; - - return out; -}; -/** - * Scales the mat4 by the dimensions in the given vec3 - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ -mat4.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; -}; - -/** - * Rotates a mat4 by the given angle - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ -mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < GLMAT_EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; -}; - -/** - * Rotates a matrix by the given angle around the X axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Y axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; -}; - -/** - * Rotates a matrix by the given angle around the Z axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ -mat4.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; -}; - -/** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ -mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; -}; - -mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; -}; - -/** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; -}; - -/** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ -mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; -}; - -/** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ -mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < GLMAT_EPSILON && - Math.abs(eyey - centery) < GLMAT_EPSILON && - Math.abs(eyez - centerz) < GLMAT_EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; -}; - -/** - * Returns a string representation of a mat4 - * - * @param {mat4} mat matrix to represent as a string - * @returns {String} string representation of the matrix - */ -mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.mat4 = mat4; -} -;*/ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ - -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quaternion to represent the shortest rotation from one - * vector to another. - * - * Both vectors are assumed to be unit length. - * - * @param {quat} out the receiving quaternion. - * @param {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ -quat.rotationTo = (function() { - var tmpvec3 = vec3.create(); - var xUnitVec3 = vec3.fromValues(1,0,0); - var yUnitVec3 = vec3.fromValues(0,1,0); - - return function(out, a, b) { - var dot = vec3.dot(a, b); - if (dot < -0.999999) { - vec3.cross(tmpvec3, xUnitVec3, a); - if (vec3.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.setAxisAngle(out, tmpvec3, Math.PI); - return out; - } else if (dot > 0.999999) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - } else { - vec3.cross(tmpvec3, a, b); - out[0] = tmpvec3[0]; - out[1] = tmpvec3[1]; - out[2] = tmpvec3[2]; - out[3] = 1 + dot; - return quat.normalize(out, out); - } - }; -})(); - -/** - * Sets the specified quaternion with values corresponding to the given - * axes. Each axis is a vec3 and is expected to be unit length and - * perpendicular to all other specified axes. - * - * @param {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ -quat.setAxes = (function() { - var matr = mat3.create(); - - return function(out, view, right, up) { - matr[0] = right[0]; - matr[3] = right[1]; - matr[6] = right[2]; - - matr[1] = up[0]; - matr[4] = up[1]; - matr[7] = up[2]; - - matr[2] = -view[0]; - matr[5] = -view[1]; - matr[8] = -view[2]; - - return quat.normalize(out, quat.fromMat3(out, matr)); - }; -})(); - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var s = Math.sin(rad); - out[0] = s * axis[0]; - out[1] = s * axis[1]; - out[2] = s * axis[2]; - out[3] = Math.cos(rad); - return out; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - out[0] = ax * bw + aw * bx + ay * bz - az * by; - out[1] = ay * bw + aw * by + az * bx - ax * bz; - out[2] = az * bw + aw * bz + ax * by - ay * bx; - out[3] = aw * bw - ax * bx - ay * by - az * bz; - return out; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + aw * bx; - out[1] = ay * bw + az * bx; - out[2] = az * bw - ay * bx; - out[3] = aw * bw - ax * bx; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - by = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw - az * by; - out[1] = ay * bw + aw * by; - out[2] = az * bw + ax * by; - out[3] = aw * bw - ay * by; - return out; -}; - -/** - * Rotates a quaternion by the given angle about the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bz = Math.sin(rad), bw = Math.cos(rad); - - out[0] = ax * bw + ay * bz; - out[1] = ay * bw - ax * bz; - out[2] = az * bw + aw * bz; - out[3] = aw * bw - az * bz; - return out; -}; - -/** - * Calculates the W component of a quat from the X, Y, and Z components. - * Assumes that quaternion is 1 unit in length. - * Any existing W component will be ignored. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var x = a[0], y = a[1], z = a[2]; - - out[0] = x; - out[1] = y; - out[2] = z; - out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); - return out; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var omega, cosom, sinom, scale0, scale1; - - // calc cosine - cosom = ax * bx + ay * by + az * bz + aw * bw; - // adjust signs (if necessary) - if ( cosom < 0.0 ) { - cosom = -cosom; - bx = - bx; - by = - by; - bz = - bz; - bw = - bw; - } - // calculate coefficients - if ( (1.0 - cosom) > 0.000001 ) { - // standard case (slerp) - omega = Math.acos(cosom); - sinom = Math.sin(omega); - scale0 = Math.sin((1.0 - t) * omega) / sinom; - scale1 = Math.sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - out[0] = scale0 * ax + scale1 * bx; - out[1] = scale0 * ay + scale1 * by; - out[2] = scale0 * az + scale1 * bz; - out[3] = scale0 * aw + scale1 * bw; - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - invDot = dot ? 1.0/dot : 0; - - // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 - - out[0] = -a0*invDot; - out[1] = -a1*invDot; - out[2] = -a2*invDot; - out[3] = a3*invDot; - return out; -}; - -/** - * Calculates the conjugate of a quat - * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * NOTE: The resultant quaternion is not normalized, so you should be sure - * to renormalize the quaternion yourself where necessary. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var fRoot; - - if ( fTrace > 0.0 ) { - // |w| > 1/2, may as well choose w > 1/2 - fRoot = Math.sqrt(fTrace + 1.0); // 2w - out[3] = 0.5 * fRoot; - fRoot = 0.5/fRoot; // 1/(4w) - out[0] = (m[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = (i+1)%3; - var k = (i+2)%3; - - fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); - out[i] = 0.5 * fRoot; - fRoot = 0.5 / fRoot; - out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; - out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; - out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; - } - - return out; -}; - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -/* -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} -;*/ - - - - - - - - - - - - -/* - })(shim.exports); -})(this); -*/ diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/main.qml b/examples/canvas3d/texturedcube/qml/texturedcube/main.qml deleted file mode 100644 index 92081bb5be991e9c9ce8dbd9931cfa3653062cdf..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/qml/texturedcube/main.qml +++ /dev/null @@ -1,140 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 - -//! [4] -import "texturedcube.js" as GLCode -//! [4] - -Item { - id: mainview - width: 1280 - height: 768 - visible: true - - //! [0] - Canvas3D { - id: canvas3d - anchors.fill: parent - //! [0] - focus: true - property double xRotAnim: 0 - property double yRotAnim: 0 - property double zRotAnim: 0 - - //! [1] - // Emitted when one time initializations should happen - onInitGL: { - GLCode.initGL(canvas3d); - } - - // Emitted each time Canvas3D is ready for a new frame - onRenderGL: { - GLCode.renderGL(canvas3d); - } - //! [1] - - //! [5] - SequentialAnimation { - id: objAnimationX - loops: Animation.Infinite - running: true - NumberAnimation { - target: canvas3d - property: "xRotAnim" - from: 0.0 - to: 120.0 - duration: 7000 - easing.type: Easing.InOutQuad - } - NumberAnimation { - target: canvas3d - property: "xRotAnim" - from: 120.0 - to: 0.0 - duration: 7000 - easing.type: Easing.InOutQuad - } - } - //! [5] - - SequentialAnimation { - id: objAnimationY - loops: Animation.Infinite - running: true - NumberAnimation { - target: canvas3d - property: "yRotAnim" - from: 0.0 - to: 240.0 - duration: 5000 - easing.type: Easing.InOutCubic - } - NumberAnimation { - target: canvas3d - property: "yRotAnim" - from: 240.0 - to: 0.0 - duration: 5000 - easing.type: Easing.InOutCubic - } - } - - SequentialAnimation { - id: objAnimationZ - loops: Animation.Infinite - running: true - NumberAnimation { - target: canvas3d - property: "zRotAnim" - from: -100.0 - to: 100.0 - duration: 3000 - easing.type: Easing.InOutSine - } - NumberAnimation { - target: canvas3d - property: "zRotAnim" - from: 100.0 - to: -100.0 - duration: 3000 - easing.type: Easing.InOutSine - } - } - } -} diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/qtlogo_gray.png b/examples/canvas3d/texturedcube/qml/texturedcube/qtlogo_gray.png deleted file mode 100644 index 301eb8b7c7725c829468de9b8c50365d2bb17a46..0000000000000000000000000000000000000000 Binary files a/examples/canvas3d/texturedcube/qml/texturedcube/qtlogo_gray.png and /dev/null differ diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/texturedcube.js b/examples/canvas3d/texturedcube/qml/texturedcube/texturedcube.js deleted file mode 100644 index acfd1859846c63027d043afb91466259a5a80d63..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/qml/texturedcube/texturedcube.js +++ /dev/null @@ -1,361 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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("glMatrix-0.9.5.min.js") - -// -// Draws a cube that has the Qt logo texture on each face. -// Each face also has a unique color that modulates the grayscale Qt logo. -// - -var gl; -var width = 0; -var height = 0; -var cubeTexture = 0; -var mvMatrix = mat4.create(); -var pMatrix = mat4.create(); - -var pMatrixUniform; -var mvMatrixUniform; - -var vertexPositionAttribute; -var textureCoordAttribute; -var vertexColorAttribute; - -var canvas3d; - -function log(message) { - if (canvas3d.logAllCalls) - console.log(message) -} - -//! [0] -function initGL(canvas) { - canvas3d = canvas - log("*******************************************************************************************") - log("initGL ENTER...") - - // Get the OpenGL context object that represents the API we call - gl = canvas.getContext("canvas3d", {depth:true, antialias:true}); - - // Setup the OpenGL state - gl.enable(gl.DEPTH_TEST); - gl.enable(gl.CULL_FACE); - gl.cullFace(gl.BACK); - gl.clearColor(0.0, 0.0, 0.0, 1.0); - gl.clearDepth(1.0); - gl.depthFunc(gl.LESS); - gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); - - // Set the viewport - var pixelRatio = canvas.devicePixelRatio; - gl.viewport(0, 0, pixelRatio * canvas.width, pixelRatio * canvas.height); - - // Initialize the shader program - initShaders(); - - // Initialize vertex and color buffers - initBuffers(); - - // Load the texture - var qtLogoImage = TextureImageFactory.newTexImage(); - qtLogoImage.imageLoaded.connect(function() { - cubeTexture = gl.createTexture(); - gl.bindTexture(gl.TEXTURE_2D, cubeTexture); - gl.texImage2D(gl.TEXTURE_2D, // target - 0, // level - gl.RGBA, // internalformat - gl.RGBA, // format - gl.UNSIGNED_BYTE, // type - qtLogoImage); // pixels - - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); - gl.generateMipmap(gl.TEXTURE_2D); - }); - qtLogoImage.imageLoadingFailed.connect(function() { - console.log("Texture load FAILED, "+qtLogoImage.errorString); - }); - qtLogoImage.src = "qrc:/qml/texturedcube/qtlogo_gray.png"; - - log("...initGL EXIT"); - log("*******************************************************************************************"); -} -//! [0] - -function degToRad(degrees) { - return degrees * Math.PI / 180; -} - -//! [1] -function renderGL(canvas) { - log("*******************************************************************************************"); - // Check if dimensions or device pixel ratio has changed - var pixelRatio = canvas.devicePixelRatio; - var currentWidth = canvas.width * pixelRatio; - var currentHeight = canvas.height * pixelRatio; - if (currentWidth !== width || currentHeight !== height ) { - width = currentWidth; - height = currentHeight; - mat4.perspective(pMatrix, degToRad(45), width / height, 0.1, 500.0); - gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix); - } - - // Clear the screen - gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); - - // Set and update the model matrix - mat4.identity(mvMatrix); - // Apply Canvas3D rotation properties to cube translation to make it move about a bit - mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0, - (canvas.xRotAnim - 60.0) / 50.0, - -10.0]); - // Apply rotations gotten from Canvas3D properties - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [1, 0, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [0, 1, 0]); - mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]); - - // Set the matrix to shader - gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix); - - // Draw the cube - gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); - log("*******************************************************************************************"); -} -//! [1] - -function initBuffers() -{ - var cubeVertexPositionBuffer = gl.createBuffer(); - cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer"; - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); - gl.bufferData( - gl.ARRAY_BUFFER, - new Float32Array([// Front face - -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 face - -1.0, -1.0, -1.0, - -1.0, 1.0, -1.0, - 1.0, 1.0, -1.0, - 1.0, -1.0, -1.0, - - // Top face - -1.0, 1.0, -1.0, - -1.0, 1.0, 1.0, - 1.0, 1.0, 1.0, - 1.0, 1.0, -1.0, - - // Bottom face - -1.0, -1.0, -1.0, - 1.0, -1.0, -1.0, - 1.0, -1.0, 1.0, - -1.0, -1.0, 1.0, - - // Right face - 1.0, -1.0, -1.0, - 1.0, 1.0, -1.0, - 1.0, 1.0, 1.0, - 1.0, -1.0, 1.0, - - // Left face - -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); - gl.enableVertexAttribArray(vertexPositionAttribute); - gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); - - var cubeVertexColorBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer); - var colors = [ - [0.0, 1.0, 1.0, 1.0], // Front face: white - [1.0, 0.0, 0.0, 1.0], // Back face: red - [0.0, 1.0, 0.0, 1.0], // Top face: green - [0.0, 0.0, 1.0, 1.0], // Bottom face: blue - [1.0, 1.0, 0.0, 1.0], // Right face: yellow - [1.0, 0.0, 1.0, 1.0] // Left face: purple - ]; - var generatedColors = []; - for (var j=0; j<6; j++) { - var c = colors[j]; - - for (var i=0; i<4; i++) { - generatedColors = generatedColors.concat(c); - } - } - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(generatedColors), gl.STATIC_DRAW); - gl.enableVertexAttribArray(vertexColorAttribute); - gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0); - - var cubeVerticesTextureCoordBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer); - var textureCoordinates = [ - // Front - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Back - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Top - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Bottom - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Right - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0, - // Left - 1.0, 0.0, - 0.0, 0.0, - 0.0, 1.0, - 1.0, 1.0 - ]; - gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), - gl.STATIC_DRAW); - gl.enableVertexAttribArray(textureCoordAttribute); - gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0); - - var cubeVertexIndexBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, - new Uint16Array([ - 0, 1, 2, 0, 2, 3, // front - 4, 5, 6, 4, 6, 7, // back - 8, 9, 10, 8, 10, 11, // top - 12, 13, 14, 12, 14, 15, // bottom - 16, 17, 18, 16, 18, 19, // right - 20, 21, 22, 20, 22, 23 // left - ]), - gl.STATIC_DRAW); - - log(" } initBuffers EXIT") -} - -function initShaders() -{ - log(" initShaders ENTER {") - var vertexShader = getShader(gl, - "attribute highp vec3 aVertexPosition; \ - attribute mediump vec4 aVertexColor; \ - attribute highp vec2 aTextureCoord; \ - \ - uniform mat4 uMVMatrix; \ - uniform mat4 uPMatrix; \ - \ - varying mediump vec4 vColor; \ - varying highp vec2 vTextureCoord; \ - varying highp vec4 vPos; \ - \ - void main(void) { \ - vPos = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ - gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ - vColor = aVertexColor; \ - vTextureCoord = aTextureCoord; \ - }", gl.VERTEX_SHADER); - var fragmentShader = getShader(gl, - "varying mediump vec4 vColor; \ - varying highp vec2 vTextureCoord; \ - varying highp vec4 vPos; \ - \ - uniform sampler2D uSampler; \ - \ - void main(void) { \ - gl_FragColor = vColor * texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \ - }", gl.FRAGMENT_SHADER); - - var shaderProgram = gl.createProgram(); - gl.attachShader(shaderProgram, vertexShader); - gl.attachShader(shaderProgram, fragmentShader); - gl.linkProgram(shaderProgram); - gl.deleteShader(vertexShader); - gl.deleteShader(fragmentShader); - - if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { - console.log("Could not initialise shaders"); - console.log(gl.getProgramInfoLog(shaderProgram)); - } - - gl.useProgram(shaderProgram); - - // look up where the vertex data needs to go. - vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); - gl.enableVertexAttribArray(vertexPositionAttribute); - vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor"); - gl.enableVertexAttribArray(vertexColorAttribute); - textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); - gl.enableVertexAttribArray(textureCoordAttribute); - - pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); - mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); - - var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler") - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, cubeTexture); - gl.uniform1i(textureSamplerUniform, 0); - - log(" } initShaders EXIT"); -} - -function getShader(gl, 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/examples/canvas3d/texturedcube/texturedcube.pro b/examples/canvas3d/texturedcube/texturedcube.pro deleted file mode 100644 index 89a810fd69c87e79ca40aa474920bac06deebbdc..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/texturedcube.pro +++ /dev/null @@ -1,11 +0,0 @@ -!include( ../examples.pri ) { - error( "Couldn't find the examples.pri file!" ) -} - -SOURCES += main.cpp - -OTHER_FILES += qml/texturedcube/* \ - doc/src/* \ - doc/images/* - -RESOURCES += texturedcube.qrc diff --git a/examples/canvas3d/texturedcube/texturedcube.qrc b/examples/canvas3d/texturedcube/texturedcube.qrc deleted file mode 100644 index 2d42582ff4124cf48cc4664c2a603f4cd94680e6..0000000000000000000000000000000000000000 --- a/examples/canvas3d/texturedcube/texturedcube.qrc +++ /dev/null @@ -1,8 +0,0 @@ -<RCC> - <qresource prefix="/"> - <file>qml/texturedcube/glMatrix-0.9.5.min.js</file> - <file>qml/texturedcube/main.qml</file> - <file>qml/texturedcube/texturedcube.js</file> - <file>qml/texturedcube/qtlogo_gray.png</file> - </qresource> -</RCC> diff --git a/src/abstractobject3d.cpp b/src/abstractobject3d.cpp index bb873bceb429900edd5e8d098a84273e0706c3a0..cb16d65c8cb5c3d428cae7a6f50eb8d02b231bd6 100644 --- a/src/abstractobject3d.cpp +++ b/src/abstractobject3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/abstractobject3d_p.h b/src/abstractobject3d_p.h index a2d9fb1bbdd028ef34ff560ddda77d477b3a9a52..4d931cf19b84d47bf9608c210da686b0cd12b471 100644 --- a/src/abstractobject3d_p.h +++ b/src/abstractobject3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/activeinfo3d.cpp b/src/activeinfo3d.cpp index 1efba1b98a64e52e2e4f63bbd5c2366bb8a2f34c..234dae49b4f840454ea45bf4596093f70cd3dcba 100644 --- a/src/activeinfo3d.cpp +++ b/src/activeinfo3d.cpp @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** diff --git a/src/activeinfo3d_p.h b/src/activeinfo3d_p.h index b200075eb24f0b765b3cd5b78e12375d7a69b080..eb66cb5fd9ed4fb47ae28816c80cd77c9c8af4a5 100644 --- a/src/activeinfo3d_p.h +++ b/src/activeinfo3d_p.h @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** diff --git a/src/arrayutils.cpp b/src/arrayutils.cpp index e8ba44d0a7a2d3c5d28d65dbc0b1632298459d6f..ee47b5daa1e0e701d9a4d8161ddec4365b496f02 100644 --- a/src/arrayutils.cpp +++ b/src/arrayutils.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/arrayutils_p.h b/src/arrayutils_p.h index 553ea0405f6cd5ef4153a3b0863dbdb367df2913..51e821fc0c1c370f3bc1b6bc71b7b29767f0e724 100644 --- a/src/arrayutils_p.h +++ b/src/arrayutils_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/buffer3d.cpp b/src/buffer3d.cpp index ba4205f79394b8d5347a8bf2af40a9575b36711f..92eab0ab86e85dbbbc2b23d22807118a712ff2c0 100644 --- a/src/buffer3d.cpp +++ b/src/buffer3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/buffer3d_p.h b/src/buffer3d_p.h index 10f8c9552fc1562f63fa4451b19d4dbfdd714768..fa4e01429758b3ddb7188edb40a18d4f93c14ffa 100644 --- a/src/buffer3d_p.h +++ b/src/buffer3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/canvas3d.cpp b/src/canvas3d.cpp index 8958cc8bcc3d75f91dfbe5a654d3381c7a4464b0..9ecb2b1b9fb146853c706fa3467ea1482a64593e 100644 --- a/src/canvas3d.cpp +++ b/src/canvas3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/canvas3d_p.h b/src/canvas3d_p.h index c20a3b79fcf2e1badfc44a5a50e03ce474284782..bbd5676d492312740935213c640ea010c7895112 100644 --- a/src/canvas3d_p.h +++ b/src/canvas3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/canvas3dcommon_p.h b/src/canvas3dcommon_p.h index 568517a710fbf251bacb048e7e7964911c667883..227c30bf8a31b57dea0448885440627a39e01a93 100644 --- a/src/canvas3dcommon_p.h +++ b/src/canvas3dcommon_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/canvasglstatedump.cpp b/src/canvasglstatedump.cpp index 2d207ee18b03a169e3aca770dfe5eca6436917a5..d3c63477085fe7c57d400d6497fa49b4e9041bf2 100644 --- a/src/canvasglstatedump.cpp +++ b/src/canvasglstatedump.cpp @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** diff --git a/src/canvasglstatedump_p.h b/src/canvasglstatedump_p.h index fd43a997f33e523f8214850d22f0d2442f954541..924d2cfcf2f51b65da3a2def2d3783c786e6031b 100644 --- a/src/canvasglstatedump_p.h +++ b/src/canvasglstatedump_p.h @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** diff --git a/src/canvasrendernode.cpp b/src/canvasrendernode.cpp index 4b102247fe857e2c44af115052ba05ebac1ef29e..bb412da8fe51f2e7f24d4ec25f86fba29ef5cabc 100644 --- a/src/canvasrendernode.cpp +++ b/src/canvasrendernode.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/canvasrendernode_p.h b/src/canvasrendernode_p.h index 21ad8988c26d2d2c75a8d978a5d99853d66f3a80..d20a63d39f37b485f6b9b71a352cdc6e841a913e 100644 --- a/src/canvasrendernode_p.h +++ b/src/canvasrendernode_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/context3d.cpp b/src/context3d.cpp index ceb0a368e23529c8269aaa20d3698679acee2c69..c53ef61f54961e0c475408f53555d2b63e76e60a 100644 --- a/src/context3d.cpp +++ b/src/context3d.cpp @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** diff --git a/src/context3d_p.h b/src/context3d_p.h index 10e6f701a3a8ef55924798391804b41f7fa84eb2..efd2e48ae28a035338f8808cd6abf0131695f7f8 100644 --- a/src/context3d_p.h +++ b/src/context3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/contextattributes.cpp b/src/contextattributes.cpp index 422fb4567e2468ff1bcfc7141409275d55c15104..a02a04496b7212cf43f972143180943bcbb8a688 100644 --- a/src/contextattributes.cpp +++ b/src/contextattributes.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/contextattributes_p.h b/src/contextattributes_p.h index af67a058c1b4ada097ebc6714257b50e8813f7aa..935925e25e3ebc989a87973abfde694dabca53a8 100644 --- a/src/contextattributes_p.h +++ b/src/contextattributes_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/contextextensions.cpp b/src/contextextensions.cpp index 51038f9b3b4362218b53b332233dd80840726174..f7fb11d94cf91001a31fb47d89cfc186a11c20bf 100644 --- a/src/contextextensions.cpp +++ b/src/contextextensions.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/contextextensions_p.h b/src/contextextensions_p.h index d70aa7b2b84ddcfcd86718f077060f0cc275dece..96074621b7242f73c8460319ac80cbfb1c853fa0 100644 --- a/src/contextextensions_p.h +++ b/src/contextextensions_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/designer/default/Canvas3D.qml b/src/designer/default/Canvas3D.qml index 5afafa9a9b41f4123704cc76d3979653bbea24db..e30de09ddbd0b212a16331b88d740d625e9a5c5f 100644 --- a/src/designer/default/Canvas3D.qml +++ b/src/designer/default/Canvas3D.qml @@ -1,39 +1,3 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal -** -** This file is part of the QtCanvas3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/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 diff --git a/src/enumtostringmap.cpp b/src/enumtostringmap.cpp index 0bd741ab946252af20e4f9d5a1c5cec2fdfac96e..2fafb027c5fded3e857143e146c06d5ad3e0b101 100644 --- a/src/enumtostringmap.cpp +++ b/src/enumtostringmap.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/enumtostringmap_p.h b/src/enumtostringmap_p.h index 0dbad80f5ba73a52ae206d46f1d20a4b9e433079..ce07588f9c1e0bfc5c6f497befbdd9b8285a8288 100644 --- a/src/enumtostringmap_p.h +++ b/src/enumtostringmap_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/framebuffer3d.cpp b/src/framebuffer3d.cpp index 6d45beedc750f6ce5e9168e4ffab62e5e97ca185..742ea9a4040b01ff42090f93186373bc0c72d975 100644 --- a/src/framebuffer3d.cpp +++ b/src/framebuffer3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/framebuffer3d_p.h b/src/framebuffer3d_p.h index 9b344df59e1695cabfc12ffd88f9ae304170f12a..1f85912f1ea89fd5b5b2423bc326f2e83b418ad8 100644 --- a/src/framebuffer3d_p.h +++ b/src/framebuffer3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/program3d.cpp b/src/program3d.cpp index 8777e2dc718a7334ed81acfb04cf3422b99624f1..6ab8ecb3592073b085ead8863313a5a7747a2ee1 100644 --- a/src/program3d.cpp +++ b/src/program3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/program3d_p.h b/src/program3d_p.h index d57afc92c11347c48dfe9e2759c1e60dade9d1e8..da22bc808f6943c0be27c621a3dfb9310dabf186 100644 --- a/src/program3d_p.h +++ b/src/program3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/qcanvas3d_plugin.cpp b/src/qcanvas3d_plugin.cpp index 7baeb2bc89f0b50e7a94f65db25271298f1bbe54..cbc2239e363466267c31f86d00989e79434ecb02 100644 --- a/src/qcanvas3d_plugin.cpp +++ b/src/qcanvas3d_plugin.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/qcanvas3d_plugin.h b/src/qcanvas3d_plugin.h index 13294251377dea6ad51f46f9a75a189a893288aa..34fe771e7f6556688034710e9928ab788f8f2bd8 100644 --- a/src/qcanvas3d_plugin.h +++ b/src/qcanvas3d_plugin.h @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** @@ -56,7 +56,7 @@ using namespace QtCanvas3D; -Q_DECLARE_METATYPE(QtCanvas3D::CanvasBuffer) +Q_DECLARE_METATYPE(CanvasBuffer) QML_DECLARE_TYPE(Canvas) QML_DECLARE_TYPE(CanvasContext) diff --git a/src/renderbuffer3d.cpp b/src/renderbuffer3d.cpp index c9d257cf2d018ee2202469c59eefb2481bbbee0d..8a4cb6db407fe4c86d10b17f75753e704bc355a6 100644 --- a/src/renderbuffer3d.cpp +++ b/src/renderbuffer3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/renderbuffer3d_p.h b/src/renderbuffer3d_p.h index 7f4ebb0cd8e9faba181ac7367cab03dee8f39467..045ae539787aa7db415a46c083b4d136feb5a2bf 100644 --- a/src/renderbuffer3d_p.h +++ b/src/renderbuffer3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/shader3d.cpp b/src/shader3d.cpp index 8f622cdf109e4c6d5210c7ea1563101fcd3cfbda..afc8026a47172631de9737a020073bf3c342d6c9 100644 --- a/src/shader3d.cpp +++ b/src/shader3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/shader3d_p.h b/src/shader3d_p.h index 7d5ea0073554152804ee43240850a17f7420d28f..4f8b79873618a02b01acbf104b6e60c725285566 100644 --- a/src/shader3d_p.h +++ b/src/shader3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/shaderprecisionformat.cpp b/src/shaderprecisionformat.cpp index 9370b0050276322ef14911e8dfc03d5b1ce2ec2c..3b9005406d0ef5dfeb26c2484c742ee9d71a9e4c 100644 --- a/src/shaderprecisionformat.cpp +++ b/src/shaderprecisionformat.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/shaderprecisionformat_p.h b/src/shaderprecisionformat_p.h index 4e107250a5eaf7c0aefdc5ad38e8843a2b4e1296..aaaac14a8b077a5ddea0c9c2452be90dec757ac4 100644 --- a/src/shaderprecisionformat_p.h +++ b/src/shaderprecisionformat_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/teximage3d.cpp b/src/teximage3d.cpp index 8bc107af5d173046e27a0de8dc2c34c77980ed58..0dbf35b23bf7beefa8afe2c9b75fdab6b22680ed 100644 --- a/src/teximage3d.cpp +++ b/src/teximage3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/teximage3d_p.h b/src/teximage3d_p.h index 1a8629adfa768da0ac231cd6b361aa3dca3ca993..3e90b3d9ae2380262d94ab506e738671d2f8b0c9 100644 --- a/src/teximage3d_p.h +++ b/src/teximage3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/texture3d.cpp b/src/texture3d.cpp index 3d7d0156938d3f0906ab12f794e50acc2881521e..0f7f52345e1f7e9215c1b33c0bf2f2e60b536110 100644 --- a/src/texture3d.cpp +++ b/src/texture3d.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/texture3d_p.h b/src/texture3d_p.h index 2aba52285f2ab110e73e5780a7e19a0c61cad43a..d67f00dc61e930b7b86e33460bb9b502fc698f11 100644 --- a/src/texture3d_p.h +++ b/src/texture3d_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/uniformlocation.cpp b/src/uniformlocation.cpp index 456ca00accec4a3b5052cb0b60eadeb7c2e27166..6c3a8f3ae62879dc25f647daee0fe0d20c2f399d 100644 --- a/src/uniformlocation.cpp +++ b/src/uniformlocation.cpp @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/src/uniformlocation_p.h b/src/uniformlocation_p.h index b276d04f17038cf2bb7d8c107a65a6749a982951..fb1548ba50f5f5027c94ea2ab6cb41e60b77f5d3 100644 --- a/src/uniformlocation_p.h +++ b/src/uniformlocation_p.h @@ -1,32 +1,32 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** 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. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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 +** 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. ** diff --git a/tests/auto/qmltest/canvas3d/tst_canvas3d.qml b/tests/auto/qmltest/canvas3d/tst_canvas3d.qml index 705b93c25467699b871c8e069d8ed7f74e72d0db..d5f7edce37dac4327028b55f55fc12d0e03c58e8 100644 --- a/tests/auto/qmltest/canvas3d/tst_canvas3d.qml +++ b/tests/auto/qmltest/canvas3d/tst_canvas3d.qml @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ ** -** This file is part of the test suite of the Qt Toolkit. +** This file is part of the QtCanvas3D module of the Qt Toolkit. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. ** diff --git a/tests/auto/qmltest/tst_qmltest.cpp b/tests/auto/qmltest/tst_qmltest.cpp index 44c1ddea8c79d9de1bdf08cca25a3ac66183b2d7..172f9a2d8dfd017b7eab848504ad8141b509fa2d 100644 --- a/tests/auto/qmltest/tst_qmltest.cpp +++ b/tests/auto/qmltest/tst_qmltest.cpp @@ -1,24 +1,24 @@ /**************************************************************************** ** -** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/legal +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ ** -** This file is part of the test suite of the Qt Toolkit. +** This file is part of the QtCanvas3D module of the Qt Toolkit. ** -** $QT_BEGIN_LICENSE:LGPL$ +** $QT_BEGIN_LICENSE:LGPL3$ ** 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 Digia. For licensing terms and -** conditions see http://qt.digia.com/licensing. For further information -** use the contact form at http://qt.digia.com/contact-us. +** 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 +** 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. ** @@ -26,7 +26,7 @@ ** 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 +** 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. **